miduo_client/Assets/ManagedResources/~Lua/Modules/Net/NetManager.lua

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require "Message/CommonProto_pb"
require "Message/ChatProto_pb"
require "Message/FightInfoProto_pb"
require "Message/MessageTypeProto_pb"
require "Message/PlayerInfoProto_pb"
require "Message/GMCommandProto_pb"
require "Message/HeroInfoProto_pb"
require "Message/MapInfoProto_pb"
require "Message/MissionInfoProto_pb"
require "Message/ArenaInfoProto_pb"
require "Message/Family_pb"
require "Message/Expedition_pb"
NetManager = {}
local this = NetManager
local Network
function this.Initialize()
Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage)
end
function this.RegisterMessage(network)
if network.type == SocketType.LOGIN then
Network = network
end
end
function this.IsConnect()
return Network and Network.isConnected
end
--请求登录
function this.LoginRequest(openId, func)
local data = PlayerInfoProto_pb.LoginRequest()
data.device_id_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetDeviceID() or ""
data.idfa_sOr_imei_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetIMEICode() or ""
data.brand_type_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetDeviceBrand() or ""
data.brand_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetDeviceModel() or ""
data.os_version_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetSystemVersion() or ""
data.dpi_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetScreenRatio() or ""
data.operator_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetOperatorName() or ""
data.network_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetNetworkType() or ""
data.ip_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetLocalIpAddress() or ""
data.distinct_id = AppConst.isSDK and openId or ""
data.openId = openId
data.channel_s = AppConst.isSDKLogin and AppConst.SdkChannel .. "#" .. AppConst.SdkPackageName or "" --pt_pid.."#"..pt_gid
data.platform_s = AppConst.isSDK and "ADR" or "PC"
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.LOGIN_REQUEST, MessageTypeProto_pb.LOGIN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.LoginResponse()
msg:ParseFromString(data)
Log("msg.resultCode : " .. msg.resultCode)
Log("msg.newToken : " .. msg.newToken)
if msg.resultCode == 0 then
--成功登录
Log(Language[11422])
if func then
func(msg)
end
end
AppConst.Token = msg.newToken
-- 打点
ThinkingAnalyticsManager.SetDistinctId(AppConst.OpenId)
ThinkingAnalyticsManager.SetSuperProperties({
server_id = LoginManager.ServerId,
account = AppConst.OpenId,
["Bundle-id"] = AppConst.SdkPackageName,
xx_id = AppConst.SdkChannel
})
TapDBManager.SetServer(LoginManager.ServerId)
end)
end
--请求玩家数据
function this.PlayerInfoRequest(func)
local data = PlayerInfoProto_pb.GetPlayerInfoRequest()
data.num = 1
data.str = "shujushuju"
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_PLAYERINFO_REQUEST, MessageTypeProto_pb.GET_PLAYERINFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetPlayerInfoResponse()
msg:ParseFromString(data)
PlayerManager.uid = msg.player.uid
PlayerManager.nickName = msg.player.nickName
NameManager.SetRoleName(msg.player.nickName)
PlayerManager.level = msg.player.level
PlayerManager.exp = msg.player.exp
PlayerManager.familyId = msg.player.familyId
PlayerManager.head = msg.player.head
PlayerManager.frame = msg.player.headFrame == 0 and 80000 or msg.player.headFrame
PlayerManager.gold = msg.player.gold
PlayerManager.gem = msg.player.gem
PlayerManager.chargeGem = msg.player.chargeGem
PlayerManager.curMapId = msg.player.curMapId
MapManager.isInMap = PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
PlayerManager.maxForce = msg.player.maxForce
-- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删
RecruitManager.isTenRecruit = msg.firstTenth --首次十连
PatFaceManager.SetisFirstLogVal(msg.isDayFirst)
PlayerManager.userCreateTime = msg.userCreateTime
SoulPrintManager.soulEquipPool = msg.SoulEquipPool
PlayerManager.designation = msg.player.designation--称号
PlayerManager.skin = msg.player.decrotion--皮肤
PlayerManager.ride = msg.player.ride--坐骑
PlayerManager.rideLevel = msg.player.rideLevel
if msg.player.sex then
NameManager.SetRoleSex(msg.player.sex)
else
NameManager.SetRoleSex(ROLE_SEX.BOY)
end
-- 数据打点
ThinkingAnalyticsManager.CalibrateTime(msg.player.serverTime)
ThinkingAnalyticsManager.Login(PlayerManager.uid)
ThinkingAnalyticsManager.SetSuperProperties({
role_id = PlayerManager.uid,
role_name = PlayerManager.nickName,
vip_level = msg.player.vipLevel,
})
TapDBManager.SetUser(PlayerManager.uid)
TapDBManager.SetLevel(PlayerManager.level)
--
PlayerManager.missingRefreshCount = msg.missingRefreshCount--迷宫寻宝妖精刷新次数
PlayerManager.SetMoveSpeedAndMapView()
--Log("PlayerManager.ride "..PlayerManager.ride.." "..PlayerManager.rideLevel)
-- 设置服务器保存的红点数据
RedpotManager.SetServerRedPointData(msg.redType)
FirstRechargeManager.isFirstRecharge = msg.player.isFirstRecharge
-- 老式Vip
-- VipManager.InitCommonData(msg.vipBaseInfo)
VipManager.SetVipLevel(msg.player.vipLevel)
PrivilegeManager.InitPrivilegeData(msg.privilege)
OperatingManager.SetBasicValues(msg.giftGoodsInfo)
OperatingManager.SetHadBuyGoodsId(msg.buyGoodsId)
OperatingManager.SetGoodsDurationData(msg.goodsTypeDuration)
PlayerManager.InitHandBookData(msg.heroHandBook, msg.equipHandBook)
PlayerManager.serverTime = msg.player.serverTime
AdventureManager.serverTime = msg.player.serverTime
ActivityGiftManager.serverTime = msg.player.serverTime
FirstRechargeManager.SetAccumRechargeValue(msg.player.saveAmt)
FirstRechargeManager.SetRechargeTime(msg.player.rechargeTime)
BindPhoneNumberManager.InitBindInfo(msg.playerBindPhone)
QuestionnaireManager.SetQuestionState(msg.QuestionState)
PlayerManager.SetMaxEnergy()
PlayerManager.InitServerTime()
GuideManager.InitData(msg.newPlayerGuidePoint)
--临时初始化地图探索的静态数据
MapManager.InitAllMapPgData()
-- WorkShopManager.UpdateWorkShopLvAndExp(msg.player.workLevel,msg.player.workExp)
RoomManager.CurRoomType = msg.player.curRoomType
RoomManager.RoomAddress = msg.player.roomAddreess
-- 精英怪数据
local suddBossId = msg.SuddenlyBossInfo.suddBossId
local endTime = msg.SuddenlyBossInfo.endTime
local findMapId = msg.SuddenlyBossInfo.findMapId
EliteMonsterManager.SetEliteData(suddBossId, endTime, findMapId)
-- 试炼副本层级奖励
-- MapTrialManager.InitTrialRewardData(msg.towerReceivedReward)
TreasureOfSomebodyManagerV2.SetCurrentLevel(msg.treasureLevel)
TreasureOfSomebodyManagerV2.SetTreasureBuyStatus(msg.hadBuyTreasure)
-- 当前波次
MonsterCampManager.monsterWave = msg.monsterAttackTime
OperatingManager.SetSignInData(msg.SignInInfo)
-- 无尽副本地图数据
EndLessMapManager.InitMapInfoData(msg.endInfo)
--月卡初始化数据
OperatingManager.InitMonthCardData(msg.monthinfos)
--每日副本数据
CarbonManager.dailyChallengeInfo=msg.dailyChallengeInfo
--猎妖之路阶段
ExpeditionManager.RefreshCurExpeditionLeve(msg.expeditionLeve)
HeadManager.InitData()
-- 充值金额
VipManager.InitInfoOnLogin(msg)
MapManager.PlayedMapTypes = msg.playedMapTypes
for _, type in ipairs(msg.playedMapTypes) do
Log(Language[11425]..type)
end
LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime)
if func then
func(msg)
end
end)
end
--请求卡库数据
function this.HeroInfoRequest(_index, func)
local data = HeroInfoProto_pb.GetHeroListInfoRequest()
data.index = _index
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_HEROINFO_REQUEST, MessageTypeProto_pb.GET_HEROINFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetHeroListInfoResponse()
msg:ParseFromString(data)
HeroManager.InitHeroData(msg.heroList)
if msg.isSendFinish then
if func then
func(msg)
end
else
_index = _index + #msg.heroList
this.HeroInfoRequest(_index, func)
end
end)
end
--请求刷新卡库
function this.DrawHeroRequest(func)
local data = HeroInfoProto_pb.DrawHeroRequest()
data.type = 1222
data.str = Language[11426]
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DRAW_HERO_REQUEST, MessageTypeProto_pb.DRAW_HERO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.DrawHeroResponse()
msg:ParseFromString(data)
--Log(table.maxn(msg.heroList))
Log(#msg.heroList)
--HeroManager.data = msg.player
if func then
func(msg)
end
for i = 1, #msg.heroList do
local hero = msg.heroList[i]
Log("hero.id : " .. hero.id)
Log("hero.heroId : " .. hero.heroId)
Log("hero.heroType : " .. hero.heroType)
Log("hero.level : " .. hero.level)
Log("hero.star : " .. hero.star)
Log("hero.quality : " .. hero.quality)
Log("hero.hp : " .. hero.hp)
Log("hero.attack : " .. hero.attack)
Log("hero.pDefence : " .. hero.pDefence)
Log("hero.mDefence : " .. hero.mDefence)
Log("hero.speed : " .. hero.speed)
for j = 1, #hero.skillList do
local skill = hero.skillList[j]
Log("skill.skillId : " .. skill.skillId)
Log("skill.skillType : " .. skill.skillType)
Log("skill.level : " .. skill.level)
Log("skill.star : " .. skill.star)
Log("skill.cd : " .. skill.cd)
for k = 1, #skill.effectId do
local effectId = skill.effectId[k]
Log("effectId : " .. effectId)
end
end
for j = 1, #hero.equipList do
local equip = hero.equipList[j]
Log("equip.id : " .. equip.id)
Log("equip.equipId : " .. equip.equipId)
Log("equip.level : " .. equip.level)
Log("equip.star : " .. equip.star)
end
end
end)
end
--请求地图战斗,必须在地图中时请求
function this.MapFightInfoRequest(func)
local data = FightInfoProto_pb.FightStartRequest()
data.fightType = 1
data.type = 2
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_START_REQUEST, MessageTypeProto_pb.FIGHT_START_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightStartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求地图战斗结果,必须在地图中时请求
function this.MapFightResultRequest(monsterGroupId, frames, fightId, fightType, func)
local data = FightInfoProto_pb.FightEndRequest()
-- 这玩意一直是个常数
data.monsterGroupId = 10000
data.frames = frames
if fightId and fightType == 6 then
data.fightId = fightId
end
data.type = fightType
-- 这个字段用于退出按钮
if monsterGroupId == 1 then
data.dropout = monsterGroupId
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_END_REQUEST, MessageTypeProto_pb.FIGHT_END_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightEndResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求地图数据
function this.MapInfoRequest(mapId, teamId, func)
Log(Language[11427] .. mapId)
local data = MapInfoProto_pb.MapEnterRequest()
data.mapId = mapId
data.teamId = teamId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_ENTER_REQUEST, MessageTypeProto_pb.MAP_ENTER_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapEnterResponse()
msg:ParseFromString(data)
MapManager.curMapId = mapId
MapManager.mapPointList = {}
EndLessMapManager.PointNoteDataList = {}
MapManager.InitData(msg)
--SubmitExtraData({ type = SDKSubMitType.TYPE_ENTER_COPY })
if msg.exploreDetail then
MapManager.InitAllMapProgressData(msg.exploreDetail)--更新当前地图探索度
end
if func then
func(msg)
end
-- 请求进图后
MapManager.isInMap = true
end)
end
--请求地图离开
function this.MapOutRequest(outType, func, nextMapId)
local data = MapInfoProto_pb.MapOutRequest()
data.curXY = MapManager.curPos
data.mapId = MapManager.curMapId
data.outType = outType
-- 无尽副本使用
local distMapId = 0
if not nextMapId or nextMapId == 0 then
distMapId = 0
else
distMapId = nextMapId
end
data.targetMapId = distMapId
Log("data.targetMapId == " .. data.targetMapId)
Log("MapOutRequest MapManager.curMapId " .. MapManager.curMapId)
for i = 1, #MapManager.stepList do
--将当前探索步骤传给后端同步校验
data.cells:append(MapManager.stepList[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_OUT_REQUEST, MessageTypeProto_pb.MAP_OUT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapOutResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
MapManager.stepList = {} --收到回调后,清空当前探索步骤
MapManager.pointAtkPower = {}
PlayerManager.curMapId = 0
MapManager.curMapId = 0
MapManager.isInMap = false
-- MapTrialManager.UpdatePowerValue(0)
MapTrialManager.SetBossState(0)
--SubmitExtraData({ type = SDKSubMitType.TYPE_EXIT_COPY })
end)
end
-- 请求开始探索副本地图
function this.CarbonMissionStartRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_START_EXPLORE_REQUEST, MessageTypeProto_pb.MAP_START_EXPLORE_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapStartExploreResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求更新事件
function this.EventUpdateRequest(eventId, optionId, func)
local data = MapInfoProto_pb.EventUpdateRequest()
data.eventId = eventId
data.optionId = optionId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EVENT_UPDATE_REQUEST, MessageTypeProto_pb.EVENT_UPDATE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EventUpdateResponse()
msg:ParseFromString(data)
OptionBehaviourManager.UpdateEventPoint(msg, optionId, func)
end)
end
--初始化获取所有地图探索度
--function this.GetMapAccomplishRequest(func)
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_MAP_ACCOMPLISH_REQUEST, MessageTypeProto_pb.GET_ALL_MAP_ACCOMPLISH_RESPONSE, nil, function (buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.GetMapAccomplishResponse()
-- msg:ParseFromString(data)
-- MapManager.InitAllMapPgData()
-- for i = 1, #msg.mapAccomplishInfo do
-- MapManager.InitAllMapProgressData(msg.mapAccomplishInfo[i])
-- end
-- if func then
-- func(msg)
-- end
-- end)
--end
--领取地图探索度箱子奖励
--function this.GetTakeMapBoxRequest(_mapId,_boxWeight, func)
-- local data = MapInfoProto_pb.TakeMapBoxRequest()
-- data.mapId = _mapId
-- data.boxWeight = _boxWeight
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_MAP_MISSION_BOX_REQUEST, MessageTypeProto_pb.TAKE_MAP_MISSION_BOX_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = MapInfoProto_pb.TakeMapBoxResponse()
-- msg:ParseFromString(data)
-- if func then
-- func(msg.drop)
-- end
-- end)
--end
--请求奖励领取
function this.GetActivityRewardRequest(missionId, activityId, func)
local data = PlayerInfoProto_pb.TakeActivityRewardRequest()
data.missionId = missionId
data.activityId = activityId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_ACTIVITY_REWARD_REQUEST, MessageTypeProto_pb.TAKE_ACTIVITY_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeActivityRewardResponse()
msg:ParseFromString(data)
--LogGreen(string.format("在线奖励道具%s, 装备%s, 英雄%s", #msg.drop.itemlist, #msg.drop.equipId, #msg.drop.Hero))
if func then
func(msg.drop)
end
end)
end
--请求领取任务奖励
function this.TakeMissionRewardRequest(type, taskId, func)
local data = PlayerInfoProto_pb.TakeMissionRewardRequest()
data.type = type
data.missionId = taskId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_MISSION_REWARD_REQUEST, MessageTypeProto_pb.TAKE_MISSION_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeMissionRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求活动数据
function this.GetActivityAllRewardRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_ACTIVITY_REQUEST, MessageTypeProto_pb.GET_ALL_ACTIVITY_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetAllActivityResponse()
msg:ParseFromString(data)
ActivityGiftManager.InitActivityData()
ActivityGiftManager.InitActivityServerData(msg)
SevenDayCarnivalManager.InitSevenDayScore()
DailyRechargeManager.InitRechargeStatus()
if func then
func(msg)
end
end)
end
--请求物品数据
function this.ItemInfoRequest(_index, func)
local data = PlayerInfoProto_pb.GetItemInfoRequest()
data.index = _index
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ITEMINFO_REQUEST, MessageTypeProto_pb.GET_ITEMINFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetItemInfoResponse()
msg:ParseFromString(data)
BagManager.InitBagData(msg.itemlist)
if msg.isSendFinish then
if func then
func(msg)
end
-- 货币数据
ThinkingAnalyticsManager.SetSuperProperties({
coins_amount = BagManager.GetItemCountById(14),
diamond_amount = BagManager.GetItemCountById(16),
})
else
_index = _index + #msg.itemlist
this.ItemInfoRequest(_index, func)
end
end)
end
--请求所有装备数据
function this.AllEquipRequest(_index, func)
if func then
func()
end
-- local data = HeroInfoProto_pb.GetAllEquipRequest()
-- data.index = _index
-- data.type = 1
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_EQUIP_REQUEST, MessageTypeProto_pb.GET_ALL_EQUIP_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = HeroInfoProto_pb.GetAllEquipResponse()
-- msg:ParseFromString(data)
-- EquipManager.InitEquipData(msg.equip)
-- if msg.isSendFinish then
-- if func then
-- func(msg)
-- end
-- else
-- _index = _index + #msg.equip
-- this.AllEquipRequest(_index, func)
-- end
-- end)
end
--请求所有宝物数据
function this.AllEquipTreasureRequest(_index, func)
local data = HeroInfoProto_pb.GetAllEquipRequest()
data.index = _index
data.type = 4
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_EQUIP_REQUEST, MessageTypeProto_pb.GET_ALL_EQUIP_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetAllEquipResponse()
msg:ParseFromString(data)
EquipTreasureManager.InitAllEquipTreasure(msg.equip)
if msg.isSendFinish then
if func then
func(msg)
end
else
_index = _index + #msg.equip
this.AllEquipTreasureRequest(_index, func)
end
end)
end
--请求穿装备
function this.EquipWearRequest(_heroId, _equipIds,_type, func)
local data = HeroInfoProto_pb.EquipWearRequest()
data.heroId = _heroId
data.type =_type
for i = 1, #_equipIds do
data.equipId:append(_equipIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_WEAR_REQUEST, MessageTypeProto_pb.EQUIP_WEAR_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
--local msg = HeroInfoProto_pb.GetAllEquipResponse()
--msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求脱装备
function this.EquipUnLoadOptRequest(_heroId, _equipIds, _type,func)
local data = HeroInfoProto_pb.EquipUnLoadOptRequest()
data.heroId = _heroId
data.type = _type
for i = 1, #_equipIds do
data.equipIds:append(tostring(_equipIds[i]))
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_UNLOAD_OPT_REQUEST, MessageTypeProto_pb.EQUIP_UNLOAD_OPT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
--local msg = HeroInfoProto_pb.GetAllEquipResponse()
--msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求宝物强化/精炼
function this.EquipTreasureBuildRequest(_IdDyn, _type,_mats,func)
local data = PlayerInfoProto_pb.JewelBuildRequest()
data.id = _IdDyn
data.type = _type
if _mats then
for i = 1, #_mats do
data.item:append(_mats[i])
end
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.JEWEL_BUILD_REQUEST, MessageTypeProto_pb.JEWEL_BUILD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetAllEquipResponse()
msg:ParseFromString(data)
--EquipTreasureManager.ChangeTreasureLv(_IdDyn,_type)
--local equip=EquipTreasureManager.GetSingleTreasureByIdDyn(_idDyn)
--UIManager.OpenPanel(UIName.EquipTreasureStrongPopup,equip,_type)
if func then
func(msg)
end
end)
end
--请求装备上锁或者解锁
function this.EquipLockRequest(_equipIds, _type, func)
local data = PlayerInfoProto_pb.LockEquip()
data.type = _type--1锁定操作 2解锁操作
for i = 1, #_equipIds do
data.id:append(_equipIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_LOCK_REQUEST, MessageTypeProto_pb.EQUIP_LOCK_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = HeroInfoProto_pb.GetAllEquipResponse()
--msg:ParseFromString(data)
EquipManager.SetEquipLockState(_equipIds, 2 - _type)--1被锁定 0:未锁定
if func then
func()
end
end)
end
--请求抽卡
function this.RecruitRequest(type, func)
local data = HeroInfoProto_pb.HeroRandRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HERO_RAND_REQQUEST, MessageTypeProto_pb.HERO_RAND_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.HeroRandResponse()
msg:ParseFromString(data)
for i = 1, #msg.drop.Hero do
local singHeroData = msg.drop.Hero[i]
HeroManager.UpdateHeroDatas(singHeroData)
end
if func then
func(msg)
end
end)
end
--请求地图单点
function this.MapUpdateEvent(triggerXY, func)
local data = MapInfoProto_pb.MapUpdateRequest()
data.curXY = MapManager.curPos
data.triggerXY = triggerXY
Log("MapManager.curPos " .. MapManager.curPos)
Log("triggerXY " .. triggerXY)
for i = 1, #MapManager.stepList do
--将当前探索步骤传给后端同步校验
data.cells:append(MapManager.stepList[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_UDPATE_REQUEST, MessageTypeProto_pb.MAP_UDPATE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapUpdateResponse()
msg:ParseFromString(data)
--Log("--收到回调后,清空当前探索步骤")
MapManager.stepList = {} --收到回调后,清空当前探索步骤
-- 碰到事件点同步一次时间
--Log("探索剩余时间 " .. msg.leftTime)
local durationTime = MapManager.totalTime - msg.leftTime
PlayerManager.startTime = PlayerManager.serverTime - durationTime
if func then
func(msg.eventId)
end
end)
end
-- 请求快速战斗
function this.QuickFightRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_FAST_FIGHT_REQUEST, MessageTypeProto_pb.MAP_FAST_FIGHT_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FastFightResponse()
msg:ParseFromString(data)
MapTrialManager.cell=msg.cell
if func then
func(msg)
end
end)
end
--请求战斗回放
-- type : 1 竞技场 2 巅峰赛 3 公会boss
function this.FightRePlayRequest(type, fightId, func)
local data = FightInfoProto_pb.FightRePlayRequest()
data.type = type
data.fightId = fightId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.VIEW_FIGHTREPLAY_REQUEST, MessageTypeProto_pb.VIEW_FIGHTREPLAY_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightRePlayResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求
function this.GMEvent(GMstr, func)
local data = CommonProto_pb.GMCommand()
Log("GMstr " .. GMstr)
data.command = GMstr
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GM_REQUEST, MessageTypeProto_pb.GM_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = CommonProto_pb.GmResponse()
msg:ParseFromString(data)
if msg.drop then
if #msg.drop.itemlist > 0 or #msg.drop.equipId > 0 or #msg.drop.Hero > 0 then
BagManager.GMCallBackData(msg.drop)
end
end
if func then
func(msg)
end
end)
end
--请求英雄升级
function this.HeroLvUpEvent(heroId, upLv,oldLv, func)
local data = HeroInfoProto_pb.UpHeroLevelRequest()
--data.cells = cell
Log("heroId " .. heroId .." "..oldLv ..Language[11428] .. upLv)
data.heroId = heroId
data.targetLevel = upLv
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UP_HERO_LEVEL_REQUEST, MessageTypeProto_pb.UP_HERO_LEVEL_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.UpHeroLevelResponse()
msg:ParseFromString(data)
Log(Language[11429]..msg.targetLevel)
if oldLv < 20 and msg.targetLevel >= 20 then
--远征初始化血量
ExpeditionManager.InitHeroHpValue(heroId)
end
if func then
func(msg)
end
end)
end
--请求英雄升星
function this.HeroUpStarEvent(heroId, consumeMaterials, func)
local data = HeroInfoProto_pb.UpHeroStarRequest()
data.heroId = heroId
data.type = 1
for i = 1, #consumeMaterials do
local c = data.consumeMaterials:add()
c.position = i
for j = 1, #consumeMaterials[i] do
c.heroIds:append(consumeMaterials[i][j])
end
end
--for j = 1, #data.ConsumeMaterial do
-- Log("data.consumeMaterials.pos "..data.ConsumeMaterial[j].position)
-- Log("data.consumeMaterials.heroIds "..#data.ConsumeMaterial[j].heroIds)
--end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UP_HERO_STAR_REQUEST, MessageTypeProto_pb.UP_HERO_STAR_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = CommonProto_pb.Drop()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求更新新手引导记录
function this.SaveGuideDataRequest(type, id, func)
local data = PlayerInfoProto_pb.SaveNewPlayerPointRequest()
data.newPlayerGuidePoint.type = type
data.newPlayerGuidePoint.id = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SAVE_NEW_PLAYER_GUIDE_POINT_REQUEST, MessageTypeProto_pb.SAVE_NEW_PLAYER_GUIDE_POINT_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--请求编队信息
function this.TeamInfoRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_TEAMPOS_INFO_REQUEST, MessageTypeProto_pb.GET_TEAMPOS_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetAllTeamPosResponse()
msg:ParseFromString(data)
FormationManager.UpdateFormation(msg)
if func then
func(msg)
end
end)
end
--保存编队信息
function this.TeamInfoSaveRequest(curFormation, func)
local data = HeroInfoProto_pb.TeamposSaveRequest()
data.TeamPosInfo.teamId = curFormation.teamId
--data.TeamPosInfo.teamName = curFormation.teamName
for i = 1, #curFormation.teamHeroInfos do
local teamInfo = data.TeamPosInfo.teamHeroInfos:add()
--LogError("curFormation.teamHeroInfos[i].heroId "..curFormation.teamHeroInfos[i].heroId)
--LogError("curFormation.teamHeroInfos[i].position "..curFormation.teamHeroInfos[i].position)
teamInfo.heroId = curFormation.teamHeroInfos[i].heroId
teamInfo.position = curFormation.teamHeroInfos[i].position
end
for i = 1, #curFormation.teamPokemonInfos do
local teamPokemonInfo = data.TeamPosInfo.teamPokemonInfos:add()
teamPokemonInfo.pokemonId = curFormation.teamPokemonInfos[i].pokemonId
teamPokemonInfo.position = curFormation.teamPokemonInfos[i].position
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TEAM_POS_SAVE_REQUEST, MessageTypeProto_pb.TEAM_POS_SAVE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
if func then
func(msg.pokemonInfo)
end
end)
end
--请求获取任务消息
function this.MissionInfoRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MISSION_GET_ALL_REQUEST, MessageTypeProto_pb.MISSION_GET_ALL_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MissionInfoProto_pb.MissionGetAllResponse()
msg:ParseFromString(data)
MissionManager.InitMissionInfo(msg)
if func then
func(msg)
end
end)
end
-- 请求开启任务信息
function this.MissionOpenRequest(missionId, func)
local data = MissionInfoProto_pb.OpenMissionRequest()
data.missionId = missionId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MISSION_OPEN_REQUEST, MessageTypeProto_pb.MISSION_OPEN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
if func then
func(msg)
end
end)
end
--请求获取异妖消息
function this.DiffMonsterRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_POKEMON_REQUEST, MessageTypeProto_pb.GET_ALL_POKEMON_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetAllPokemonResponse()
msg:ParseFromString(data)
DiffMonsterManager.Init(msg.pokemonInfo)
if func then
func(msg)
end
end)
end
--请求异妖组件放置升级
function this.DemonCompUpRequest(diffMonId, compId, func)
local data = HeroInfoProto_pb.PokenmonUpLevelRequest()
data.pokemonId = diffMonId
data.comonpentId = compId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.POKEMON_COMONPENT_LEVELUP_REQUEST, MessageTypeProto_pb.POKEMON_COMONPENT_LEVELUP_RESPONSE, msg, function(buffer)
if func then
func(msg)
end
end)
end
--请求异妖进阶
function this.DemonUpRequest(_id, func)
Log("_id " .. _id)
local data = HeroInfoProto_pb.PokemonAdvancedRequest()
data.pokemonId = _id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.POKEMON_ADVANCED_REQUEST, MessageTypeProto_pb.POKEMON_ADVANCED_RESPONSE, msg, function(buffer)
if func then
func(msg)
end
end)
end
--请求工坊信息
function this.GetWorkShopInfoRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_WORKSHOP_INFO_REQUEST, MessageTypeProto_pb.GET_WORKSHOP_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetWorkShopInfoResponse()
msg:ParseFromString(data)
WorkShopManager.InitWorkShopData(msg)
if func then
func(msg)
end
end)
end
--请求基础锻造
function this.GetWorkBaseRequest(_materialId, _nums, func)
local data = PlayerInfoProto_pb.WorkShopFoundationRequest()
data.materialId = _materialId
data.nums = _nums
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_FOUNDATION_REQUEST, MessageTypeProto_pb.WORKSHOP_FOUNDATION_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = HeroInfoProto_pb.TakeMissionResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--请求装备锻造
function this.GetWorkShopEquipCreateRequest(_materialId, _runneIds, _nums, func)
local data = PlayerInfoProto_pb.WorkShopEquipCreateRequest()
data.equipTid = _materialId
data.nums = _nums
for i = 1, #_runneIds do
data.runneIds:append(_runneIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_EQUIP_CREATE_REQUEST, MessageTypeProto_pb.WORKSHOP_EQUIP_CREATE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.WorkShopEquipCreateResponse()
msg:ParseFromString(data)
if msg.type == 1 then
--工坊
if #msg.drop.itemlist > 0 then
--防具
--for i = 1, #msg.drop.itemlist do
-- BagManager.UpdateBagData(msg.drop.itemlist[i])
-- if func then
-- func(msg.drop.itemlist[i])
-- end
--end
end
if #msg.drop.equipId > 0 then
--装备 --防具
if #msg.drop.equipId <= 1 then
--工坊一个装备时 弹 装备工坊成功界面
for i = 1, #msg.drop.equipId do
EquipManager.UpdateEquipData(msg.drop.equipId[i])
if func then
func(msg.drop.equipId[i])
end
end
else
--工坊多个装备时 弹 恭喜获得界面
if func then
func(msg.drop)
end
end
end
if #msg.drop.Hero > 0 then
end
end
end)
end
--请求装备重铸
function this.GetWorkShopEquipRebuildRequest(_equipId, _consumeEquipIds, func)
local data = PlayerInfoProto_pb.WorkShopRebuildRequest()
data.equipId = _equipId
data.consumeEquipIds:append(_consumeEquipIds)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_REBUILD_REQUEST, MessageTypeProto_pb.WORKSHOP_REBUILD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.WorkShopRebuildRespoonse()
msg:ParseFromString(data)
if func then
func(msg.equip)
end
end)
end
--请求装备重铸二次确认
function this.GetWorkShopEquipRebuildSureRequest(_isSure, func)
Log(Language[11430] .. _isSure)
local data = PlayerInfoProto_pb.WorkShopRebuildConfirmRequest()
data.state = _isSure
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_REBUILD_CONFIRM_REQUEST, MessageTypeProto_pb.WORKSHOP_REBUILD_CONFIRM_RESONSE, msg, function(buffer)
if func then
func(msg.equip)
end
end)
end
--请求工坊解锁蓝图
function this.GetWorkShopAvtiveLanTuRequest(_activiteId, _type, func)
local data = PlayerInfoProto_pb.ActiviteWorkShopReqeust()
data.type = _type
data.activiteId = _activiteId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ACTIVITE_WORKSHOP_REQUEST, MessageTypeProto_pb.ACTIVITE_WORKSHOP_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = HeroInfoProto_pb.TakeMissionResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--请求工坊升级
function this.WorkShopLvUpRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_LEVELUP_REQUEST, MessageTypeProto_pb.WORKSHOP_LEVELUP_RESPONSE, nil, function(buffer)
WorkShopManager.UpdataWorkShopLvAndExp()
if func then
func()
end
end)
end
--请求工坊天赋树升级
function this.WorkShopTreeLvUpRequest(treeId, upLv, func)
Log("curTreeConfigData.TechId " .. treeId .. Language[11431] .. upLv)
local data = PlayerInfoProto_pb.WorkTechnologyLevelRequest()
data.id = treeId
data.targetLevel = upLv
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_TECHNOLOGY_LEVEL_REQUEST, MessageTypeProto_pb.WORKSHOP_TECHNOLOGY_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--请求工坊天赋树重置
function this.WorkShopTreeResetRequest(professionId, func)
local data = PlayerInfoProto_pb.WorkTechnologyResetRequest()
data.professionId = professionId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.WORKSHOP_TECHNOLOGY_RESET_REQUEST, MessageTypeProto_pb.WORKSHOP_TECHNOLOGY_RESET_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.WorkTechnologyResetResponse()
msg:ParseFromString(data)
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
if func then
func()
end
end)
end
----请求冒险数据
--function this.GetAdventureInfoRequest(func)
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ADVENTURE_INFO_REQUEST, MessageTypeProto_pb.GET_ADVENTURE_INFO_RESPONSE, nil, function(buffer)
-- local data = buffer:DataByte()
-- local msg = FightInfoProto_pb.GetAdventureStateInfoResponse()
-- msg:ParseFromString(data)
-- AdventureManager.InitAdventureData(msg)
-- if func then
-- func(msg)
-- end
-- end)
--end
--
----请求冒险驻扎
--function this.AdventureStationRequest(pos, heroList, func)
-- local data = FightInfoProto_pb.AventureStationRequest()
-- data.position = pos
-- for i = 1, #heroList do
-- Log("lllllllllllllllllllllllllllll========== " .. heroList[i])
-- data.heroIdList:append(heroList[i])
-- end
-- --print(pos, duration, heroList)
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_STATION_REQUEST, MessageTypeProto_pb.ADVENTURE_STATION_RESPONSE, msg, function(buffer)
-- Log("请求冒险成功。。。。")
-- AdventureManager.RefreshAdventureData(pos, heroList)
-- if func then
-- func()
-- end
-- end)
--end
--
----请求冒险奖励
--function this.TakeAventureRewardRequest(pos, func)
-- local data = FightInfoProto_pb.TakeAventureRewardRequest()
-- data.position = pos
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_REWARD_REQUEST, MessageTypeProto_pb.ADVENTURE_REWARD_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = FightInfoProto_pb.TakeAventureRewardResponse()
-- msg:ParseFromString(data)
-- Log("冒险奖励领取成功!!!")
-- AdventureManager.TakeAventureReward(msg.Drop, pos)
-- AdventureManager.RefreshAdventureData(pos)
-- if func then
-- func()
-- end
-- end)
--end
--请求所有邮件信息
function this.GetAllMailData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_MAIL_INFO_REQUEST, MessageTypeProto_pb.GET_ALL_MAIL_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetAllMailInfoResponse()
msg:ParseFromString(data)
Log(Language[11432] .. #msg.mialList)
MailManager.InitMailDataList(msg.mialList)
if func then
func(msg.mialList)
end
end)
end
--请求读取邮件信息
function this.ReadSingleMailData(_mailId, func)
local data = PlayerInfoProto_pb.MailReadRequest()
data.mailId = _mailId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAIL_READ_REQUEST, MessageTypeProto_pb.MAIL_READ_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--请求领取邮件信息
function this.GetSingleMailRewardData(_mailIds, func)
local data = PlayerInfoProto_pb.TakeMailRequest()
for i = 1, #_mailIds do
data.mailIds:append(_mailIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAIL_TAKE_MAIL_ITEM_REQUEST, MessageTypeProto_pb.MAIL_TAKE_MAIL_ITEM_RESPONESE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeMailResponse()
msg:ParseFromString(data)
if func then
func(msg.drop)
end
end)
end
--请求删除邮件
function this.DelMailData(_mailIds, func)
local data = PlayerInfoProto_pb.MailDelRequest()
for i = 1, #_mailIds do
Log(Language[11433].._mailIds[i])
data.mailId:append(_mailIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAIL_DELETE_REQUEST, MessageTypeProto_pb.MAIL_DELETE_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = PlayerInfoProto_pb.TakeMailResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--请求所有关卡信息
function this.GetAllFightDataRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_LEVE_DIFFICULTT_REQUEST, MessageTypeProto_pb.GET_ALL_LEVE_DIFFICULTT_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.getAllLevelDifficultyInfosResponse()
msg:ParseFromString(data)
--FightManager.InitAllMapPgData(msg.levelDifficultyInfos)
MapTrialManager.RefreshTrialInfo(msg.towerCopyInfo)
CarbonManager.InitCarbonState(msg.mapInfos)
CarbonManager.InitNormalState(msg.playedGenMapId)
CarbonManager.InitCountDownProcess()
CarbonManager.difficultyId = msg.difficultMapOptions
CarbonManager.hasGetRewardCostStar = msg.starNum
if func then
func(msg.levelDifficultyInfos)
end
end)
end
--请求单个关卡战斗
function this.LevelStarFightDataRequest(_monsterGroupId, _fightId, func)
local data = FightInfoProto_pb.FightStartRequest()
data.type = 6
data.fightId = _fightId
data.teamId = FormationManager.curFormationIndex
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_START_REQUEST, MessageTypeProto_pb.FIGHT_START_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightStartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求单个关卡扫荡
function this.GetMopUpFightDataRequest(_type, _fightId, _num, _targetItemId, _targetItemNum, func)
local data = FightInfoProto_pb.SweepRightRequest()
data.type = _type
data.fightId = _fightId
data.num = _num
data.targetItemId = _targetItemId
data.targetItemNum = _targetItemNum
Log("data.targetItemId " .. _targetItemId .. " " .. _targetItemNum)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SWEEP_RIGHT_REQUEST, MessageTypeProto_pb.SWEEP_RIGHT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.SweepRightResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求副本排行榜
function this.MapGetRankInfoRequest(_mapId, func)
local data = MapInfoProto_pb.MapGetRankInfoRequest()
data.mapId = _mapId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_GET_RANK_INFO_REQUEST, MessageTypeProto_pb.MAP_GET_RANK_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapGetRankInfoResponse()
msg:ParseFromString(data)
Log(Language[11434] .. #msg.mapRankInfo)
if func then
func(msg.mapRankInfo)
end
end)
end
--请求副本扫荡
function this.MapSweepRequest(_mapId, _sweepCount, func)
local data = MapInfoProto_pb.MapSweepRequest()
data.mapId = _mapId
data.sweepCount = _sweepCount
Log(Language[11435] .. data.mapId .. " " .. data.sweepCount)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_SWEEP_REQUEST, MessageTypeProto_pb.MAP_SWEEP_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapSweepResponse()
msg:ParseFromString(data)
Log(Language[11434] .. #msg.drop)
if func then
func(msg)
end
end)
end
--请求道具 装备 分解
function this.UseAndPriceItemRequest(_type, _items, func)
--_type 1:分解物品 2分解装备3:分解妖灵师 4分解法宝 5:分解魂印 6:自选宝箱
local data = PlayerInfoProto_pb.UseAndPriceItemRequest()
Log("_type " .. _type)
data.type = _type
--data.itemId = _itemId
if _type == 1 or _type == 0 then
for i = 1, #_items do
local itemData = data.items:add()
itemData.itemId = _items[i].itemId
itemData.itemNum = _items[i].itemNum
end
elseif _type == 2 then
for i = 1, #_items do
Log(Language[11436].._items[i])
data.equipIds:append(tostring(_items[i]))
end
elseif _type == 3 then
for i = 1, #_items do
data.heroIds:append(_items[i])
end
elseif _type == 4 then
for i = 1, #_items do
data.equipIds:append(_items[i])
end
elseif _type == 5 then
for i = 1, #_items do
data.equipIds:append(_items[i])
end
elseif _type == 6 then
data.itemId = _items[2]
local itemData = data.items:add()
itemData.itemId = _items[1]
itemData.itemNum = _items[3]
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.USER_AND_PRICE_ITEM_REQUEST, MessageTypeProto_pb.USER_AND_PRICE_ITEM_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.UseAndPriceItemResponse()
msg:ParseFromString(data)
if func then
func(msg.drop)
end
end)
end
--请求碎片合成
function this.HeroComposeRequest(_item, func)
local data = HeroInfoProto_pb.HeroComposeRequest()
data.item.itemId = _item.itemId
data.item.itemNum = _item.itemNum
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HERO_COMPOSE_REQUEST, MessageTypeProto_pb.HERO_COMPOSE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.HeroComposeResponse()
msg:ParseFromString(data)
if func then
func(msg.drop)
end
end)
end
--新手引导任意名字请求
function this.GetRandomNameRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.RANDOMNAME_REQUEST, MessageTypeProto_pb.RANDOMNAME_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RandomNameResponse()
msg:ParseFromString(data)
if func then
func(msg.randomName)
end
end)
end
--玩家名字更改请求
function this.ChangeUserNameRequest(type, name, teamPosId, sex, func)
local data = PlayerInfoProto_pb.ReNameRequest()
data.type = type
data.name = name
if (teamPosId ~= nil) then
data.teamPosId = teamPosId
end
if sex then
data.sex = sex
else
data.sex = ROLE_SEX.BOY
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.RENAME_REQUEST, MessageTypeProto_pb.RENAME_RESPONSE, msg, function()
if func then
func()
end
end)
end
-- 请求副本完成数据
function this.CarbonInfoRequest()
end
-- 请求获取竞技场基础数据
function this.RequestBaseArenaData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ARENA_INFO_REQUEST, MessageTypeProto_pb.ARENA_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.GetArenaInfoResponse()
msg:ParseFromString(data)
ArenaManager.ReceiveBaseArenaData(msg)
if func then
func(msg)
end
end)
end
-- 请求获取竞技场排行数据
function this.RequestArenaRankData(page, func)
local data = ArenaInfoProto_pb.GetArenaRankInfoRequest()
data.page = page or 1
local rqmsg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ARENA_RANK_REQUEST, MessageTypeProto_pb.ARENA_RANK_RESPONSE, rqmsg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.GetArenaRankInfoResponse()
msg:ParseFromString(data)
ArenaManager.ReceiveArenaRankData(page, msg)
if func then
func(page, msg)
end
end)
end
--请求秘盒当前周期和抽取次数请求
function this.GetSecretBoxInfoRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_SECRETBOX_REQUEST, MessageTypeProto_pb.GET_SECRETBOX_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetSecretBoxInfoResponse()
msg:ParseFromString(data)
SecretBoxManager.SeasonTime = msg.season
SecretBoxManager.count = msg.count
SecretBoxManager.GetDifferDemonsBoxData()
if func then
func(msg)
end
end)
end
--请求秘盒抽奖协议
function this.GetSecretBoxRewardRequest(type, func)
local data = PlayerInfoProto_pb.SecretBoxRandomRequest()
data.typeId = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SECRETBOX_RANDOM_REQUEST, MessageTypeProto_pb.SECRETBOX_RANDOM_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.SecretBoxRandomResponse()
msg:ParseFromString(data)
--Dump(msg.drop)
Log(Language[11437] .. #msg.drop.itemlist)
if func then
func(msg)
end
end)
end
-- 请求挑战
function this.RequestArenaChallenge(teamId, targetUid, isSkip, func)
local data = ArenaInfoProto_pb.ArenaChallengeRequest()
data.teamId = teamId
data.challengeUid = targetUid
data.skipFight = isSkip
local rqmsg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ARENA_CHALLENGE_REQUEST, MessageTypeProto_pb.ARENA_CHALLENGE_RESPONSE, rqmsg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ArenaChallengeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 竞技场刷新对手数据
function this.RequestNewArenaEnemy(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ARENA_RANDOM_ENEMY_REQUEST, MessageTypeProto_pb.ARENA_RANDOM_ENEMY_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ArenaRandomResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 竞技场获取防守记录
function this.RequestArenaRecord(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ARENA_DEFENSE_REQUEST, MessageTypeProto_pb.ARENA_DEFENSE_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ArenaRecordInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--冒险挂机状态请求
function this.GetAdventureStateInfoRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_INFO_REQUEST, MessageTypeProto_pb.ADVENTURE_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.GetAdventureStateInfoResponse()
msg:ParseFromString(data)
AdventureManager.adventureStateInfoList = msg.adventureStateInfoList
AdventureManager.GetAdventureData()
AdventureManager.OnFlushShowData()
if func then
func(msg)
end
end)
end
--冒险召唤外敌协议
function this.CallAlianInvasionRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_CALL_BOSS_REQUEST, MessageTypeProto_pb.ADVENTURE_CALL_BOSS_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventureCallBossResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--外敌界面Boss挑战请求
function this.GetAdventurenBossChallengeRequest(func, bossId, teamId, fightTimes, skipFight)
local data = FightInfoProto_pb.AdventurenBossChallengeRequest()
data.bossId = tostring(bossId)
data.teamId = teamId
data.fightTimes = fightTimes
data.skipFight = skipFight
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_BOSS_CHALLENGE_REQEUST, MessageTypeProto_pb.ADVENTURE_BOSS_CHALLENGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventurenBossChallengeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--外敌界面Boss分享请求
function this.GetAdventureBossShareRequest(func, bossId)
local data = FightInfoProto_pb.AdventurenBossChallengeRequest()
data.bossId = bossId
local rqmsg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_BOSS_SHARE_REQUEST, MessageTypeProto_pb.ADVENTURE_BOSS_SHARE_RESPONSE, rqmsg, function()
if func then
func()
end
end)
end
-- 外敌入侵敌人信息获取
function this.RequestAdventureEnemyList(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_BOSSHURT_REQEUST, MessageTypeProto_pb.ADVENTURE_BOSSHURT_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventureBossInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--冒险伤害排行榜
function this.GetAdventurnInjureRankRequest(injueryData, _index, func)
local data = FightInfoProto_pb.AdventurnRankRequest()
--local dataNum=0
data.page = _index
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_BOSS_RANK_REQUEST, MessageTypeProto_pb.ADVENTURE_BOSS_RANK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventurnRankResponse()
msg:ParseFromString(data)
table.insert(injueryData, msg)
if #msg.adventureRankItemInfo < 20 then
if func then
func(injueryData)
end
else
--dataNum=dataNum+#msg.adventureRankItemInfo
_index = _index + 1
this.GetAdventurnInjureRankRequest(injueryData, _index, func)
end
--if func then
-- func(msg)
--end
end)
end
--冒险伤害排行榜(总排行榜)
function this.GetAdventureRankRequest(page, func)
local data = FightInfoProto_pb.AdventurnRankRequest()
data.page = page
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_BOSS_RANK_REQUEST, MessageTypeProto_pb.ADVENTURE_BOSS_RANK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventurnRankResponse()
msg:ParseFromString(data)
if func then
func(page, msg)
end
end)
end
--冒险解锁Boss战斗请求
function this.AdventurnChallengeRequest(func, arenaId, teamId, skipFight)
local data = FightInfoProto_pb.AdventurnChallengeRequest()
data.arenaId = arenaId
data.teamId = teamId
data.skipFight = skipFight
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_CHALLENGE_REQUEST, MessageTypeProto_pb.ADVENTURE_CHALLENGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventurnChallengeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--冒险区域升级请求
function this.GetAdventurnUpLevelRequest(func, arenaId)
local data = FightInfoProto_pb.AdventureUpLevelRequest()
data.arenaId = arenaId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_UPLEVEL_REQUEST, MessageTypeProto_pb.ADVENTURE_UPLEVEL_RESPONSE, msg, function()
if func then
func()
end
end)
end
--冒险区域领取奖励请求(position:0代表消耗时光沙漏1代表消耗妖晶)
function this.GetAventureRewardRequest(func, type, position)
local data = FightInfoProto_pb.TakeAventureRewardRequest()
data.type = type
if position then
data.position = position
else
data.position = -1
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ADVENTURE_REWARD_REQUEST, MessageTypeProto_pb.ADVENTURE_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.TakeAventureRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 获取主商店所有商店数据
function this.RequestMainShopData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_STARE_INFOS_REQUEST, MessageTypeProto_pb.GET_STARE_INFOS_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetStoreInfosResponse()
msg:ParseFromString(data)
ShopManager.ReceiveShopData(msg)
if func then
func(msg)
end
end)
end
-- 请求购买物品
function this.RequestBuyShopItem(shopType, shopItemId, num, func)
local data = PlayerInfoProto_pb.BuyStoreItemRequest()
data.storeId = shopType
data.itemId = shopItemId
data.itemNum = num
local rqmsg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BUY_STORE_ITEM_REQUEST, MessageTypeProto_pb.BUY_STORE_ITEM_RESPONSE, rqmsg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.BuyStoreItemResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求刷新商店信息
function this.RequestRefreshShop(shopType, isAuto, func)
local data = PlayerInfoProto_pb.StoreGoodsRefreshRequest()
data.type = isAuto and 1 or 0
data.storeId = shopType
local rqmsg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.STORE_GOODS_REFRESH_REQUEST, MessageTypeProto_pb.STORE_GOODS_REFRESH_RESPONSE, rqmsg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.StoreGoodsRefreshResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求获取所有功能状态
function this.GetAllFunState(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_FUNCTIONOFTIME_REQUEST, MessageTypeProto_pb.GET_FUNCTIONOFTIME_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetFunctionOfTimeResponse()
msg:ParseFromString(data)
ActTimeCtrlManager.InitMsg(msg)
if func then
func(msg)
end
end)
end
-------------------Vip特权相关-----------------
--提升Vip等级
function this.RequestVipLevelUp(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.VIP_LEVELUP_REQEUST, MessageTypeProto_pb.VIP_LEVELUP_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.VipLevelUpResponse()
msg:ParseFromString(data)
VipManager.InitCommonData(msg.vipBaseInfo)
TaskManager.SetTypeTaskList(TaskTypeDef.VipTask, msg.userMissionInfo)
AdventureManager.UpdateStateTime()
SubmitExtraData({ type = SDKSubMitType.TYPE_VIP_LEVELUP })
if func then
func(msg)
end
end)
end
--领取Vip权益奖励(等级,每日)
function this.RequestReceiveVipRights(type, func)
local data = PlayerInfoProto_pb.VipTakeBoxRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.VIP_TAKE_REWARD_REQUEST, MessageTypeProto_pb.VIP_TAKE_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.VipTakeBoxResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--用户战力提升变化
function this.RequestUserForceChange(teamId, func)
local data = PlayerInfoProto_pb.UserForceChangeRequest()
data.teamId = teamId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.USER_FORCE_CHANGE_REQUEST, MessageTypeProto_pb.USER_FORCE_CHANGE_RESPONSE, msg, function()
if func then
func()
end
end)
end
----------------------------------------------
--请求任务信息
function this.RequestMission(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_MISSION_REQUEST, MessageTypeProto_pb.GET_MISSION_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetMissionResponse()
msg:ParseFromString(data)
TaskManager.InitTypeTaskList(msg.userMissionInfo)
if func then
func(msg)
end
end)
end
--成长礼金
function this.RequestBuyGiftGoods(Id, func)
local data = PlayerInfoProto_pb.TestBuyGiftGoodsRequest()
data.goodsId = Id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TEST_BUY_GIGT_GOODS_REQEUST, MessageTypeProto_pb.TEST_BUY_GIGT_GOODS_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.BuyGoodsDropIndication()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--获取好友信息请求
function this.RequestGetFriendInfo(type, func)
local data = PlayerInfoProto_pb.GetFriendInfoRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_FRIEND_INFO_REQUEST, MessageTypeProto_pb.GET_FRIEND_INFO_REPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetFriendInfoResponse()
msg:ParseFromString(data)
GoodFriendManager.GetFriendInfoRequest(type, msg)
if func then
func(msg)
end
end)
end
-- 好友切磋
function this.RequestPlayWithSomeOne(uid, teamId, func)
local data = ArenaInfoProto_pb.PlayWithSbRequest()
data.challengeUid = uid
data.myteamId = teamId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.PLAY_WITH_SB_REQUEST, MessageTypeProto_pb.PLAY_WITH_SB_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.PlayWithSbResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--申请好友请求
function this.RequestInviteFriend(inviteUids, func)
local data = PlayerInfoProto_pb.InviteFriendRequest()
data.inviteUids:append(inviteUids)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_INVITE_REQUEST, MessageTypeProto_pb.FRIEND_INVITE_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = PlayerInfoProto_pb.InviteFriendResponse()
-- msg:ParseFromString(data)
if func then
func()
end
end)
end
--申请为好友操作
function this.RequestFriendInviteOperation(type, friendId, func)
local data = PlayerInfoProto_pb.FriendInviteOperationRequest()
data.type = type
data.friendId = friendId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_INVITE_OPERATION_REQUEST, MessageTypeProto_pb.FRIEND_INVITE_OPERATION_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = PlayerInfoProto_pb.FriendInviteOperationResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--赠送好友精力
function this.RequestFriendGivePresent(type, friendId, func)
local data = PlayerInfoProto_pb.FriendGivePresentRequest()
data.type = type
data.friendId = friendId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_GIVE_PRESENT_REQUEST, MessageTypeProto_pb.FRIEND_GIVE_PRESENT_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = PlayerInfoProto_pb.FriendGivePresentResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--删除好友
function this.RequestDelFriend(friendId, func)
local data = PlayerInfoProto_pb.DelFriendRequest()
data.friendId = friendId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEL_FRIEND_REQUEST, MessageTypeProto_pb.DEL_FRIEND_RESPONSE, msg, function(buffer)
--local data = buffer:DataByte()
--local msg = PlayerInfoProto_pb.DelFriendResponse()
--msg:ParseFromString(data)
if func then
func()
end
end)
end
--领取一个人和所有人的精力值
function this.RequestFriendTakeHeart(type, friendId, func)
local data = PlayerInfoProto_pb.FriendTakeHeartRequest()
data.type = type
data.friendId = friendId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_TAKE_HEART_REQUEST, MessageTypeProto_pb.FRIEND_TAKE_HEART_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.FriendTakeHeartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--根据名字查找好友
function this.RequestFriendSearch(name, func)
local data = PlayerInfoProto_pb.FriendSearchRequest()
data.name = name
local msg = data:SerializeToString()
GoodFriendManager.friendSearchInfo = {}
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendSearch, this.friendSearchInfo)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_SEARCH_REQUEST, MessageTypeProto_pb.FRIEND_SEARCH_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.FriendSearchResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--刷新好友在线状态
function this.RequestRefreshFriendState(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.REFRESH_FRIEND_STATE_REQEUST, MessageTypeProto_pb.REFRESH_FRIEND_STATE_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RefreshFriendStateResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 加入/移除黑名单
function this.RequestOptBlackList(type, uid, func)
local data = PlayerInfoProto_pb.FriendBlackOptRequest()
data.type = type
data.blackUid = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FRIEND_BLACK_OPT_REQUEST, MessageTypeProto_pb.FRIEND_BLACK_OPT_RESPONSE, msg, function(buffer)
if func then
func()
end
end, true)
end
-- 请求聊天数据
function this.RequestChatMsg(type, msgId, func)
local data = ChatProto_pb.GetChatMessageInfoRequest()
data.chatType = type
data.messageId = msgId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_CHAT_MESSAGE_REQUEST, MessageTypeProto_pb.GET_CHAT_MESSAGE_REPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ChatProto_pb.GetChatMessageInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end, true)
end
-- 请求发送聊天数据
function this.RequestSendChatMsg(type, msg, friend, func)
if string.utf8len(msg) > 140 then
PopupTipPanel.ShowTip(Language[11438])
return
end
local data = ChatProto_pb.SendChatInfoReqest()
data.chatType = type
data.message = msg
data.friendId = friend
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SEND_CHAT_INFO_REQUEST, MessageTypeProto_pb.SEND_CHAT_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ChatProto_pb.SendChatInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--------------------戒灵天赋---------------
--请求获取天赋消息
function this.TalentRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_RINGFIRE_INFO_REQUEST, MessageTypeProto_pb.GET_RINGFIRE_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.GetAllRingFireResponse()
msg:ParseFromString(data)
TalentManager.InitLocalTalentData(msg.ringFireInfo)
if func then
func(msg)
end
end)
end
--请求天赋鬼火激活
function this.TalentRingFireActiveRequest(talentId, compId, func)
local data = HeroInfoProto_pb.RingFireLoadRequest()
data.pokemonId = talentId
data.comonpentId = compId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.RINGFIRE_LOAD_REQUEST, MessageTypeProto_pb.RINGFIRE_LOAD_RESPONSE, msg, function()
if func then
func()
end
end)
end
--请求戒灵天赋进阶
function this.TalentUpGradRequest(_id, func)
local data = HeroInfoProto_pb.RingFirAdvanceRequest()
data.pokemonId = _id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.RINGFIRE_ADVANCED_REQUEST, MessageTypeProto_pb.RINGFIRE_ADVANCED_RESPONSE, msg, function()
if func then
func()
end
end)
end
---------------------------------------
-- 请求在地图外挑战精英怪
function this.RequestFightEliteMonsterOutMap(func)
local data = FightInfoProto_pb.FightStartRequest()
data.type = 3
data.teamId = FormationManager.curFormationIndex
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_START_REQUEST, MessageTypeProto_pb.FIGHT_START_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightStartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--副本普通星级奖励请求
function this.RequestFbStarReward(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FB_STAR_REWARD_REQUEST, MessageTypeProto_pb.FB_STAR_REWARD_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.FbStarRewardResponse()
msg:ParseFromString(data)
if func then
func(msg.FbStarReward)
end
end)
end
-- 重置爬塔副本
function this.RequestResetTrialMap(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_TOWER_RESET_REQUEST, MessageTypeProto_pb.MAP_TOWER_RESET_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapTowerResetResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 召唤副本首领
function this.RequestMapBoss(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_TOWER_CALL_CHIEF_REQUEST, MessageTypeProto_pb.MAP_TOWER_CALL_CHIEF_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapTowerCallChiefResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 使用炸弹
function this.RequestUseBomb(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_TOWER_USEBOMB_REQUEST, MessageTypeProto_pb.MAP_TOWER_USEBOMB_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapTowerUseBombResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求使用Buff
function this.RequestUseBuff(curLevel, optionId, func)
local data = MapInfoProto_pb.UseTowerBuffRequest()
data.towerLevel = curLevel
data.optionId = optionId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_TOWER_USEBUFF_REQUEST, MessageTypeProto_pb.MAP_TOWER_USEBUFF_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.UseTowerBuffResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求刷新体力等 后端数据
function this.RefreshEnergyRequest(itemIdList, func)
local data = PlayerInfoProto_pb.RefreshItemNumRequest()
for i = 1, #itemIdList do
data.itemId:append(itemIdList[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.REFRESH_ITEM_NUM_REQUEST, MessageTypeProto_pb.REFRESH_ITEM_NUM_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RefreshItemNumResponse()
msg:ParseFromString(data)
BagManager.BackDataRefreshEnerny(msg.itemInfo)
if func then
func()
end
end)
end
--精英本难度状态存储请求
function this.DifficultMapRequest(mapId, index)
local data = MapInfoProto_pb.DifficultMapRequest()
data.mapInfo.Id = mapId
data.mapInfo.mapdifficulty = index
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DIFFICULT_MAP_OPTION_RECORD_REQUEST, MessageTypeProto_pb.DIFFICULT_MAP_OPTION_RECORD_RESPONSE, msg, function()
end)
end
-- 请求获取试炼副本排行
function this.RequestTrialRank(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_TOWER_RANK_BY_PAGE_REQUEST, MessageTypeProto_pb.GET_TOWER_RANK_BY_PAGE_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.TowerRankResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 所有排行榜都走这个协议
function this.RequestRankInfo(rankType, func, id)
local data = PlayerInfoProto_pb.RankRequest()
data.type = rankType
data.activiteId = id or 0
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ONE_RANK_REQUEST, MessageTypeProto_pb.GET_ONE_RANK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RankResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求领取试炼层数奖励
function this.RequestLevelReward(levelnum, func)
local data = MapInfoProto_pb.TowerRewardRequest()
data.tower = levelnum
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_TOWER_REWARD_REQUEST, MessageTypeProto_pb.TAKE_TOWER_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.TowerRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求更换头像框 0头像框1头像2称号3坐骑4皮肤
function this.RequestChangeModifyDecoration(type, id, func)
local data = PlayerInfoProto_pb.ModifyDecorationRequest()
data.type = type
data.decorationId = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MODIFY_DECORATION_REQUEST, MessageTypeProto_pb.MODIFY_DECORATION_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--玩家坐骑升级
function this.RequestRideLvUp(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.RIDE_LEVEL_UP_REQUEST, MessageTypeProto_pb.RIDE_LEVEL_UP_RESPONSE, nil, function(buffer)
if func then
func()
end
end)
end
-- 初始化云梦祈福数据
function this.InitPrayDataRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLESS_INFO_REQUEST, MessageTypeProto_pb.BLESS_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.blessResponse()
msg:ParseFromString(data)
PrayManager.InitializeData(msg)
if func then
func(msg)
end
end)
end
-- 保存云梦祈福自选奖励
function this.SavePraySelectRewardRequest(_rewardIds, func)
local data = PlayerInfoProto_pb.blessSaveRequest()
for i = 1, #_rewardIds do
data.rewardIds:append(_rewardIds[i])
--Log("selectRewardIds ".._rewardIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLESS_SAVE_REWARD_REQUEST, MessageTypeProto_pb.BLESS_SAVE_REWARD_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 翻牌云梦祈福奖励
function this.GetSinglePrayRewardRequest(rewardId, func)
local data = PlayerInfoProto_pb.blessChooseRequest()
--Log("翻牌位置 "..rewardId)
data.locationId = rewardId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLESS_CHOOSE_REQUEST, MessageTypeProto_pb.BLESS_CHOOSE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.blessChooseResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 重置云梦祈福奖励
function this.ResetAllPrayRewardRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLESS_REFRESH_REQUEST, MessageTypeProto_pb.BLESS_REFRESH_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.blessRefresh()
msg:ParseFromString(data)
if func then
func(msg.reward)
end
end)
end
--购买孙龙的宝藏
function this.BuyTreasureOfSomeBody(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.BUY_TREASURE_REQUEST, MessageTypeProto_pb.BUY_TREASURE_RESPONSE, nil, function(buffer)
Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfSomeBody.OpenTreasureAward)
if func then
func()
end
end)
end
-- 请求获取所有药灵师血量
function this.RequestAllHeroHp(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_MAP_HERO_INFO_REQUEST, MessageTypeProto_pb.ENDLESS_MAP_HERO_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.GetEndlessHeroResponse()
msg:ParseFromString(data)
EndLessMapManager.InitHeroHp(msg, function()
if func then
func()
end
end)
end)
end
-- 请求复位
function this.RequestResetState(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_MAP_RESET_REQUEST, MessageTypeProto_pb.ENDLESS_MAP_RESET_RESPONSE, nil, function(buffer)
if func then
func()
end
end)
end
-- 请求标记地图点
function this.RequestNotePoint(mapId, pos, info, type, func)
local data = MapInfoProto_pb.SignEndlessCellRequest()
data.sign.mapId = mapId
data.sign.cellId = pos
data.sign.info = info
data.sign.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_MAP_SIGN_REQUEST, MessageTypeProto_pb.ENDLESS_MAP_SIGN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.SignEndlessCellResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求战力排名 排名数据
function this.RequestWarPowerSortData(_page, _activityId, func)
local data = PlayerInfoProto_pb.GetForceRankInfoRequest()
Log("_page " .. _page .. " " .. _activityId)
data.page = _page
data.activiteId = _activityId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GETF_FORCE_RANK_INFO_REQUEST, MessageTypeProto_pb.GETF_FORCE_RANK_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetForceRankInfoResponse()
msg:ParseFromString(data)
if func then
func(_page, msg)
end
end)
end
-- 刷新行动力
function this.ReqeustRefreshEnergy(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_EXECUTION_REFRESH_REQUEST, MessageTypeProto_pb.ENDLESS_EXECUTION_REFRESH_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.ExecutionRefreshResponse()
msg:ParseFromString(data)
EndLessMapManager.leftEnergy = msg.exeValue
Log(Language[11439] .. msg.exeValue)
if func then
func()
end
end)
end
---========================公会基础接口=============================
-- 请求创建公会
function this.RequestCreateGuild(name, announce, func)
local data = Family_pb.FamilyCreateReqeust()
data.name = name
data.announce = announce
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_CREATE_REQUEST, MessageTypeProto_pb.FAMILY_CREATE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyCreateResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求推荐公会列表
function this.RequestRecommandGuild(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_RECOMEND_REQUEST, MessageTypeProto_pb.FAMILY_RECOMEND_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyRecommandResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求搜索公会
function this.RequestSearchGuild(name, func)
local data = Family_pb.FamilySearchReqeust()
data.name = name
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_SEARCH_REQEUST, MessageTypeProto_pb.FAMILY_SEARCH_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilySeachResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求加入公会
function this.RequestJoinGuild(familyId, func)
local data = Family_pb.FamilyJoinRequest()
data.familyId = familyId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_JOIN_REQUEST, MessageTypeProto_pb.FAMILY_JOIN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyJoinResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 申请加入公会
function this.RequestApplyGuild(familyIdList, func)
local data = Family_pb.FamilyApplyRequest()
for i = 1, #familyIdList do
data.familyId:append(familyIdList[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_APPLY_REQEUST, MessageTypeProto_pb.FAMILY_APPLY_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求获取我的公会信息
function this.RequestMyGuildInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_GET_INFO_REQUEST, MessageTypeProto_pb.FAMILY_GET_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetFamilyInfoResponse()
msg:ParseFromString(data)
-- 设置我的公会信息
MyGuildManager.SetMyGuildInfo(msg)
MyGuildManager.SetMyMemInfo(msg)
MyGuildManager.SetMyFeteInfo(msg)
MyGuildManager.SetWalkData(msg)
GuildBossManager.SetBossData(msg)
GuildCarDelayManager.SetProgressData(msg.carDelayProgressIndication)
GuildCarDelayManager.SetCarPlayTimeData(msg.carPlayTime)
MyGuildManager.SetMyAidInfo(msg)
if func then
func()
end
-- 工会数据
ThinkingAnalyticsManager.SetSuperProperties({
guild_id = msg.familyBaseInfo.id,
guild_name = msg.familyBaseInfo.name,
guild_level = msg.familyBaseInfo.levle,
})
end)
end
-- 请求获取公会成员信息
function this.RequestMyGuildMembers(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_GET_MEMBER_REQUEST, MessageTypeProto_pb.FAMILY_GET_MEMBER_RESPOSNE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetFamilyMemberInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求获取公会日志
function this.RequestMyGuildLog(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_GET_LOG_REQUEST, MessageTypeProto_pb.FAMILY_GET_LOG_RESPOSNE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetFamilyLogResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求获取申请信息
function this.RequestMyGuildApply(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_GET_APPLY_REQUEST, MessageTypeProto_pb.FAMILY_GET_APPLY_RESPOSNE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetFamilyApplyResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求操作申请
function this.RequestOperateMyGuildApply(opType, applyId, func)
local data = Family_pb.FamilyOperationApplyRequest()
data.type = opType
data.applyId = applyId or 0
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_OPERATION_APPLY_LIST_REQUEST, MessageTypeProto_pb.FAMILY_OPERATION_APPLY_LIST_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求踢人
function this.RequestKickOutFormMyGuild(uid, func)
local data = Family_pb.FamilyKickOutRequest()
data.targetUid = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_KICK_OUT_REQUEST, MessageTypeProto_pb.FAMILY_KICK_OUT_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求委任职位
function this.RequestMyGuildAppointment(uid, pos, func)
local data = Family_pb.FamilyAppointmentReqeust()
data.targetUid = uid
data.position = pos
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_APPOINTMENT_REQEUST, MessageTypeProto_pb.FAMILY_APPOINTMENT_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求修改公会宣言
function this.RequestChangeGuildBase(type, content, func)
local data = Family_pb.FamilyChangeRequest()
data.type = type
data.content = content
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_CHANGE_NOTICE_REQUEST, MessageTypeProto_pb.FAMILY_CHANGE_NOTICE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyChangeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求修改公会申请类型
function this.RequestChangeJoinType(joinType, limitLevel, func)
local data = Family_pb.FamilyChangeJoinTypeRequest()
data.type = joinType
data.intoLevel = limitLevel
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_CHANGE_JOIN_TYPE_REQUEST, MessageTypeProto_pb.FAMILY_CHANGE_JOIN_TYPE_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求退出公会
function this.RequestQuitGuild(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_LEVEL_REQUEST, MessageTypeProto_pb.FAMILY_LEVEL_RESPONSE, nil, function(buffer)
if func then
func()
end
end)
end
-- 解散公会
function this.RequestDismissGuild(dType, func)
local data = Family_pb.FamilyDissolutionRequest()
data.type = dType
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_DISSOLUTION_REQUEST, MessageTypeProto_pb.FAMILY_DISSOLUTION_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--请求公会行走
function this.GuildWalkRequest(pathList, func)
Log("FAMILY_WALK_REQUEST")
local data = Family_pb.FamilyWalkRequest()
for i = 1, #pathList do
local point = pathList[i]
data.path:append(GuildMap_UV2Pos(point.u, point.v))
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_WALK_REQUEST, MessageTypeProto_pb.FAMILY_WALK_RESPONSE, msg, function(buffer)
Log("FAMILY_WALK_RESPONSE")
if func then
func()
end
end)
end
--请求修改公会图腾
function this.RequestChangeLogo(logoId, func)
local data = Family_pb.ChangeIconRequest()
data.iconId = logoId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_CHANGE_ICON_REQUEST, MessageTypeProto_pb.FAMILY_CHANGE_ICON_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
---========================公会基础接口end=============================
---========================公会战接口=============================
-- 请求公会建筑布防信息
function this.RequestGuildFightBaseData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_FIGHT_ROUND_INFO_REQUEST, MessageTypeProto_pb.FAMILY_FIGHT_ROUND_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyFightRoundResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求公会建筑布防信息
function this.RequestDefendStageData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_VIEW_DEFEND_REQUEST, MessageTypeProto_pb.FAMILY_VIEW_DEFEND_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyDefendViewResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求布防公会建筑(buildType 为空或0 表示随机建筑)
function this.RequestGuildFightDefend(uid, buildType, func)
local data = Family_pb.FamilyQuickDefendRequest()
data.buildId = buildType or 0
data.uid = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_QUICK_SET_DEFEND_REQEUST, MessageTypeProto_pb.FAMILY_QUICK_SET_DEFEND_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求进攻阶段双方信息
function this.RequestAttackStageDefendData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_FIGHT_INFO_REQUEST, MessageTypeProto_pb.FAMILY_FIGHT_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyFightInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求玩家布防编队信息
function this.RequestGuildFightDefendFormation(gid, uid, func)
local data = Family_pb.FamilyDefendDetailViewRequest()
data.gid = gid
data.playerId = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_VIEW_DEFEND_DETAIL_REQUEST, MessageTypeProto_pb.FAMILY_VIEW_DEFEND_DETAIL_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyDefendDetailViewResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求进攻
function this.RequestGuildFightAttackEnemy(gid, uid, func)
local data = Family_pb.FamilyFightAttackRequest()
data.gid = gid
data.attackUid = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_FIGHT_ATTACK_REQUEST, MessageTypeProto_pb.FAMILY_FIGHT_ATTACK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyFightAttackResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求公会战结果
function this.RequestGuildFightResultData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_FIGHT_TOTAL_RESULT_REQUEST, MessageTypeProto_pb.FAMILY_FIGHT_TOTAL_RESULT_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildFightResultResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求公会战排名
function this.RequestGuildFightAttackLogData(type, func)
local data = Family_pb.PersonalFightResultRequest()
data.type = type or 0
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_PERSONAL_FIGHT_RESULT_REQUEST, MessageTypeProto_pb.FAMILY_PERSONAL_FIGHT_RESULT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.PersonalFightResultResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求公会战排名
function this.RequestMyHeroBloodData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAMILY_ATTACK_BLOOD_REQUEST, MessageTypeProto_pb.FAMILY_ATTACK_BLOOD_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetAttackHeroBloodResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
---========================公会战接口end=============================
---========================公会boss=============================
-- 请求战斗
function this.RequestAttackGuildBoss(func)
local data = FightInfoProto_pb.FightStartRequest()
data.type = 7
data.teamId = FormationTypeDef.FORMATION_NORMAL
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_START_REQUEST, MessageTypeProto_pb.FIGHT_START_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightStartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求公会boss扫荡
function this.RequestSweepGuildBoss(func)
local data = FightInfoProto_pb.SweepRightRequest()
data.type = 2 -- 公会boss扫荡
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SWEEP_RIGHT_REQUEST, MessageTypeProto_pb.SWEEP_RIGHT_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.SweepRightResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
---========================公会boss end=============================
--累计签到
function this.RequestSignIn(dayIndex, func)
local data = PlayerInfoProto_pb.SignInRequest()
data.dayIndex = dayIndex
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SIGN_IN_REQUEST, MessageTypeProto_pb.SIGN_IN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.SignInResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 获取玩家信息
function this.RequestPlayerInfo(uid, teamId, func)
local data = PlayerInfoProto_pb.GetPlayerOneTeamInfoRequest()
data.playerId = uid
data.teamId = teamId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_PLAYER_ONE_TEAM_INFO_REQUEST, MessageTypeProto_pb.GET_PLAYER_ONE_TEAM_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetPlayerOneTeamInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 无尽副本出图统计数据
function this.RequestEndLessStats(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_OUT_CONSUME_REQUEST, MessageTypeProto_pb.ENDLESS_OUT_CONSUME_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EndlessOutConsumeResponse()
msg:ParseFromString(data)
EndLessMapManager.OutMapStats(msg)
if func then
func(msg)
end
end)
end
--七日狂欢领取宝箱奖励
function this.GetSevenDayCarnivalBoxReward(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.TAKE_SEVEN_HAPPY_REWARD_REQUEST, MessageTypeProto_pb.TAKE_SEVEN_HAPPY_REWARD_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeSenvenScoreRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求达人排名
function this.RequestGetExpertInfoData(_activityId, func)
local data = PlayerInfoProto_pb.GetExpertInfoRequest()
data.activiteId = _activityId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GETF_EXPERT_RANK_INFO_REQUEST, MessageTypeProto_pb.GETF_EXPERT_RANK_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetExpertInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
function this.RequestUpDateState(_type, func)
local data = PlayerInfoProto_pb.UpdateStateRequest()
data.type = _type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UPDATE_STATE_REQUEST, MessageTypeProto_pb.UPDATE_STATE_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 请求兽潮排行
function this.RequestMonsterRankInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_MONSTER_RANK_INFO_REQUEST, MessageTypeProto_pb.GET_MONSTER_RANK_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetMonsterRankInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求禽兽战斗
function this.RequestMonsterCampFight(curWave, func)
local data = FightInfoProto_pb.FightStartRequest()
data.type = 5
data.fightId = curWave
data.teamId = FormationTypeDef.MONSTER_CAMP_ATTACK
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FIGHT_START_REQUEST, MessageTypeProto_pb.FIGHT_START_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FightStartResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求小地图数据
function this.RequestMiniMapInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_MIN_MAP_INFO_REQUEST, MessageTypeProto_pb.ENDLESS_MIN_MAP_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EndlessMinMapResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
---========我要变强评分数据============
function this.CheckGiveMePowerTask(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.TO_BE_STRONGER_REQUEST, MessageTypeProto_pb.TO_BE_STRONGER_RESPONSE, nil, function()
if func then
func()
end
end)
end
---绑定手机相关
--获取绑定手机号奖励
function this.RequestGetPhoneBindReward(func)
local data = PlayerInfoProto_pb.GetPhoneRewardRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_PHONE_REWARD_REQUEST, MessageTypeProto_pb.GET_PHONE_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetPhoneRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--绑定手机号
function this.RequestUpDataBindPhoneInfo(phoneNumber, func)
local data = PlayerInfoProto_pb.UpdatePhoneinfoRequest()
data.phoneNum = phoneNumber
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UPDATE_PHONE_INFO_REQUEST, MessageTypeProto_pb.UPDATE_PHONE_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.UpdatePhoneinfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求所有法宝数据
-- function this.AllTalismanRequest(_index, func)
-- local data = HeroInfoProto_pb.GetAllEquipRequest()
-- data.index = _index
-- data.type = 2
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_EQUIP_REQUEST, MessageTypeProto_pb.GET_ALL_EQUIP_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = HeroInfoProto_pb.GetAllEquipResponse()
-- msg:ParseFromString(data)
-- TalismanManager.InitUpdateTalismanData(msg.equip)
-- if msg.isSendFinish then
-- if func then
-- func(msg)
-- end
-- else
-- _index = _index + #msg.equip
-- this.AllTalismanRequest(_index, func)
-- end
-- end)
-- end
--请求所有魂印数据
function this.GetSoulPrintDataRequest(_index, func)
if func then
func()
end
-- local data = HeroInfoProto_pb.GetAllEquipRequest()
-- data.index = _index
-- data.type = 3
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_EQUIP_REQUEST, MessageTypeProto_pb.GET_ALL_EQUIP_RESPONSE, msg, function(buffer)
-- local data = buffer:DataByte()
-- local msg = HeroInfoProto_pb.GetAllEquipResponse()
-- msg:ParseFromString(data)
-- SoulPrintManager.InitServerData(msg.equip)
-- if msg.isSendFinish then
-- if func then
-- func(msg)
-- end
-- else
-- _index = _index + #msg.equip
-- this.GetSoulPrintDataRequest(_index, func)
-- end
-- end)
end
--穿魂印请求(包括替换,装备,一键装备等)
-- function this.SoulEquipWearRequest(_heroId, soulPrintIdList, type, func)
-- local data = HeroInfoProto_pb.SoulEquipWearRequest()
-- data.heroId = _heroId
-- if (type == 1) then
-- data.type = type
-- else
-- data.type = 0
-- end
-- for i, v in pairs(soulPrintIdList) do
-- local c = data.soulEquipIds:add()
-- c.equipId = i
-- c.position = v
-- end
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_EQUIP_WEAR_REQUEST, MessageTypeProto_pb.SOUL_EQUIP_WEAR_RESPONSE, msg, function()
-- if func then
-- func(msg)
-- end
-- end)
-- end
--脱魂印请求
-- function this.SoulEquipUnLoadWearRequest(_heroId, soulPrintIdList, func)
-- local data = HeroInfoProto_pb.SoulEquipUnLoadWearRequest()
-- data.heroId = _heroId
-- for i, v in pairs(soulPrintIdList) do
-- local c = data.soulEquipIds:add()
-- c.equipId = i
-- c.position = v
-- end
-- local msg = data:SerializeToString()
-- Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_EQUIP_UNLOAD_OPT_REQUEST, MessageTypeProto_pb.SOUL_EQUIP_UNLOAD_OPT_RESPONSE, msg, function()
-- if func then
-- func(msg)
-- end
-- end)
-- end
--魂印快速升级请求
function this.UpQuickSoulEquipRequest(soulPrintId, soulEquipIds, func)
local data = HeroInfoProto_pb.UpQuickSoulEquipRequest()
data.equipId = tostring(soulPrintId)
for i, v in pairs(soulEquipIds) do
data.soulEquipIds:append(i)
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UP_SOUL_EQUIP_QUICK_REQUEST, MessageTypeProto_pb.UP_SOUL_EQUIP_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.UpSoulEquipResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求穿法宝
function this.TalismanWearRequest(_heroId, _talismanIds, func)
local data = HeroInfoProto_pb.EquipWearRequest()
data.heroId = _heroId
data.type = 2
for i = 1, #_talismanIds do
data.equipId:append(_talismanIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_WEAR_REQUEST, MessageTypeProto_pb.EQUIP_WEAR_RESPONSE, msg, function(buffer)
if func then
func(msg)
end
end)
end
--请求脱法宝
function this.TalismanUnLoadOptRequest(_heroId, _talismanIds, func)
local data = HeroInfoProto_pb.EquipUnLoadOptRequest()
data.heroId = _heroId
data.type = 2
for i = 1, #_talismanIds do
data.equipIds:append(_talismanIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_UNLOAD_OPT_REQUEST, MessageTypeProto_pb.EQUIP_UNLOAD_OPT_RESPONSE, msg, function(buffer)
if func then
func(msg)
end
end)
end
--请求法宝升星
function this.TalismanUpStarRequest(_talismanDid, func)
local data = HeroInfoProto_pb.UpHeroStarRequest()
data.heroId = _talismanDid
data.type = 2
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UP_HERO_STAR_REQUEST, MessageTypeProto_pb.UP_HERO_STAR_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = CommonProto_pb.Drop()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
---调查问卷相关
--获取调查问卷
function this.RequestGetQuestionnaireArgs(func)
local data = PlayerInfoProto_pb.GetQuestionRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_QUESTION_REQUEST, MessageTypeProto_pb.GET_QUESTION_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetQuestionResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--提交问卷
function this.RequestUpDataQuestion(answers, func)
local data = PlayerInfoProto_pb.upDataQuestionRequest()
for i = 1, #answers do
data.options:append(answers[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.UPDATE_QUESTION_REQUEST, MessageTypeProto_pb.UPDATE_QUESTION_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.upDataQuestionResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 保存跳过战斗
function this.RequestSaveSkipFight(type, func)
local data = MapInfoProto_pb.EndlessSetSkipRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ENDLESS_SET_SKIPFIGHT_REQUEST, MessageTypeProto_pb.ENDLESS_SET_SKIPFIGHT_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--- ====== 血战奖励相关================
-- 获取奖励数据
function this.RequestBloodyScoreRewardData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLOOD_GETSCORE_INFO_REQUEST, MessageTypeProto_pb.BLOOD_GETSCORE_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.GetBloodyScoreInfoResponse()
msg:ParseFromString(data)
-- 保存数据
MatchDataManager.SetScoreRewardData(msg)
if func then
func()
end
end)
end
-- 领取奖励数据
function this.RequestGetScoreRewardData(id, func)
local data = RoomProto_pb.BloodyTakeScoreRewardRequet()
data.id = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLOOD_TAKE_SCORE_REWARD_REQEUST, MessageTypeProto_pb.BLOOD_TAKE_SCORE_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.BloodyTakeScoreRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 购买令牌
function this.RequestBuyExtraReward(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.BLOOD_BUY_SCORE_REQUEST, MessageTypeProto_pb.BLOOD_BUY_SCORE_RESPONSE, nil, function(buffer)
--local data = buffer:DataByte()
--local msg = RoomProto_pb.GetBloodyScoreInfoResponse()
--msg:ParseFromString(data)
---- 保存数据
--MatchDataManager.SetScoreRewardData(msg)
if func then
func()
end
end)
end
---占星相关
--请求占星抽奖协议
function this.GetSoulRandRequest(time, func)
local data = HeroInfoProto_pb.SoulRandRequest()
data.time = time
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_RAND_EQUIP_REQUEST, MessageTypeProto_pb.SOUL_RAND_EQUIP_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.SoulRandResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求强行召唤协议
function this.GetSoulForceRandRequest(func)
local data = HeroInfoProto_pb.SoulForceRandRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_FORCE_RAND_EQUIP_REQUEST, MessageTypeProto_pb.SOUL_FORCE_RAND_EQUIP_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.SoulForceRandResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--CDKey兑换
function this.GetExchangeCdkRequest(key, func)
local data = PlayerInfoProto_pb.ExchangeCdkRequest()
data.key = key
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXCHANGE_CDK_REQUEST, MessageTypeProto_pb.EXCHANGE_CDK_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--登录获取新关卡的信息
function this.InitFightPointLevelInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAIN_LEVEL_GET_INFO_REQUEST, MessageTypeProto_pb.MAIN_LEVEL_GET_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetMainLevelInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
FightPointPassManager.InitAllFightPointState(msg)
AdventureManager.GetAdventureData()
end)
end
--请求英雄回溯
function this.HeroRetureEvent(heroId, func)
local data = HeroInfoProto_pb.HeroReturnRequest()
Log("HeroRetureEvent "..heroId)
data.heroId = heroId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HERO_RETURN_REQUEST, MessageTypeProto_pb.HERO_RETURN_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.HeroReturnResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求关卡排行
function this.RequestFightRank(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAIN_LEVEL_GET_RANK_REQUEST, MessageTypeProto_pb.MAIN_LEVEL_GET_RANK_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.MainLevelRankInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求兽潮战斗结果
function this.GetMonsterFightResult(fightId, teamId, func)
local data = FightInfoProto_pb.QuickStartMonsterFightRequest()
data.fightId = fightId
data.teamId = teamId
Log(Language[11440] .. teamId)
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.QUICK_START_MONSTERFIGHTER_REQUEST, MessageTypeProto_pb.QUICK_START_MONSTERFIGHTER_REPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.QuickStartMonsterFightResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--孙龙的宝藏购买等级
function this.RequestBuyTreasureLevel(level, func)
local data = PlayerInfoProto_pb.QuickBuyTreasureLevelRequest()
data.level = level
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.BUY_TREASURE_LEVEL_REQUEST, MessageTypeProto_pb.BUY_TREASURE_LEVEL_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
---幸运探宝
function this.GetLuckyTurnRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_LUCKWHEEL_REQUEST, MessageTypeProto_pb.GET_LUCKWHEEL_RESPONSE, nil,function(buffer)
local data=buffer:DataByte()
local msg=PlayerInfoProto_pb.LuckWheelIndication()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求幸运转盘刷新 1活动id 2是否免费
function this.GetLuckyTurnRefreshRequest(activityId,isFree, func)
local data = PlayerInfoProto_pb.RefreshLuckWheelRequest()
data.activityId = activityId
data.isFree=isFree
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.REFRESH_LUCKWHEEL_REQUEST, MessageTypeProto_pb.REFRESH_LUCKWHEEL_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RefreshLuckWheelResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求抽取幸运转盘 1活动id 2是否是多次抽取
function this.GetLuckyTurnRankRequest(activityId,repeated,func)
local data = PlayerInfoProto_pb.GetLuckWheelRandRewardRequest()
data.activityId = activityId
data.repeated=repeated
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_LUCKWHEEL_RANDREWARD_REQUEST, MessageTypeProto_pb.GET_LUCKWHEEL_RANDREWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetLuckWheelRandRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--请求物品刷新
function this.GetRefreshCountDownRequest(itemIdList,func)
local data = PlayerInfoProto_pb.RefreshItemNumRequest()
for i = 1, #itemIdList do
data.itemId:append(itemIdList[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.REFRESH_ITEM_NUM_REQUEST, MessageTypeProto_pb.REFRESH_ITEM_NUM_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RefreshItemNumResponse()
msg:ParseFromString(data)
BagManager.BackDataRefreshEnerny(msg.itemInfo)
if func then
func(msg)
end
end)
end
--请求英雄上锁
function this.HeroLockEvent(heroId,lockState, func)
local data = HeroInfoProto_pb.HeroLockChangeRequest()
Log("HeroLockEvent "..heroId.." "..lockState)
data.heroId = heroId
data.lockState = lockState
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HERO_LOCK_CHANGE_REQUEST, MessageTypeProto_pb.HERO_LOCK_CHANGE_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--好友上阵英雄预览信息
function this.ViewHeroInfoRequest(targetUid,heroId,func)
local data = PlayerInfoProto_pb.ViewHeroInfoRequest()
data.targetUid = targetUid
data.heroId = heroId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.VIEW_HERO_INFO_REQUEST, MessageTypeProto_pb.VIEW_HERO_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.ViewHeroInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
---东海寻仙限时抽卡相关---
function this.GetFindFairyRequest(activityId,func)
local data = PlayerInfoProto_pb.NextActivityRequest()
data.activityId = activityId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.NEXT_ACTIVITY_REQUEST, MessageTypeProto_pb.NEXT_ACTIVITY_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.NextActivityResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
----------------------
-- 领取Vip每日奖励
function this.GetVipDailyReward(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.VIP_TAKE_DAILY_REQUEST, MessageTypeProto_pb.VIP_TAKE_DAILY_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.VipTakeDilyResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--迷宫寻宝派遣
function this.FindTreasureMissingRoomSendHeroRequest(_missionId,_heroIds,func)
local data = PlayerInfoProto_pb.MissingRoomSendHeroRequest()
data.missionId = _missionId
for i = 1, #_heroIds do
data.heroIds:append(_heroIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MISSING_ROOM_HERO_SEND_REQUEST, MessageTypeProto_pb.MISSING_ROOM_HERO_SEND_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--迷宫寻宝单个任务加速
function this.FindTreasureMissingRoomAccelerateRequest(_missionId,func)
local data = PlayerInfoProto_pb.MissingRoomAccelerateRequest()
data.missionId = _missionId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MISSING_ROOM_MISSION_ACCELERATE_REQUEST, MessageTypeProto_pb.MISSING_ROOM_MISSION_ACCELERATE_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--迷宫寻宝刷新
function this.FindTreasureRefreshRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MISSING_ROOM_MISSION_REFRESH_REQUEST, MessageTypeProto_pb.MISSING_ROOM_MISSION_REFRESH_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.MissingRoomRefreshResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
----===================巅峰赛相关+++++++++++++++++++++++
--- 获取基础数据
function NetManager.GetTopMatchBaseInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_GET_REQUEST, MessageTypeProto_pb.CHAMPION_GET_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGetInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--- 获取历史记录
function NetManager.GetTopMatchHistoryBattle(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_GET_MYHISTORY_REQEUST, MessageTypeProto_pb.CHAMPION_GET_MYHISTORY_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChanpionGetAllMyBattleHistoryResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--- 获取选拔赛小组排名
function NetManager.GetTopMatchMyTeamRank(func)
local data = ArenaInfoProto_pb.ChampionGetWorldRankRequest()
data.page = 1
data.type = 1
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_GET_RANK_REQUEST, MessageTypeProto_pb.CHAMPION_GET_RANK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGetWorldRankResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--- 获取竞猜数据, type == 0 全量拉取数据, == 1 只获取赔率信息(用于界面定时刷新赔率)
function NetManager.GetBetMatchInfo(type, func)
local data = ArenaInfoProto_pb.ChampionGetBetRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_BET_INFO_REQUEST, MessageTypeProto_pb.CHAMPION_BET_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGetBetResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--- 竞猜下注
function NetManager.RequestBet(uid, coins, func)
local data = ArenaInfoProto_pb.ChampionBetReqeust()
data.winUid = uid
data.coins = coins
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_BET_GUESS_REQUEST, MessageTypeProto_pb.CHAMPION_BET_GUESS_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
-- 获取历史竞猜信息
function NetManager.GetBetHistoryInfo(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_GET_MYALL_BET_REQUEST, MessageTypeProto_pb.CHAMPION_GET_MYALL_BET_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGetAllMyBetInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 获取淘汰赛数据type == 1 32强, == 2 4强赛
function NetManager.GetTopMatchEliminationInfo(type, func)
local data = ArenaInfoProto_pb.ChampionViewFinalRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_VIEW_FINAL_REQUEST, MessageTypeProto_pb.CHAMPION_VIEW_FINAL_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionViewFinalResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 获取淘汰赛排行数据page == 1 页签)
function NetManager.GetTopMatchRankInfo(page, func)
local data = ArenaInfoProto_pb.ChampionGetWorldRankRequest()
data.page = page
data.type = 0
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.CHAMPION_GET_RANK_REQUEST, MessageTypeProto_pb.CHAMPION_GET_RANK_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGetWorldRankResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 公会红包 获得所有红包信息
function NetManager.GetAllRedPacketResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.J_GET_ALL_REDPACKAGE_INFO_REQUEST, MessageTypeProto_pb.J_GET_ALL_REDPACKAGE_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetAllRedPackageResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会红包 抢红包
function NetManager.GetRobRedPackageRequest(id,func)
local data = Family_pb.RobRedPackageRequest()
data.id = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.J_ROB_REDPACKAGE_INFO_REQUEST, MessageTypeProto_pb.J_ROB_REDPACKAGE_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.RobRedPackageResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会红包 查看红包详情
function NetManager.GetRedPackageDetailRequest(id,func)
local data = Family_pb.RedPackageDetailRequest()
data.id = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.J_GET_REDPACKAGE_DETAIL_REQUEST, MessageTypeProto_pb.J_GET_REDPACKAGE_DETAIL_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.RedPackageDetailResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会红包 点赞
function NetManager.GetRedPackageLikeRequest(uid,func)
local data = Family_pb.RedPackageLikeRequest()
data.uid = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.J_REDPACKAGE_SEND_LIKE_REQUEST, MessageTypeProto_pb.J_REDPACKAGE_SEND_LIKE_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--公会红包 获取点赞信息
function NetManager.GetAllSendLikeResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.J_GET_ALL_SEND_LIKE_REQUEST, MessageTypeProto_pb.J_GET_ALL_SEND_LIKE_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetAllSendLikeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--远征开始
--远征获取节点信息
function NetManager.GetExpeditionRequest(leve,func)
local data = Expedition_pb.GetExpeditionRequest()
data.leve = leve or ExpeditionManager.expeditionLeve
--LogGreen("data.leve "..data.leve)
--if data.leve == -1 then
-- if func then
-- func()
-- end
-- return
--end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_GET_EXPEDITION_REQUEST, MessageTypeProto_pb.EXPEDITION_GET_EXPEDITION_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.GetExpeditionResponse()
msg:ParseFromString(data)
ExpeditionManager.SetExpeditionState(1)
ExpeditionManager.InitExpeditionData(msg)
if func then
func(msg)
end
end)
end
--获取层级奖励
function NetManager.TakeExpeditionBoxRewardRequest(_lay,func)
local data = Expedition_pb.TakeExpeditionBoxRewardRequest()
data.laycfg = _lay
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_TAKE_BOXREWARD_REQUEST, MessageTypeProto_pb.EXPEDITION_TAKE_BOXREWARD_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.TakeExpeditionBoxRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--复活英雄
function NetManager.ReliveExpeditionHeroRequest(_heroId,_nodeId,func)
local data = Expedition_pb.ReliveExpeditionHeroRequest()
if _heroId then
data.heroId = _heroId
end
data.nodeId = _nodeId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_RELIVE_HERO_REQUEST, MessageTypeProto_pb.EXPEDITION_RELIVE_HERO_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ReliveExpeditionHeroResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--恢复节点
function NetManager.ReCoverExpeditionHeroRequest(_nodeId,func)
local data = Expedition_pb.ReCoverExpeditionHeroRequest()
data.nodeId = _nodeId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_RECOVER_HERO_REQUEST, MessageTypeProto_pb.EXPEDITION_RECOVER_HERO_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ReCoverExpeditionHeroResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--领取圣物
function NetManager.TakeHolyEquipRequest(_nodeId,_type,func)
local data = Expedition_pb.TakeHolyEquipRequest()
data.nodeId = _nodeId
data.type = _type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_TAKE_HOLY_EQUIP_REQUEST, MessageTypeProto_pb.EXPEDITION_TAKE_HOLY_EQUIP_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.TakeHolyEquipResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--开始节点战斗操作
function NetManager.StartExpeditionBattleRequest(_nodeId,_teamId,_expInfo,func)
local data = Expedition_pb.StartExpeditionBattleRequest()
Log("_nodeId ".._nodeId)
data.nodeId = _nodeId
data.teamId = _teamId
--data.expInfo = _expInfo
for i = 1, #_expInfo do
data.expInfo:append(_expInfo[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_START_BATTLE_REQUEST, MessageTypeProto_pb.EXPEDITION_START_BATTLE_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.StartExpeditionBattleResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--战斗结束操作
function NetManager.EndExpeditionBattleRequest(_nodeId,_frames,func)
local data = Expedition_pb.EndExpeditionBattleRequest()
data.nodeId = _nodeId
data.frames = _frames
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_END_BATTLE_REQUEST, MessageTypeProto_pb.EXPEDITION_END_BATTLE_RESONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.EndExpeditionBattleResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--战斗结束失败操作 清空血量 保存当前状态请求
function NetManager.EndConfirmExpeditionBattleRequest(_nodeId,func)
local data = Expedition_pb.EndConfirmExpeditionBattleRequest()
data.nodeId = _nodeId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EndConfirmExpeditionBattleRequest, MessageTypeProto_pb.EndConfirmExpeditionBattleResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.EndConfirmExpeditionBattleResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--远征商店节点
function NetManager.StoreNodeRequest(_nodeId,func)
local data = Expedition_pb.EndConfirmExpeditionBattleRequest()
data.nodeId = _nodeId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.StoreNodeRequest, MessageTypeProto_pb.StoreNodeResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.StoreNodeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--远征招募节点信息
function NetManager.HeroNodeGetInfoRequest(_nodeId,func)
local data = Expedition_pb.HeroNodeGetInfoRequest()
data.nodeId = _nodeId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HeroNodeGetInfoRequest, MessageTypeProto_pb.HeroNodeGetInfoResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.HeroNodeGetInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--远征招募
function NetManager.HeroNodeRequest(_nodeId,_heroId,func)
local data = Expedition_pb.HeroNodeRequest()
data.nodeId = _nodeId
data.heroId = _heroId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.HeroNodeRequest, MessageTypeProto_pb.HeroNodeResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.HeroNodeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--远征结束
--孙龙的宝藏时间倒计时请求
function NetManager.RefreshTimeSLRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.TREASURE_REFRESH_TIME_REQUEST, MessageTypeProto_pb.TREASURE_REFRESH_TIME_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TreasureRefreshTimeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--月卡领取奖励
function NetManager.MonthCardTakeDailyRequest(type,func)
local data = PlayerInfoProto_pb.TakeMothDilyRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MONTHCARD_TAKE_DAILY_REQUEST, MessageTypeProto_pb.MONTHCARD_TAKE_DAILY_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TakeMothDilyResponse()
msg:ParseFromString(data)
if func then
func(msg.drop)
end
end)
end
--合成
--装备合成
function NetManager.ComplexEquipRequest(type,star,num,func)--type装备类型 star 装备星级 0一键合成 num合成数量
local data = HeroInfoProto_pb.ComplexEquipRequest()
data.type = type
data.star = star
data.num = num
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EQUIP_COMPLEX_REQUEST, MessageTypeProto_pb.EQUIP_COMPLEX_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.ComplexEquipResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--宝物合成
function NetManager.ComplexTreasureRequest(equipType,type,star,num,func)--type : star 装备星级 0一键合成 num合成数量
local data = HeroInfoProto_pb.ComplexJewelEquipRequest()
data.type = equipType
data.rance = type
data.targetleve=star
data.num = num
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.ComplexJewelEquipRequest, MessageTypeProto_pb.ComplexJewelEquipResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.ComplexJewelEquipResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--新魂印--
--穿戴
function NetManager.SoulEquipWearRequest(wearInfo, unloadInfo, func)
local data = HeroInfoProto_pb.SoulEquipWearRequest()
if wearInfo then
-- LogError("wearInfo.heroId "..wearInfo.heroId.." "..wearInfo.equipId.." "..wearInfo.position)
data.wearInfo.heroId=wearInfo.heroId
local c = data.wearInfo.soulEquipIds:add()
c.equipId = wearInfo.equipId
c.position =wearInfo.position
end
if unloadInfo then
-- LogError("unloadInfo.heroId "..unloadInfo.heroId.." "..unloadInfo.equipId.." "..unloadInfo.position)
data.unloadInfo.heroId=unloadInfo.heroId
local c = data.unloadInfo.soulEquipIds:add()
c.equipId = unloadInfo.equipId
c.position =unloadInfo.position
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_EQUIP_WEAR_REQUEST, MessageTypeProto_pb.SOUL_EQUIP_WEAR_RESPONSE, msg, function()
if func then
func(msg)
end
end)
end
--卸下
function NetManager.SoulEquipUnLoadWearRequest(_heroId, _equipId,_pos, func)
local data = HeroInfoProto_pb.SoulEquipUnLoadWearRequest()
data.heroId=_heroId
local c = data.soulEquipIds:add()
c.equipId = _equipId
c.position =_pos
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_EQUIP_UNLOAD_OPT_REQUEST, MessageTypeProto_pb.SOUL_EQUIP_UNLOAD_OPT_RESPONSE, msg, function()
if func then
func(msg)
end
end)
end
--魂印合成
function NetManager.ComplexSoulPrintRequest(targetId,soulIds,func)--type装备类型 star 装备星级 0一键合成 num合成数量
local data = HeroInfoProto_pb.MergeSoulRequest()
data.targetId = targetId
for i = 1, #soulIds do
data.soulId:append(soulIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.SOUL_MERGE_REQUEST, MessageTypeProto_pb.SOUL_MERGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.MergeSoulResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--- 每日副本相关 ---
--请求挑战 id为DailyChallengeConfig表ID type 1为挑战 2为扫荡
function NetManager.DailyChallengeRequest(id,type,func)
local data = PlayerInfoProto_pb.DailyChallengeRequest()
data.id = id
data.type=type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DAILY_CHALLENGE_REQUEST, MessageTypeProto_pb.DAILY_CHALLENGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.DailyChallengeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
------------------------------------------------
--主动请求活动刷新
function NetManager.RefreshAcitvityData(ids,func)
local data = PlayerInfoProto_pb.GetSomeActivityInfoRequest()
for i = 1, #ids do
data.id:append(ids[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_SOME_ACTIVITY_INFO_REQUEST, MessageTypeProto_pb.GET_SOME_ACTIVITY_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetSomeActitityInfoRespone()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--获取所有公会技能
function NetManager.GetAllGuildSkillData(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_ALL_GUILD_SKILL_REQUEST, MessageTypeProto_pb.GET_ALL_GUILD_SKILL_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetAllGuildSkillResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
GuildSkillManager.InitData(msg)
end)
end
--公会技能升级
function NetManager.SinGleGuildSkillUpLv(profession,func)
local data = Family_pb.GuildSkillLevelUpRequest()
data.type = profession
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GUILD_SKILL_LEVEL_UP_REQUEST, MessageTypeProto_pb.GUILD_SKILL_LEVEL_UP_RESPONSE, msg, function(buffer)
if func then
func()
end
end)
end
--公会技能重置
function NetManager.ResetGuildSkillRequest(type,func)
local data = Family_pb.ResetGuildSkillRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GUILD_SKILL_RESET_REQUEST, MessageTypeProto_pb.GUILD_SKILL_RESET_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.ResetGuildSkillResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--===== 公会祭祀相关 =====--
-- 请求领取公会祭祀
function NetManager.FamilyGetFeteRewardRequest(id,func)
local data = Family_pb.FamilyGetFeteRewardRequest()
data.id = id
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FamilyGetFeteRewardRequest, MessageTypeProto_pb.FamilyGetFeteRewardResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyGetFeteRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 公会祭祀
function NetManager.FamilyFeteRequest(type,func)
local data = Family_pb.FamilyFeteRequest()
data.type=type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FamilyFeteRequest, MessageTypeProto_pb.FamilyFeteResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyFeteResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
------------------------------
--===== 公会十绝阵相关 =====--
--获取十绝阵状态信息
function NetManager.GetDeathPathStatusResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEATH_PATH_GET_STATUS_REQUEST, MessageTypeProto_pb.DEATH_PATH_GET_STATUS_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetDeathPathStatusResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--获取十绝阵主面板信息
function NetManager.GetDeathPathInfoResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEATH_PATH_INFO_REQUEST, MessageTypeProto_pb.DEATH_PATH_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetDeathPathInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--十绝阵请求挑战 pathId 当前阵Id
function NetManager.ChallengeDeathPathRequest(pathId,func)
local data = Family_pb.ChallengeDeathPathRequest()
data.pathId=pathId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEATH_PATH_CHALLENGE_REQUEST, MessageTypeProto_pb.DEATH_PATH_CHALLENGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.ChallengeDeathPathResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--十绝阵 请求所有奖励信息
function NetManager.GetAllDeathPathRewardInfoResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEATH_PATH_GET_ALL_REWARD_INFO_REQUEST, MessageTypeProto_pb.DEATH_PATH_GET_ALL_REWARD_INFO_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetAllDeathPathRewardInfoResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--十绝阵 请求领取奖励
function NetManager.DoRewardDeathPathRequest(position,func)
local data = Family_pb.DoRewardDeathPathRequest()
data.position=position
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.DEATH_PATH_DO_REWARD_REQUEST, MessageTypeProto_pb.DEATH_PATH_DO_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.DoRewardDeathPathResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--============================================
--车迟请求挑战
function NetManager.FastFightChallengeRequest(_type,_challeageId,func)
--LogError("_type ".._type.." _challeageId ".._challeageId)
local data = FightInfoProto_pb.FastFightChallengeRequest()
data.type=_type
data.challeageId=_challeageId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.FAST_FIGHT_CHALLENGE_REQUEST, MessageTypeProto_pb.FAST_FIGHT_CHALLENGE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.FastFightChallengeResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--车迟请求抢夺信息
function NetManager.GetCarChallenegListResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_CAR_CHALLENEG_LIST_REQUEST, MessageTypeProto_pb.GET_CAR_CHALLENEG_LIST_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GetCarChallenegListResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--车迟请求抢夺记录信息
function NetManager.CarGrapRecordResponse(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.GET_CAR_GRAP_RECORD_REQUEST, MessageTypeProto_pb.GET_CAR_GRAP_RECORD_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.CarGrapRecordResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会援助
function NetManager.GuildHelpGetAllRequest(func)
if not PlayerManager.familyId or PlayerManager.familyId == 0 then
if func then func() end
return
end
local data = Family_pb.GuildHelpGetAllRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildHelpGetAllRequest, MessageTypeProto_pb.GuildHelpGetAllResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildHelpGetAllResponse()
msg:ParseFromString(data)
MyGuildManager.SetAllGuildHelpInfo(msg)
if func then
func(msg)
end
end)
end
--公会援助记录
function NetManager.GuildGetHelpLogRequest(func)
local data = Family_pb.GuildGetHelpLogRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildGetHelpLogRequest, MessageTypeProto_pb.GuildGetHelpLogResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildGetHelpLogResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会援助
function NetManager.GuildSendHelpRequest(type,sendMessage,func)
local data = Family_pb.GuildSendHelpRequest()
for i = 1, #type do
data.type:append(type[i])
end
data.sendMessage = sendMessage
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildSendHelpRequest, MessageTypeProto_pb.GuildSendHelpResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildSendHelpResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会援助领奖
function NetManager.GuildTakeHelpRewardRequest(type,func)
local data = Family_pb.GuildTakeHelpRewardRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildTakeHelpRewardRequest, MessageTypeProto_pb.GuildTakeHelpRewardRequese, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildTakeHelpRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会援助领宝箱奖
function NetManager.GuildTakeHelpBoxRequest(func)
local data = Family_pb.GuildTakeHelpBoxRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildTakeHelpBoxRequest, MessageTypeProto_pb.GuildTakeHelpBoxResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildTakeHelpRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--公会援助援助 信息
function NetManager.GuildSendHelpMessageRequest(func)
local data = Family_pb.GuildSendHelpMessageRequest()
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildSendHelpMessageRequest, MessageTypeProto_pb.GuildSendHelpMessageResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildSendHelpMessageResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--援助他人 自己援助次数修改 GuildHelpInfoIndication会推
function NetManager.GuildHelpHelpOtherRequest(uid,type,func)
local data = Family_pb.GuildHelpHelpOtherRequest()
data.uid = uid
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.GuildHelpHelpOtherRequest, MessageTypeProto_pb.GuildHelpHelpOtherResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildHelpHelpOtherResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--天宫秘宝活动数据
function NetManager.TreasureOfHeavenScoreRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_TREASURE_INFO_REQUEST, MessageTypeProto_pb.EXPEDITION_TREASURE_INFO_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionTreasureInfoResponse()
msg:ParseFromString(data)
TreasureOfHeavenManger.SetScore(msg.score)
TreasureOfHeavenManger.SetLimitTime(msg.resetTime)
TreasureOfHeavenManger.SetState(msg.treasureRewardState)
if func then
func(msg)
end
end)
end
--天宫秘宝任务领取
function NetManager.GetTreasureOfHeavenRewardRequest(uid,func)
local data = Expedition_pb.ExpeditionTakeTreasureRequest()
data.id = uid
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.EXPEDITION_TAKE_TREASURE_REWARD_REQUEST, MessageTypeProto_pb.EXPEDITION_TAKE_TREASURE_REWARD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionTakeTreasureResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--森罗幻境请求保存上阵
function NetManager.TrialHeroInfoSaveRequest(heroIds,func)
local data = MapInfoProto_pb.TrialHeroInfoSaveRequest()
for i = 1, #heroIds do
data.heroIds:append(heroIds[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TRIAL_HERO_INFO_SAVE_REQUEST, MessageTypeProto_pb.TRIAL_HERO_INFO_SAVE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
if func then
func(msg)
end
end)
end
--试练副本领取宝箱奖励 type 0为单个领取 1为全部领取
function NetManager.GetTrialBoxRewardRequest(type,func)
local data = MapInfoProto_pb.GetTrialBoxRewardRequest()
data.type = type
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TRIAL_GET_BOX_REQUEST, MessageTypeProto_pb.TRIAL_GET_BOX_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.GetTrialBoxRewardResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
--试练副本请求使用性药 heroId 英雄ID
function NetManager.UseAddHpItemRequest(heroId,func)
local data = MapInfoProto_pb.UseAddHpItemRequest()
data.heroId = heroId
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TRIAL_USE_ADD_HP_ITEM_REQUEST, MessageTypeProto_pb.TRIAL_USE_ADD_HP_ITEM_RESPONSE, msg, function(buffer)
if func then
func(msg)
end
end)
end
--排行榜初始化第一名 请求
function NetManager.RankFirstRequest(_types,activiteId,func)
local data = PlayerInfoProto_pb.RankFirstRequest()
for i = 1, #_types do
data.types:append(_types[i])
end
for i = 1, #activiteId do
data.activiteId:append(activiteId[i])
end
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.RANK_GET_FIRST_REQUEST, MessageTypeProto_pb.RANK_GET_FIRST_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RankFirstResponse()
msg:ParseFromString(data)
RankingManager.SetAllRankProud(_types,msg.proud)
RankingManager.SetAllFirstRankProud(_types,msg.ranks)
if func then
func(msg)
end
end)
end
--排行膜拜请求
function NetManager.RankProudRequest(rankType,func)
local data = PlayerInfoProto_pb.RankProudRequest()
data.rankType = rankType
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.RANK_PROUD_REQUEST, MessageTypeProto_pb.RANK_PROUD_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RankProudResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 小游戏相关接口
-- 初始化数据
function NetManager.MiniGameInitRequest(func)
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_GAME_GET_REQUEST, MessageTypeProto_pb.MAP_GAME_GET_RESPONSE, nil, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapGameResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 小游戏操作
function NetManager.MiniGameOperateRequest(index, func)
local data = MapInfoProto_pb.MapGameUpdateRequest()
data.index = index
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.MAP_GAME_UPDATE_REQUEST, MessageTypeProto_pb.MAP_GAME_UPDATE_RESPONSE, msg, function(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.MapGameUpdateResponse()
msg:ParseFromString(data)
if func then
func(msg)
end
end)
end
-- 请求领取竞技场宝箱数据
function this.TakeArenaBattleRewardRequest(missionId, func)
local data = ArenaInfoProto_pb.TakeArenaBattleRewardRequest()
data.missionId = missionId or 1
local msg = data:SerializeToString()
Network:SendMessageWithCallBack(MessageTypeProto_pb.TakeArenaBattleRewardRequest, MessageTypeProto_pb.TakeArenaBattleRewardResponse, msg, function(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.TakeArenaBattleRewardResponse()
msg:ParseFromString(data)
ArenaManager.SetHadTakeBoxData(missionId)
if func then
func(msg)
end
end)
end
return this