178 lines
4.2 KiB
Protocol Buffer
178 lines
4.2 KiB
Protocol Buffer
package com.ljsd.jieling.protocols;
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option optimize_for = SPEED;
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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{
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optional int32 type = 1;
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optional string str = 2;
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}
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message DrawHeroResponse{
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repeated Hero heroList = 1;
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}
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message HeroRandRequest{
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optional int32 type =1; //抽卡类型
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}
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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;
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}
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message GetAllTeamPosResponse{
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repeated TeamPosInfo TeamPosInfo =1;
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}
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message UpHeroLevelRequest{
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optional string heroId = 1; //升级或突破的英雄id
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optional int32 targetLevel = 2 ;// 目标等级
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}
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message UpHeroLevelResponse{
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optional string heroId = 1; //升级或突破的英雄id
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optional int32 targetLevel = 2 ;// 目标等级
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}
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message ConsumeMaterial{
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optional int32 position=1; //卡槽位置
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repeated string heroIds=2; //消耗英雄ids
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}
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message UpHeroStarRequest{
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optional string heroId = 1; //升星的英雄id
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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
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repeated string soulEquipIds= 2; //消耗信息
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}
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message UpSoulEquipResponse{
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optional string equipId = 1; //升级魂印id
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optional int32 leve =2;//经验
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optional int32 exp =3;//等级
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repeated string soulEquipIds= 4; //消耗信息
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}
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message EquipWearRequest{
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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{
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optional string equipId =1 ; //装备id
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optional int32 position= 2; //卡槽位置
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}
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message SoulEquipWearRequest{
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optional string heroId =1 ; //所穿英雄id
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repeated SoulEquipPos soulEquipIds =2 ; //装备id
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optional int32 type= 3; //1 一键装备
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}
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message SoulEquipUnLoadWearRequest{
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optional string heroId =1 ; //所穿英雄id
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repeated SoulEquipPos soulEquipIds =2 ; //装备id
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}
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message EquipUnLoadOptRequest{
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optional string heroId = 1;
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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{
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optional Item item = 1; //合成英雄需要用的碎片,和合成英雄的个数
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}
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message HeroComposeResponse{
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optional Drop drop = 1;
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}
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message GetAllEquipRequest{
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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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optional int32 type = 2;//1、装备 ;2、法宝、3魂印
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}
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message GetAllEquipResponse{
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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{
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repeated PokemonInfo pokemonInfo =1;
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}
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message PokenmonUpLevelRequest{//异妖相关 组件放置升级
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optional int32 pokemonId =1;//异妖id
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optional int32 comonpentId =2; // 组件id
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}
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message PokemonAdvancedRequest{ //异妖进阶
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optional int32 pokemonId = 1; //要进阶异妖的id
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}
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message RingFireLoadRequest{//天赋升级
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optional int32 pokemonId =1;//天赋异妖id
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optional int32 comonpentId =2; // 天赋组件id
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}
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message RingFirAdvanceRequest{ //天赋异妖进阶
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optional int32 pokemonId = 1; //天赋要进阶异妖的id
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}
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message GetAllRingFireResponse{
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repeated RingFireInfo ringFireInfo =1;
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}
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message SoulRandRequest{
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optional int32 time =1; //次数
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}
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message SoulRandResponse{
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optional Drop drop = 1;//掉落
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optional int32 pos = 2;
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optional int32 time =3; //次数
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}
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message SoulForceRandRequest{
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}
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message SoulForceRandResponse{
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optional Drop drop = 1;//掉落
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optional int32 pos = 2;
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}
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message HeroReturnRequest{
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optional string heroId = 1;
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}
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message HeroReturnResponse{
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optional Drop drop =1;
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}
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message HeroLockChangeRequest{
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optional string heroId =1;
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optional int32 lockState = 2 ; // 1 上锁 0 :解锁
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}
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