package com.ljsd.jieling.protocols; option optimize_for = SPEED; import "CommonProto.proto"; message GetHeroListInfoRequest{ 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 } message GetHeroListInfoResponse{ repeated Hero heroList = 1; optional bool isSendFinish =2; //是否发送完成 } message DrawHeroRequest{ optional int32 type = 1; optional string str = 2; } message DrawHeroResponse{ repeated Hero heroList = 1; } message HeroRandRequest{ optional int32 type =1; //抽卡类型 } message HeroRandResponse{ optional Drop drop =1 ; optional Drop extraBox = 2 ;//宝箱奖励 } message TeamposSaveRequest{ optional TeamPosInfo TeamPosInfo =1; } message GetAllTeamPosResponse{ repeated TeamPosInfo TeamPosInfo =1; } message UpHeroLevelRequest{ optional string heroId = 1; //升级或突破的英雄id } message ConsumeMaterial{ optional int32 position=1; //卡槽位置 repeated string heroIds=2; //消耗英雄ids } message UpHeroStarRequest{ optional string heroId = 1; //升星的英雄id repeated ConsumeMaterial consumeMaterials = 2; //消耗英雄组信息 optional int32 type = 3;//1为英雄进阶 2为法宝进阶 } message UpQuickSoulEquipRequest{ optional string equipId = 1; //升级魂印id repeated string soulEquipIds= 2; //消耗信息 } message UpSoulEquipResponse{ 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 } message EquipWearRequest{ optional string heroId =1 ; //所穿英雄id repeated string equipId =2 ; //装备id optional int32 type = 3;//1、装备 ;2、法宝 } message SoulEquipPos{ optional string equipId =1 ; //装备id optional int32 position= 2; //卡槽位置 } message SoulEquipWearRequest{ optional string heroId =1 ; //所穿英雄id repeated SoulEquipPos soulEquipIds =2 ; //装备id optional int32 type= 3; //1 一键装备 } message SoulEquipUnLoadWearRequest{ optional string heroId =1 ; //所穿英雄id repeated SoulEquipPos soulEquipIds =2 ; //装备id } message EquipUnLoadOptRequest{ optional string heroId = 1; repeated string equipIds =2; optional int32 type = 3;//1、装备 ;2、法宝 } 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; } 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 optional int32 type = 2;//1、装备 ;2、法宝、3魂印 } message GetAllEquipResponse{ repeated Equip equip =1; optional bool isSendFinish =2; //是否发送完成 } 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 } 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 } message GetAllRingFireResponse{ repeated RingFireInfo ringFireInfo =1; } message SoulRandRequest{ optional int32 time =1; //次数 } message SoulRandResponse{ optional Drop drop = 1;//掉落 optional int32 pos = 2; } message SoulForceRandRequest{ } message SoulForceRandResponse{ optional int32 pos = 1; }