653 lines
22 KiB
Lua
653 lines
22 KiB
Lua
ArenaTopMatchManager = {};
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local this = ArenaTopMatchManager
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function this.Initialize()
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this.baseInfo = {}
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this.myBattleInfo = {}
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this.battleHistoryInfo = {}
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this.myTeamRankInfo = {}
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--- 竞猜数据
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this.isCanBet = false -- 是否可以竞猜
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this.betBattleInfo = {}
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this.betRateInfo = {}
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this.myBetTarget = nil
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this.betHistoryInfo = {}
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this.coinNum=0 --竞猜币临时数据
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-- this.isGuessTipView=false--是否打开竞猜提示面板
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-- 淘汰赛数据
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this.EliminationData_32 = {}
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this.EliminationData_4 = {}
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--奖励数据
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this.rewardData={}
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.ChampionshipReward)) do
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table.insert(this.rewardData, v)
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end
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-- 拍脸完成,获取一次基础数据,判断是否需要弹出巅峰赛拍脸
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Game.GlobalEvent:AddEvent(GameEvent.PatFace.PatFaceSendFinish, function()
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this.RequestTopMatchBaseInfo()
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end)
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-- 赛季结束时获取下一赛季的数据
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Game.GlobalEvent:AddEvent(GameEvent.FunctionCtrl.OnFunctionClose, function(typeId)
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if typeId == FUNCTION_OPEN_TYPE.TOP_MATCH then
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this.RequestTopMatchBaseInfo()
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end
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end)
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end
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--- 判断巅峰战是否激活
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function this.IsTopMatchActive()
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return ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.TOP_MATCH)
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end
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--- 获取时间
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function this.GetTopMatchTime()
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local serData = ActTimeCtrlManager.GetSerDataByTypeId(FUNCTION_OPEN_TYPE.TOP_MATCH)
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if serData then
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return serData.startTime, serData.endTime
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end
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return
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end
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---=============巅峰战基础信息========================
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-- 向服务器请求基础信息
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function this.RequestTopMatchBaseInfo(func)
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-- 获取巅峰战信息
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NetManager.GetTopMatchBaseInfo(function(msg)
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if not this.baseInfo then
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this.baseInfo = {}
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end
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this.baseInfo.joinState = msg.joinState
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this.baseInfo.progress = msg.progress
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this.baseInfo.endTime = msg.endTime
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this.baseInfo.myrank = msg.myrank
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this.baseInfo.maxRank = msg.maxRank
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this.baseInfo.myscore = msg.myscore
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this.myBattleInfo = msg.championBattleInfo
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this.RefreshBaseInfo()
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-- 发送更新事件
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
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Log(string.format("巅峰战基础信息 state = %s, progress = %s, endTime = %s, myrank = %s", msg.joinState, msg.progress, msg.endTime, msg.myrank))
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if func then func() end
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end)
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end
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-- 阶段信息刷新
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function this.UpdateTopMatchStage(msg)
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-- 没有数据或者未开启时重新获取数据
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if not this.baseInfo or not this.baseInfo.progress or this.baseInfo.progress <= 0 then
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this.RequestTopMatchBaseInfo()
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return
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end
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-- 获取新的阶段信息
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this.baseInfo.progress = msg.progress
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this.baseInfo.endTime = msg.endTime
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Log(string.format("巅峰战阶段刷新 state = %s, progress = %s, endTime = %s, myrank = %s",
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this.baseInfo.joinState, this.baseInfo.progress, this.baseInfo.endTime, this.baseInfo.myrank))
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-- 刷新基础信息
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this.RefreshBaseInfo()
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
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--刷新排行信息
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Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
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-- 切换到准备阶段刷新一遍数据
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if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_READY then
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this.RequestTopMatchBaseInfo()
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--this.RequestBetBaseInfo()
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-- 竞猜阶段刷新竞猜数据
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elseif this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS then
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this.RequestBetBaseInfo()
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-- 战斗阶段不刷新
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--elseif this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS then
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-- 切换到结算阶段刷新一遍所有数据
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elseif this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END then
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this.RequestTopMatchBaseInfo()
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this.RequestBetBaseInfo()
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end
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end
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-- 获取战斗记录
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function this.RequestBattleHistory(func)
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-- 获取巅峰赛战斗记录
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NetManager.GetTopMatchHistoryBattle(function(msg)
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this.battleHistoryInfo = msg.enemyPairInfo
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-- 对历史记录排序
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table.sort(this.battleHistoryInfo, function(a, b)
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return a.roundTimes > b.roundTimes
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end)
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Log("获取历史战斗记录成功 == "..#this.battleHistoryInfo)
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if func then func() end
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end)
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end
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-- 获取选拔赛小组排名数据
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function this.RequestMyTeamRank(func)
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--
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NetManager.GetTopMatchMyTeamRank(function(msg)
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this.myTeamRankInfo = msg.rankInfos
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-- 对历史记录排序
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table.sort(this.myTeamRankInfo, function(a, b)
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return a.personInfo.rank < b.personInfo.rank
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end)
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Log("获取小组排名数据成功 == "..#this.myTeamRankInfo)
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if func then func() end
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end)
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end
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-- 刷新基础信息
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function this.RefreshBaseInfo()
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if this.baseInfo.progress == -1 then -- 未开始
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this.baseInfo.battleStage = TOP_MATCH_STAGE.CLOSE
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this.baseInfo.battleTurn = -1
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this.baseInfo.battleState = TOP_MATCH_TIME_STATE.CLOSE
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elseif this.baseInfo.progress == -2 then -- 已结束
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this.baseInfo.battleStage = TOP_MATCH_STAGE.OVER
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this.baseInfo.battleTurn = -2
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this.baseInfo.battleState = TOP_MATCH_TIME_STATE.OVER
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elseif this.baseInfo.progress > 0 then
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local oldState = this.baseInfo.battleState
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this.baseInfo.battleStage = tonumber(string.sub(this.baseInfo.progress, 1, 1))
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this.baseInfo.battleTurn = tonumber(string.sub(this.baseInfo.progress, 2, 2))
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this.baseInfo.battleState = tonumber(string.sub(this.baseInfo.progress, 3, 3))
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-- 判断阶段切换,并检测是否需要弹窗提示
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if UIManager.IsOpen(UIName.ArenaTopMatchPanel) then return end
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if not this.IsTopMatchActive() then return end
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if oldState ~= this.baseInfo.battleState then
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if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_READY and this.baseInfo.joinState == 1 then
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--检测拍脸
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Log("准备阶段 拍脸")
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.Championship)
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elseif this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS then
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--检测拍脸
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Log("竞猜阶段 拍脸")
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Game.GlobalEvent:DispatchEvent(GameEvent.PatFace.PatFaceSend,FacePanelType.Championship)
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end
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end
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end
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end
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-- 获取巅峰战基础信息
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function this.GetBaseData()
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return this.baseInfo
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end
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-- 获取对战信息
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function this.GetBattleInfo()
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return this.myBattleInfo
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end
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-- 获取历史战斗记录
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function this.GetBattleHistory()
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return this.battleHistoryInfo
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end
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-- 获取小组赛排名
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function this.GetMyTeamRankInfo()
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return this.myTeamRankInfo
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end
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--- =================== end ==========================
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--- ====================竞猜相关=======================
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--- 获取竞猜基础数据
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function this.RequestBetBaseInfo(func)
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-- 未开启
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if not this.IsTopMatchActive() then
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this.isCanBet = false
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if func then func() end
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return
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end
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-- 第一个准备阶段无竞猜信息
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if this.baseInfo.battleStage == TOP_MATCH_STAGE.CHOOSE
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and this.baseInfo.battleTurn == 1
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and this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_READY then
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this.isCanBet = false
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if func then func() end
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return
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end
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-- 积分赛不设置竞猜环节 32强才显示
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if this.baseInfo.battleStage~=TOP_MATCH_STAGE.ELIMINATION then
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this.isCanBet = false
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if func then func() end
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return
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end
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-- 获取巅峰战信息
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NetManager.GetBetMatchInfo(0, function(msg)
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this.betBattleInfo = msg.championBattleInfo
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this.betRateInfo = msg.championBetInfo
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this.myBetTarget = msg.winUid
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Log(string.format("巅峰战赔率信息 myBetTarget = %s, betId = %s, redCoins = %s, blueCoins = %s", msg.winUid, msg.championBetInfo.id, msg.championBetInfo.redCoins, msg.championBetInfo.blueCoins))
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-- 可以竞猜了
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this.isCanBet = true
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--
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessDataUpdate)
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessRateUpdate)
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if func then func() end
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end)
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end
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-- 刷新赔率信息
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function this.RequestBetRateInfo(func)
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-- 未开启
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if not this.IsTopMatchActive() then
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return
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end
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-- 不在竞猜阶段不刷新
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if this.baseInfo.battleState ~= TOP_MATCH_TIME_STATE.OPEN_IN_GUESS then
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return
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end
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-- 积分赛不设置竞猜环节 32强才显示
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if this.baseInfo.battleStage~=TOP_MATCH_STAGE.ELIMINATION then return end
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-- 获取巅峰战信息
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NetManager.GetBetMatchInfo(1, function(msg)
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this.betRateInfo = msg.championBetInfo
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Log(string.format("巅峰战赔率信息 betId = %s, redCoins = %s, blueCoins = %s", msg.championBetInfo.id, msg.championBetInfo.redCoins, msg.championBetInfo.blueCoins))
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--
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessRateUpdate)
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if func then func() end
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end)
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end
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-- 请求下注
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function this.RequestBet(uid, coins, func)
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-- 未开启
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if not this.IsTopMatchActive() then
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return
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end
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-- 第一个准备阶段无竞猜信息
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if this.baseInfo.battleState ~= TOP_MATCH_TIME_STATE.OPEN_IN_GUESS then
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PopupTipPanel.ShowTip("非竞猜阶段无法参与竞猜")
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return
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end
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-- 判断竞猜币是否足够
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if coins == 0 then
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PopupTipPanel.ShowTip("竞猜币数量不能为0")
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return
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end
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local guessCoinId = ArenaTopMatchManager.GetGuessCoinID()
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local haveNum = BagManager.GetItemCountById(guessCoinId)
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if coins > haveNum then
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PopupTipPanel.ShowTip("竞猜币数量超出拥有数量")
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return
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end
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-- 判断是否已经参与过竞猜
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if this.myBetTarget and this.myBetTarget ~= 0 then
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-- 已经参与过竞猜
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PopupTipPanel.ShowTip("您已参与过本轮竞猜,下一轮再来吧")
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return
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end
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-- 获取巅峰战信息
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NetManager.RequestBet(uid, coins, function()
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-- 保存下注对象
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this.myBetTarget = uid
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-- 刷新
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessDataUpdate)
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if func then func() end
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end)
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end
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-- 获取历史竞猜信息
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function this.RequestBetHistory(func)
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-- 获取我得竞猜信息
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NetManager.GetBetHistoryInfo(function(msg)
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this.betHistoryInfo = msg.championMyBetDetails
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-- 对历史记录排序
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table.sort(this.betHistoryInfo, function(a, b)
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return a.enemyPairInfo.roundTimes > b.enemyPairInfo.roundTimes
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end)
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Log("获取历史竞猜记录成功 == "..#this.betHistoryInfo)
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if func then func() end
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end)
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end
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-- 竞猜成功回调
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function this.OnGuessSuccess(msg)
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if this.isLogin then return end--上来就弹新关卡界面 所以不弹
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if MapManager.isInMap or UIManager.IsOpen(UIName.BattlePanel) then return end--在关卡里 副本里不弹
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UIManager.OpenPanel(UIName.GuessCoinDropPopup, msg.roundTimes, msg.itemId, msg.itemNum)
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end
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-- 判断是否可以竞猜
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function this.IsCanBet()
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return this.isCanBet
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end
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--- 获取竞猜战斗信息
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function this.GetBetBattleInfo()
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return this.betBattleInfo
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end
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--- 获取赔率信息
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function this.GetBetRateInfo()
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return this.betRateInfo
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end
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--- 获取我下注的对象
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function this.GetMyBetTarget()
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return this.myBetTarget
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end
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-- 获取历史竞猜记录
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function this.GetBetHistory()
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return this.betHistoryInfo
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end
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-- 设置竞猜币数量
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function this.SetCoinNum(num)
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this.coinNum=num
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end
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-- 获取竞猜币数量
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function this.GetCoinNum()
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return this.coinNum
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end
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--- =================== end ==========================
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--- ======================32强赛数据=====================
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--- 请求淘汰赛数据(32强)
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function this.Request_32_EliminationData(func)
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-- 未开启
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if not this.IsTopMatchActive() then return end
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--
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if this.baseInfo.battleStage ~= TOP_MATCH_STAGE.ELIMINATION and this.baseInfo.battleStage~= TOP_MATCH_STAGE.OVER then return end
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NetManager.GetTopMatchEliminationInfo(1, function(msg)
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this.EliminationData_32 = msg.championBattlePairInfo
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-- Log("获取32强数据成功, 数据长度 = "..#this.EliminationData_32)
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if func then func() end
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end)
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end
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--- 请求淘汰赛数据(4强)
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function this.Request_4_EliminationData(func)
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-- 未开启
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if not this.IsTopMatchActive() then return end
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--
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if this.baseInfo.battleStage ~= TOP_MATCH_STAGE.ELIMINATION and this.baseInfo.battleStage~= TOP_MATCH_STAGE.OVER then return end
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NetManager.GetTopMatchEliminationInfo(2, function(msg)
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this.EliminationData_4 = msg.championBattlePairInfo
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-- Log("获取4强数据成功, 数据长度 = "..#this.EliminationData_4)
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if func then func() end
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end)
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end
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--- 获取32强数据
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function this.Get_32_EliminationData()
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-- body
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return this.EliminationData_32
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end
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-- 获取4强数据
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function this.Get_4_EliminationData()
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-- body
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return this.EliminationData_4
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end
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--- =================== end ==========================
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-- ==================== 其他接口==========================
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-- 请求回放数据
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function this.RequestRecordFightData(result, fightId, nameStr, func)
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NetManager.FightRePlayRequest(2, fightId, function(msg)
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local fightData = msg.fightData
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if not fightData then
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PopupTipPanel.ShowTip("获取回放数据失败")
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return
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end
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-- local nameStr = fight.attackName.."|"..fight.defName
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this.RequestReplayRecord(result, fightData, nameStr, func)
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end)
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end
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--- 请求开始播放回放
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--- isWin 战斗结果 1 胜利 0 失败
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--- fightData 战斗数据
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--- nameStr 交战双方名称
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--- doneFunc 战斗播放完成要回调的事件
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function this.RequestReplayRecord(isWin, fightData, nameStr, doneFunc)
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local fightData, seed, fightType, maxTime = BattleManager.GetBattleServerData({fightData = fightData}, 1)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, seed, fightType, maxTime, "back#"..tostring(isWin).."#"..nameStr, 51034, doneFunc)
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end
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-- 获取当前阶段名称
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function this.GetCurTopMatchName()
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local titleName = "逐胜之巅"
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local stageName = ""
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if this.baseInfo.progress == -1 then
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return titleName, "未开始", "即将开始"
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elseif this.baseInfo.progress == -2 then
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return titleName, "已结束", "已结束"
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end
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if this.baseInfo.battleStage == TOP_MATCH_STAGE.CHOOSE then
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stageName = "选拔赛"..NumToSimplenessFont[this.baseInfo.battleTurn]
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else
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local maxTurn = this.GetEliminationMaxRound()
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local curTurn = this.baseInfo.battleTurn
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local opTurn = maxTurn - curTurn + 1 --- 将服务器发过来的轮数倒序,方便计算
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if opTurn == 1 then
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stageName = "决赛"
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else
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stageName = math.pow(2, opTurn) .. "强"
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end
|
||
end
|
||
local stateName = TOP_MATCH_STATE_NAME[this.baseInfo.battleState] or "未知"
|
||
return titleName, stageName, stateName
|
||
end
|
||
|
||
-- 通过总轮数获取当前阶段名称
|
||
function this.GetTurnNameByRoundTimes(roundTimes)
|
||
if not roundTimes or roundTimes <= 0 then
|
||
return "未开始"
|
||
end
|
||
-- 选拔赛
|
||
local maxRound = this.GetChooseMaxRound()
|
||
if roundTimes <= maxRound then
|
||
return "选拔赛"..NumToSimplenessFont[roundTimes]
|
||
end
|
||
-- 淘汰赛
|
||
local curTurn = roundTimes - maxRound -- 当前淘汰赛轮数
|
||
local maxTurn = this.GetEliminationMaxRound()
|
||
local opTurn = maxTurn - curTurn + 1 --- 将服务器发过来的轮数倒序,方便计算
|
||
if opTurn == 1 then
|
||
return "决赛"
|
||
else
|
||
return math.pow(2, opTurn) .. "强"
|
||
end
|
||
return "未知"
|
||
end
|
||
|
||
-- 获取选拔赛最大轮数
|
||
local CHOOSE_MAX_ROUND
|
||
function this.GetChooseMaxRound()
|
||
if not CHOOSE_MAX_ROUND then
|
||
CHOOSE_MAX_ROUND = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1).TrialsGroup - 1--选拔赛最大轮数 = 每组人数 - 1
|
||
end
|
||
return CHOOSE_MAX_ROUND
|
||
end
|
||
-- 获取淘汰赛最大轮数
|
||
local ELIMINATION_MAX_ROUND
|
||
function this.GetEliminationMaxRound()
|
||
if not ELIMINATION_MAX_ROUND then
|
||
local config = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1)
|
||
local eliminationNum = config.ChampionshipPlayer/config.TrialsGroup*config.TrialsGroupWinner -- 参与淘汰赛得人数
|
||
ELIMINATION_MAX_ROUND = math.log(eliminationNum, 2)
|
||
end
|
||
return ELIMINATION_MAX_ROUND
|
||
end
|
||
|
||
-- 获取选拔赛每场积分变化值常量
|
||
function this.GetMatchDeltaIntegral()
|
||
return ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1).WinnerIntegral
|
||
end
|
||
|
||
-- 通过排名获取相应的排名位置
|
||
function this.GetRankNameByRank(rank)
|
||
--
|
||
if rank <= 0 then return "未上榜" end
|
||
local curStage = this.baseInfo.battleStage
|
||
local curTurn = this.baseInfo.battleTurn
|
||
local curState = this.baseInfo.battleState
|
||
--- 未获取到数据
|
||
if curStage == -1 or curTurn == -1 or curState == -1 then
|
||
return "未上榜"
|
||
end
|
||
--- 选拔赛阶段都是相应得强数
|
||
if curStage == 1 then
|
||
local config = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1)
|
||
return config.ChampionshipPlayer.."强"
|
||
end
|
||
--- 判断淘汰赛阶段的轮数
|
||
local maxTurn = this.GetEliminationMaxRound()
|
||
if curTurn <= 0 then curTurn = maxTurn end
|
||
local opTurn = maxTurn - curTurn + 1 --- 将服务器发过来的轮数倒序,方便计算
|
||
--- 如果是结算状态,按下一轮处理
|
||
if curState == TOP_MATCH_TIME_STATE.OPEN_IN_END or curState == TOP_MATCH_TIME_STATE.OVER then
|
||
opTurn = opTurn - 1
|
||
end
|
||
--- 轮数为0表示决赛的结算阶段
|
||
if opTurn == 0 then
|
||
if rank == 1 then
|
||
return "冠军"
|
||
elseif rank == 2 then
|
||
return "亚军"
|
||
end
|
||
end
|
||
--- 如果大于淘汰赛最大轮数的最大名次
|
||
if rank > math.pow(2, maxTurn) then
|
||
local config = ConfigManager.GetConfigData(ConfigName.ChampionshipSetting, 1)
|
||
return config.ChampionshipPlayer.."强"
|
||
end
|
||
--- 如果小于当前轮数的最大排名,则返回当前轮数的名称
|
||
local opTurnMaxRank = math.pow(2, opTurn)
|
||
if rank <= opTurnMaxRank then
|
||
return opTurnMaxRank.."强"
|
||
end
|
||
--- 如果大于当前的轮数,则可能已被淘汰,返回相应的被淘汰轮数的名称
|
||
for turn = opTurn + 1, maxTurn do
|
||
local turnMaxRank = math.pow(2, turn)
|
||
if rank <= turnMaxRank then
|
||
return turnMaxRank.."强"
|
||
end
|
||
end
|
||
-- 数据没错的情况下不会出现这种情况
|
||
return "未上榜"
|
||
end
|
||
|
||
-- 竞猜币ID
|
||
function this.GetGuessCoinID()
|
||
return 77
|
||
end
|
||
|
||
-- -- 是否可换阵容
|
||
function this.CanChangeTeam()
|
||
if this.myBattleInfo.result ~= -1 then
|
||
return false
|
||
end
|
||
local state = this.baseInfo.battleState -- 当前阶段状态
|
||
local isJoin = this.baseInfo.joinState == 1 -- 参与状态
|
||
if isJoin and state == TOP_MATCH_TIME_STATE.OPEN_IN_READY then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
--- =================== end ==========================
|
||
|
||
-----淘汰赛相关-----
|
||
|
||
|
||
-------------------
|
||
|
||
-----巅峰战排名相关-----
|
||
this.rankData={}--排行滚动数据
|
||
this.myRankData={} --我的数据
|
||
this.requestCountDown=1--允许请求倒计时
|
||
this.requestTimer=nil--允许请求计时器
|
||
this.CurPage=0
|
||
|
||
--请求排名数据
|
||
function this.RequestRankData(page,func)
|
||
-- if this.CurPage >= page or #this.rankData>128 then return end
|
||
-- this.CurPage=page
|
||
|
||
--防连续切标签不断请求数据
|
||
--if this.requestTimer~=nil then return end
|
||
--this.requestTimer = Timer.New(function()
|
||
-- this.requestCountDown=this.requestCountDown-1
|
||
-- if this.requestCountDown<0 then
|
||
-- this.requestCountDown=0
|
||
-- this.requestTimer:Stop()
|
||
-- this.requestTimer=nil
|
||
-- this.requestCountDown=1
|
||
-- end
|
||
--end, 1,-1)
|
||
--this.requestTimer:Start()
|
||
|
||
--if this.baseInfo.battleStage== TOP_MATCH_STAGE.ELIMINATION
|
||
-- and this.baseInfo.battleTurn > 0
|
||
-- or this.baseInfo.battleStage == TOP_MATCH_STAGE.OVER then
|
||
NetManager.GetTopMatchRankInfo(page,function(msg)
|
||
this.myRankData=msg.myInfo.personInfo
|
||
if page==1 then
|
||
this.rankData={}
|
||
end
|
||
local length=#this.rankData
|
||
for i, v in ipairs(msg.rankInfos) do
|
||
if v.personInfo.rank<=8 then
|
||
this.rankData[length+i]=v.personInfo
|
||
end
|
||
end
|
||
if func then
|
||
func()
|
||
end
|
||
-- for i, v in pairs(this.rankData) do
|
||
-- Log(tostring(v))
|
||
-- end
|
||
-- Log("<color=green>排行请求成功 请求页签"..page.."</color>")
|
||
-- Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
|
||
end)
|
||
--end
|
||
end
|
||
--获取排行数据
|
||
function this.GetRankData()
|
||
return this.rankData,this.myRankData
|
||
end
|
||
--请求下页数据
|
||
-- function this.GetNextRankData()
|
||
-- Log("请求下一页数据")
|
||
-- --判断是否符合刷新条件
|
||
-- local MaxNum = 128
|
||
-- if #this.rankData >= MaxNum then return end
|
||
-- --上一页数据少于20条,则没有下一页数,不再刷新
|
||
-- if #this.rankData % 20 > 0 then
|
||
-- return
|
||
-- end
|
||
-- this.RequestRankData(this.CurPage + 1)
|
||
-- end
|
||
----------------------
|
||
|
||
-----巅峰战奖励相关-----
|
||
--获取奖励数据
|
||
function this.GetRewardData()
|
||
return this.rewardData
|
||
end
|
||
----------------------
|
||
return this
|