miduo_protocol/protos/HeroInfoProto.proto

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package com.ljsd.jieling.protocols;
option optimize_for = SPEED;
import "CommonProto.proto";
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message GetHeroListInfoRequest{
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optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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}
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message GetHeroListInfoResponse{
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repeated Hero heroList = 1;
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optional bool isSendFinish =2; //是否发送完成
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}
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message DrawHeroRequest{
optional int32 type = 1;
optional string str = 2;
}
message DrawHeroResponse{
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repeated Hero heroList = 1;
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}
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message HeroRandRequest{
optional int32 type =1; //抽卡类型
}
message HeroRandResponse{
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optional Drop drop =1 ;
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optional Drop extraBox = 2 ;//宝箱奖励
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}
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message TeamposSaveRequest{
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optional TeamPosInfo TeamPosInfo =1;
}
message GetAllTeamPosResponse{
repeated TeamPosInfo TeamPosInfo =1;
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}
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message UpHeroLevelRequest{
optional string heroId = 1; //升级或突破的英雄id
}
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message ConsumeMaterial{
optional int32 position=1; //卡槽位置
repeated string heroIds=2; //消耗英雄ids
}
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message UpHeroStarRequest{
optional string heroId = 1; //升星的英雄id
repeated ConsumeMaterial consumeMaterials = 2; //消耗英雄组信息
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optional int32 type = 3;//1为英雄进阶 2为法宝进阶
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}
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message UpQuickSoulEquipRequest{
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optional string equipId = 1; //升级魂印id
repeated string soulEquipIds= 2; //消耗信息
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}
message UpSoulEquipResponse{
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optional string equipId = 1; //升级魂印id
optional int32 leve =2;//经验
optional int32 exp =3;//等级
repeated string soulEquipIds= 4; //消耗信息
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}
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message EquipWearRequest{
optional string heroId =1 ; //所穿英雄id
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repeated string equipId =2 ; //装备id
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optional int32 type = 3;//1、装备 2、法宝
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}
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message SoulEquipPos{
optional string equipId =1 ; //装备id
optional int32 position= 2; //卡槽位置
}
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message SoulEquipWearRequest{
optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
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optional int32 type= 3; //1 一键装备
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}
message SoulEquipUnLoadWearRequest{
optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
}
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message EquipUnLoadOptRequest{
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optional string heroId = 1;
repeated string equipIds =2;
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optional int32 type = 3;//1、装备 2、法宝
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}
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message HeroComposeRequest{
optional Item item = 1; //合成英雄需要用的碎片,和合成英雄的个数
}
message HeroComposeResponse{
optional Drop drop = 1;
}
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message GetAllEquipRequest{
optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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optional int32 type = 2;//1、装备 2、法宝、3魂印
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}
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message GetAllEquipResponse{
repeated Equip equip =1;
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optional bool isSendFinish =2; //是否发送完成
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}
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message GetAllPokemonResponse{
repeated PokemonInfo pokemonInfo =1;
}
message PokenmonUpLevelRequest{//异妖相关 组件放置升级
optional int32 pokemonId =1;//异妖id
optional int32 comonpentId =2; // 组件id
}
message PokemonAdvancedRequest{ //异妖进阶
optional int32 pokemonId = 1; //要进阶异妖的id
}
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message RingFireLoadRequest{//天赋升级
optional int32 pokemonId =1;//天赋异妖id
optional int32 comonpentId =2; // 天赋组件id
}
message RingFirAdvanceRequest{ //天赋异妖进阶
optional int32 pokemonId = 1; //天赋要进阶异妖的id
}
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message GetAllRingFireResponse{
repeated RingFireInfo ringFireInfo =1;
}
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message SoulRandRequest{
optional int32 time =1; //次数
}
message SoulRandResponse{
optional Drop drop = 1;//掉落
optional int32 pos = 2;
}
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message SoulForceRandRequest{
}
message SoulForceRandResponse{
optional int32 pos = 1;
}