IndicationManager = {} local this = IndicationManager --所有后端推送还未处理的协议,先临时做个数组遍历都监听上,以后单独处理一个,就删除一个 local testMessageType = { MessageTypeProto_pb.ADVENTURE_BOSS_REFRESH_INDICATION, MessageTypeProto_pb.ADJUTANT_FIGHTMISSION_REFRESH_INDICATION, MessageTypeProto_pb.BUY_GOODS_DROP_INDICATION, MessageTypeProto_pb.ERROR_CODE_INDICATION, MessageTypeProto_pb.ENDLESS_NEW_HERO_GET_INDICATION, MessageTypeProto_pb.HONGMENG_INFO_INDICATION, MessageTypeProto_pb.HONGMENG_STELE_NEW_HAND_INDICATION, MessageTypeProto_pb.JADE_DYNASTY_REFRESH_INDICATION, MessageTypeProto_pb.ROOM_MATCH_SUCCESS_INDICATION, MessageTypeProto_pb.ROOM_GAME_END_INDICATION, MessageTypeProto_pb.ROOM_SYNC_OTHER_MOVE_INDICTION, MessageTypeProto_pb.ROOM_TRIGGER_FIGHT_INDICATION, MessageTypeProto_pb.ROOM_MAP_POINT_INDICATION, MessageTypeProto_pb.ROOM_PLAY_HP_UPDATE_INDICATION, MessageTypeProto_pb.SUCCESS_RESPONSE, MessageTypeProto_pb.SCENE_GAME_OVER_READY_INDICATION, MessageTypeProto_pb.SHENGDAN_REFRESH_INDICATION, MessageTypeProto_pb.ZHANQIANZHUNBEI_REFRESH_INDICATION, MessageTypeProto_pb.BlitzBattleFightUpdate_INDICATION, MessageTypeProto_pb.WorldLevelIndication,--暂时吧,不确定 MessageTypeProto_pb.ChatSendStatus,--暂时吧,不确定 MessageTypeProto_pb.GetWorldChatMessageInfoResponse,--暂时吧,不确定 MessageTypeProto_pb.DelGameInfoRequest,--暂时吧,不确定 MessageTypeProto_pb.GetWorldChatMessageInfoRequest,--暂时吧,不确定 MessageTypeProto_pb.GetRankRequest,--暂时吧,不确定 MessageTypeProto_pb.AddDeathPathRankRequest,--暂时吧,不确定 MessageTypeProto_pb.GetDeathPathFirstRequest,--暂时吧,不确定 MessageTypeProto_pb.GetDeathPathRewardRequest,--暂时吧,不确定 MessageTypeProto_pb.DeathPathWorldRewardRequest,--暂时吧,不确定 MessageTypeProto_pb.ArenaClearInfoRequest,--暂时吧,不确定 MessageTypeProto_pb.GetWorldArenaInfoIndication,--暂时吧,不确定 MessageTypeProto_pb.UPDATE_BAG_MEDAL_INDICATION, } function this.Initialize() Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage) this.canPopUpBagMaxMessage = false this.getRewardFromMailMessage = false end function this.RegisterMessage(network) if network.type ~= SocketType.LOGIN then return end local socket = network.socket -- 监听服务器跨天状态N socket:RegistNetMessage(MessageTypeProto_pb.FIVE_PLAYER_REFLUSH_INDICATION, this.RefreshUpdateIndication) --监听红点推送 socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint) socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber) socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat) socket:RegistNetMessage(MessageTypeProto_pb.MISSION_UPDATE_INDICATION, this.RefreshMissionList) -- 监听服务器推送 socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_FIND_INDICATION, this.ReceiveChatMsg) -- 监听Boss被杀 socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_KILL_INDICATION, this.GetBossInfo) socket:RegistNetMessage(MessageTypeProto_pb.ALL_GIFTGOODS_INDICATION, this.RefreshGiftGoods) -- 监听服务器好友删除,好友赠送体力推送 --type 1:申请好友 2: 添加好友 socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_INFO_INDICATION, this.ReceiveFriendApplication) -- 监听服务器好友申请,好友添加推送 --type 1:删除好友 2: 赠送体力 socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_STATE_INDICATION, this.ReceiveFriendDeleteState) -- 监听商店数据推送 socket:RegistNetMessage(MessageTypeProto_pb.STORE_UPDATE_INDICATION, this.ReceiveShopData) --刷新活动 socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_INDICATION, this.RefreshActivityList) socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_PROGRESS_INDICATION, this.ActivityUpdateProgressIndication) -- 公会推送 socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_JOIN_INDICATION, this.GuildJoinSuccess) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_KICK_INDICATION, this.GuildKickOut) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_POSITION_UPDATE_INDICAITON, this.GuildPositionUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_CHANGE_BASE_INDICATION, this.GuildDataUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_WALK_INDICATION, this.GuildWalkUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_QUICK_SET_DEFEND_INDICATION, this.GuildFightDefendUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_FIGHT_MATCHING_SUCCESS_INDICATION, this.GuildFightMatchingSuccess) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_DEFEATE_INDICATION, this.GuildFightBeKilled) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_REFUSE_JOIN_INDICATION, this.GuildBeRefused) socket:RegistNetMessage(MessageTypeProto_pb.FamilyFeteRewardProcessIndication, this.GuildFeteRewardProcess) -- socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_STATUS_CHANGE_INDICATION, this.GuildRefreshDeathPosStatus) socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_DO_REWARD_INDICATION, this.GuildDoRewardIndication) -- socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_FIRST_CHANGE_INDICATION, this.GuildFirstChangeIndication) -- socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_USER_EXP_INDICATION, this.UpdateUserExp) --秘盒跨季度刷新 socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_SECRET_BOX_SEASON_INDICATION, this.UpdateSecretSeasonData) -- 服务器要让我滚出图 socket:RegistNetMessage(MessageTypeProto_pb.MAP_OUT_INDICATION, this.TimeToFuckOutMap) -- 刷新事件点时间 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_REFRESH_INDICAITON, this.FreshPointShowTime) -- 支付成功推送 socket:RegistNetMessage(MessageTypeProto_pb.NOTIFY_PAY_SUCCESS_INDICATION, this.PaySuccess) -- 渠道强制改名推送 socket:RegistNetMessage(MessageTypeProto_pb.PLAYER_BACKCINFO_INDICATION, this.PlayerBackCInfo) ---调查问卷推送 socket:RegistNetMessage(MessageTypeProto_pb.QUESTION_INDICATION, this.RefreshQuestionnaire) -- 空刷小怪 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MONSTER_REFRESH_INDICATION, this.MapNewAMonster) -- 血战奖励积分变化刷新 socket:RegistNetMessage(MessageTypeProto_pb.BLOODY_SCORE_CHANGE_INDICATION, this.BloodyScoreChanged) -- 无尽副本编队数据变化 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_SET_TEAM_INDICATION, this.EndLessTeamChange) --道具直购 socket:RegistNetMessage(MessageTypeProto_pb.DIRECT_BUY_GOODS_INDICATION, this.DirectBuyGoods) -- 无尽换期刷新地图信息 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_CHANGE_INDICATION, this.RefreshMapData) -- 任务重置刷新 socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_REFRESH_INDICATION, this.RestTreasureTaskData) -- 戒灵秘宝等级推送(成长手册等级推送) socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_LEVELUP_INDICATION, this.RefreshTreasureLevel) -- 幸运转盘 socket:RegistNetMessage(MessageTypeProto_pb.LUCKWHEEL_POOL_INDICATION, this.ReceiveLuckyTurnData) -- 战斗胜利更新关卡ID socket:RegistNetMessage(MessageTypeProto_pb.MAIN_LEVEL_FIGHT_UPDATE_INDICATION, this.FreshFightId) -- 累充金额推送 socket:RegistNetMessage(MessageTypeProto_pb.REFRESH_RECHARGE_INDICATION, this.RefreshAccuMoneyNum) -- 巅峰战阶段切换 socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_PROGRESS_UPDATE_INDICATION, this.TopMatchStageUpdate) -- 竞猜成功 socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_GUESS_SUCCESS_INDICATION, this.TopMatchGuessSuccess) -- 特权解锁 socket:RegistNetMessage(MessageTypeProto_pb.PRIVILLEGE_ADD_INDICATION, this.OnPrivilegeUpdate) -- 远征更新圣物信息 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_HOLY_BAG_INDICATION, this.RefreshExpeditionHalidom) -- 远征更新节点和己方信息 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_NOINFO_INDICATION, this.RefreshExpeditionNodeAndHeros) -- 月卡激活推送 socket:RegistNetMessage(MessageTypeProto_pb.MONTHCARD_INDICATION, this.RefreshMonthCardData) -- 公会车迟阶段推送 socket:RegistNetMessage(MessageTypeProto_pb.CAR_DELAY_PROGRESS_INDICATION, this.RefreshGuildCarDelayProgressData) -- 公会援助信息推送 socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpInfoIndication, this.RefreshGuildAidInfoData) -- 公会援助日志信息推送 socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpLogIndication, this.GuildHelpLogIndication) -- 猎妖之路推送 socket:RegistNetMessage(MessageTypeProto_pb.ExpeditionResetIndication, this.ExpeditionResetIndication) -- 大闹天宫 天宫秘宝 积分 和 任务状态推送 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_TREASURE_STATE_INDICATION, this.TreasureStateIndicaion) -- 爬塔关卡推送 socket:RegistNetMessage(MessageTypeProto_pb.VIRTUAL_BATTLE_FIGHT_UPDATE_INDICATION, this.ClimbTowerFreshFightId) -- 爬塔关卡推送 高级 socket:RegistNetMessage(MessageTypeProto_pb.VIRTUAL_ELITE_BATTLE_FIGHT_UPDATE_INDICATION, this.ClimbTowerFreshFightIdAdvance) -- 公户副本推送 socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_INDICATION, this.GuildTranscriptIndication) -- 公户副本推送 socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_BUY_BUFF_INDICATION, this.GuildChallengeBuyBuffIndication) -- 防守训练 socket:RegistNetMessage(MessageTypeProto_pb.DefTrainingBattleFightUpdateIndication, this.DefenseTrainingFreshFightId) -- 礼包拍脸推送 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_RESPONSE, this.BackPatFaceData) -- 更新勋章信息 --socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_MEDAL_INDICATION, this.medalInfo) --勘探全服玩家获得奖励消息推送 socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_PROSPECT_INFO_ALL, this.UpdateProspectInfo) -->称号ID推送 socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_USER_DESIGNATION , this.UpdateUserDesignation) --阿登战役关卡开放推送 socket:RegistNetMessage(MessageTypeProto_pb.SITUATION_INFO_INDICATION, this.SiTuaTionInfoIndication) --启明星解锁监听 socket:RegistNetMessage(MessageTypeProto_pb.INVESTIGATE_UNLOCK_RESPONSE, this.InvestigateUpLevel) --改变称号 socket:RegistNetMessage(MessageTypeProto_pb.TITLE_UPDATE_PUSH, this.RefreshTitle) -- PVE章节数据推送 socket:RegistNetMessage(MessageTypeProto_pb.ActivityChapterIndication, this.ActivityChapterIndication) --公会战状态改变 socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_STATUS_CHANGE_INDICATION, this.GuildBattleStateChange) --公会战第一名修改推送 socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_CUR_FIRST_CHANGE_INDICATION, this.DeathPathCurFirstChangeIndication) --战令推送某个任务已经完成 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_COMPETED, this.WarOrderIndication) --推送战令解锁 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_UNLOCK, this.PushEncouragePlanUnlock) --推送战令任务进度更新 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_TASK_PROGRESS_CHANGED, this.PushWarOrderPropress) --推送战令重置 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PALN_RESET, this.PushEncouragePlanReset) --vip经验等级变更推送 socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_VIP_EXP_INDICATION, this.UpdateUserVipExpIndication) --推送福利币系统信息 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_CURRENCY_INFO, this.WelfareCurrencyInfo) --推送特权卡数据 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_PRIVILEGE_CARD_INFO, this.RefreshPrivilegeCard) --推送自选招募 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_SELF_SELECT_HERO_RAND_INDICATION, this.RefreshSelfRecruit) --推送特权转盘 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_PRIVILEGE_HERO_RAND_INDICATION, this.RefreshPrivilegeTurn) --推送删除特权 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_DELETE_PRIVILEGE, this.DeletePrivilege) --是否购买赛季活动付费 socket:RegistNetMessage(MessageTypeProto_pb.BUY_SEASON_PRIVILEGE_INDICATION, this.BuySeasonPrivilegeIndication) --能源基地 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_PLUNDER_EVENT, this.EnergyBaseRefresh) --能源基地 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_PLUNDER_SUCCESS, this.EnergyBaseResourceRefresh) socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_DATA_REFRESH, this.EnergyBasePushDataRefresh) --异能中心 socket:RegistNetMessage(MessageTypeProto_pb.POWER_CENTER_INFO_INDICATION, this.PowerCenterIndication) --抽卡获得英雄 socket:RegistNetMessage(MessageTypeProto_pb.HERO_GET_INDICATION, this.GetHeroIndication) for i = 1,#testMessageType do socket:RegistNetMessage(testMessageType[i], function(buffer) -- LogError("服务器推送了协议") end) end end function this.GetHeroIndication(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.HeroGetIndication() msg:ParseFromString(data) -- LogError("抽卡获得英雄") for i = 1, #msg.heroList do local singHeroData = msg.heroList[i] HeroManager.UpdateHeroDatas(singHeroData,true) end end function this.SiTuaTionInfoIndication(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.GetAllSituationInfoResponse() msg:ParseFromString(data) XuanYuanMirrorManager.UpdateMirrorState(msg) Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnXuanYuanFunctionChange) end function this.RefreshActivityList(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.ActivityUpateIndication() msg:ParseFromString(data) ActivityGiftManager.RefreshActivityData(msg) end function this.RefreshPrivilegeCard(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.GetPrivilegeCardInfoResponse() msg:ParseFromString(data) PrivilegeManager.RefreshPrivilegeCard(msg) end --服务器0点刷新推送相关任务的状态数据 function this.RefreshUpdateIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.FivePlayerUpdateIndication() msg:ParseFromString(data) ActivityGiftManager.FiveAMRefreshActivityProgress(msg) TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo) VipManager.FiveAMRefreshLocalData(msg.hadTakeDailyBox) PrivilegeManager.FiveAMRefreshLocalData(msg.privilege) MapTrialManager.RefreshAttachVipData() OperatingManager.SetSignInData(msg.SignInInfo) CheckRedPointStatus(RedPointType.FirstRecharge) PatFaceManager.SetisFirstLogVal(0) ShopManager.isOpenNoviceGift = false ActivityGiftManager.isFirstForSupremeHero=false BindPhoneNumberManager.InitBindInfo(msg.playerBindPhone) LuckyTurnTableManager.ReceiveServerDataForFive(msg.posInfos,msg.posInfosAdvance) OperatingManager.BackSetMonthCardGetStateData(msg.MonthDailyTake) MyGuildManager.SetMyFeteInfo_FiveRefresh(msg) MyGuildManager.SetGuildHelpInfo_FiveRefresh(msg) -- CarbonManager.dailyChallengeInfo=msg.dailyChallengeInfo Timer.New(function() AdventureManager.RefreshAttachVipData() Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnRefreshNextDayData) end, 2, 1, true):Start() --先刷新完数据,再派发事件做界面刷新 Game.GlobalEvent:DispatchEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh) --刷新极速探险免费次数 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnFastBattleChanged) --五点刷新拍脸 Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnPatFaceRedRefresh) CheckRedPointStatus(RedPointType.SecretTer_HaveFreeTime) CheckRedPointStatus(RedPointType.DailyGift) CheckRedPointStatus(RedPointType.GrowthPackage) CheckRedPointStatus(RedPointType.Guild_Fete) CheckRedPointStatus(RedPointType.Guild_AidBox) CheckRedPointStatus(RedPointType.Guild_AidGuild) CheckRedPointStatus(RedPointType.Guild_AidMy) LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime) --三个抽奖勾选重置 PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten,0) PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen,0) PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen,0) Game.GlobalEvent:DispatchEvent(GameEvent.PrivilegeCardPanel.Refresh) Game.GlobalEvent:DispatchEvent(GameEvent.YiDuan.RefreshPanel) NetManager.GetAllFunState(function () Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen) end) end --服务器推送红点信息 function this.ReceiveRedPoint(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.RedPointInfo() msg:ParseFromString(data) -- 显示红点 RedpotManager.SetServerRedPointStatus(msg.type, RedPointStatus.Show) end --后端更新背包数据 function this.BackUpDataBagItemIdNumber(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.UpdateBagIndication() msg:ParseFromString(data) BagManager.BagIndicationRefresh(msg) end -- 好友数据单独处理 function this.ReceiveFriendChat(buffer) local data = buffer:DataByte() local msg = ChatProto_pb.SendChatInfoIndication() msg:ParseFromString(data) if msg.type == 1 then FriendChatManager.ReceiveFriendChat(msg) elseif msg.type == 2 then ChatManager.ReceiveFamilyChat(msg) end end --服务器推送相关任务的状态数据 function this.RefreshMissionList(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.MissionUpdateListIndication() msg:ParseFromString(data) TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo) Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.TaskRefresh) end -- 接收服务器数据 function this.ReceiveChatMsg(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.AdventureBossFindIndication() msg:ParseFromString(data) --TODO: 服务器主动推送的数据与原数据不同,需特殊处理 -- 只保留三十条数据 table.insert(AdventureManager.adventureChatList, msg.adventureBossInfo) if #AdventureManager.adventureChatList > 30 then table.remove(AdventureManager.adventureChatList, 1) end -- 是否需要刷新显示标志位 AdventureManager.IsChatListNew = true -- 聊天数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged) -- 判断新增外敌是否在外敌列表中,不在则保存 local data = AdventureManager.GetEnemyDataByBossId(msg.adventureBossInfo.bossId) if not data then table.insert(AdventureManager.adventrueEnemyList, msg.adventureBossInfo) AdventureManager.SortEnemyList() -- 数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged) end end --拉去Boss外敌信息 function this.GetBossInfo(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.AdventureBossKillIndication() msg:ParseFromString(data) AdventureManager.GetAdventureBossFlushRequest(msg) local removeIndex = nil for i, v in ipairs(AdventureManager.adventrueEnemyList) do if v.bossId == msg.bossId then removeIndex = i end end if removeIndex then table.remove(AdventureManager.adventrueEnemyList, removeIndex) AdventureManager.SortEnemyList() -- 是否需要刷新显示标志位 AdventureManager.IsChatListNew = true -- 聊天数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged) Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged) end end function this.RefreshGiftGoods(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.AllGiftGoodsIndication() msg:ParseFromString(data) OperatingManager.SetBasicValues(msg.GiftGoodsInfo) end -- 接收服务器好友申请,添加 function this.ReceiveFriendApplication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.sendFriendInfoIndication() msg:ParseFromString(data) local friendApplicationData = msg.Friends if msg.type == 1 then GoodFriendManager.OnFriendDataRefresh(3, msg) --GoodFriendManager.friendApplicationData[friendApplicationData.id] = friendApplicationData Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData) end if msg.type == 2 then GoodFriendManager.OnFriendDataRefresh(1, msg) -- GoodFriendManager.friendAllData[friendApplicationData.id] = friendApplicationData GoodFriendManager.friendApplicationData[friendApplicationData.id] = nil RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. "redPointApplication", 1) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData) end CheckRedPointStatus(RedPointType.Friend_Application) CheckRedPointStatus(RedPointType.Friend_Reward) end -- 接收服务器好友删除,赠送体力推送 function this.ReceiveFriendDeleteState(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.SendFriendStateIndication() msg:ParseFromString(data) if msg.type == 1 then GoodFriendManager.friendAllData[msg.friendId] = nil --this.friendSearchData[msg.friendId].isHaveApplication=1 Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendDelete, msg.friendId) end if msg.type == 2 then GoodFriendManager.friendAllData[msg.friendId].haveReward = 1 end CheckRedPointStatus(RedPointType.Friend_Reward) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData) end -- 接收商店数据 function this.ReceiveShopData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.storeUpdateIndication() msg:ParseFromString(data) ShopManager.UpdateShopData(msg) end -- 加入公会成功推送 function this.GuildJoinSuccess(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyJoinIndicaion() msg:ParseFromString(data) local isSelf = msg.familyUserInfo.roleUid == PlayerManager.uid if isSelf then MyGuildManager.SetMyGuildInfo(msg) MyGuildManager.SetMyMemInfo(msg) MyGuildManager.SetMyFeteInfo(msg) -- 初始化一遍数据 MyGuildManager.InitAllData(function() -- 发送数据更新事件 Game.GlobalEvent:DispatchEvent(GameEvent.Guild.JoinGuildSuccess) -- 显示tip GuildManager.AddGuildTip(GUILD_TIP_TYPE.JOIN, msg.familyBaseInfo.name) end) else -- 不是自己暂不做处理 --MyGuildManager.RequestMyGuildMembers() end end -- 被踢出公会推送 function this.GuildKickOut(buffer) local data = buffer:DataByte() local msg = Family_pb.KickOutIndication() msg:ParseFromString(data) MyGuildManager.BeKickOut(msg) end -- 被踢出公会推送 function this.GuildBeRefused(buffer) local data = buffer:DataByte() local msg = Family_pb.RefuseJoinFamily() msg:ParseFromString(data) GuildManager.AddGuildTip(GUILD_TIP_TYPE.REFUSE, msg.name) end -- 职位变更推送 function this.GuildPositionUpdate(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyPositionUpdateIndication() msg:ParseFromString(data) MyGuildManager.UpdateGuildPosition(msg) end -- 公会信息推送 function this.GuildDataUpdate(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyChangeIndication() msg:ParseFromString(data) MyGuildManager.SetMyGuildInfo(msg) end -- 公会成员行走 function this.GuildWalkUpdate(buffer) -- 不在公会主界面不接收,打开公会主界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end local data = buffer:DataByte() local msg = Family_pb.FamilyWalkIndicaiton() msg:ParseFromString(data) MyGuildManager.UpdateWalkData(msg) end -- 公会战防守阵容改变推送 function this.GuildFightDefendUpdate(buffer) -- 不在公会主界面不接收,打开界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end local data = buffer:DataByte() local msg = Family_pb.FamilyDefendInfo() msg:ParseFromString(data) GuildFightManager.UpdateDefendStageData(msg) end -- 公会战匹配成功 function this.GuildFightMatchingSuccess(buffer) -- 不在公会主界面不接收,打开界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end local data = buffer:DataByte() local msg = Family_pb.EnemyFamily() msg:ParseFromString(data) GuildFightManager.SetEnemyBaseData(msg) end -- 公会战匹配成功 function this.GuildFightBeKilled(buffer) -- 不在公会主界面不接收,打开界面时会刷新 local data = buffer:DataByte() local msg = Family_pb.DefeatResponse() msg:ParseFromString(data) GuildFightManager.KillSomeBody(msg) end -- 公会祭祀进度 function this.GuildFeteRewardProcess(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyFeteRewardProcessIndication() msg:ParseFromString(data) MyGuildManager.SetMyFeteInfo_ByScore(msg) Game.GlobalEvent:DispatchEvent(GameEvent.Guild.OnRefreshFeteProcess) end -- --公会战阶段刷新 -- function this.GuildRefreshDeathPosStatus(buffer) -- local data = buffer:DataByte() -- local msg = Family_pb.DeathPathStatusChangeIndication() -- msg:ParseFromString(data) -- DeathPosManager.status=msg.status -- if msg.status == 1 then -- DeathPosManager.battleTime = DeathPosManager.maxBattleTime -- else -- DeathPosManager.battleTime = 0 -- end -- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosStatus) -- end --公会战 其他玩家领取奖励推送 function this.GuildDoRewardIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.DoRewardIndication() msg:ParseFromString(data) -- DeathPosManager.SetDoRewardIndication(msg.info) -- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosReward) GuildBattleManager.SetRewardInfo(msg.info) end -- --公会战第一名修改推送 -- function this.GuildFirstChangeIndication(buffer) -- local data = buffer:DataByte() -- local msg = Family_pb.DeathPathFirstChangeIndication() -- msg:ParseFromString(data) -- DeathPosManager.SetGuildInfoIndication(msg.changeInfo) -- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshFirstChangeData) -- end function this.ActivityUpdateProgressIndication(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.ActivityUpateProgressIndication() message:ParseFromString(data) ActivityGiftManager.RefreshActivityProgressData(message) end function this.UpdateUserExp(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.UpdateUserExpIndicaiton() message:ParseFromString(data) PlayerManager.BcakUpdateUserExp(message) end function this.UpdateSecretSeasonData(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.UpdateSecretBoxSeasonIndication() message:ParseFromString(data) SecretBoxManager.RefreshSeasonTime(message) end -- 滚出图 function this.TimeToFuckOutMap(buffer) --如果正在异端之战,不退出战斗 if MapManager.isMapBattle then return end if UIManager.IsOpen(UIName.BattleFailPopup) then UIManager.ClosePanel(UIName.BattleFailPopup) end if UIManager.IsOpen(UIName.BattleWinPopup) then UIManager.ClosePanel(UIName.BattleWinPopup) end if UIManager.IsOpen(UIName.BattlePanel) then BattleLogic.IsEnd = true UIManager.ClosePanel(UIName.BattlePanel) end if UIManager.IsOpen(UIName.FormationPanel) then UIManager.ClosePanel(UIName.FormationPanel) end Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnForceGetOutMap) end -- 刷新地图事件点的显示时间 function this.FreshPointShowTime(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessTimeIndication() msg:ParseFromString(data) EndLessMapManager.InitRefreshPoint(msg.infos) EndLessMapManager.isAddPoint = true MapManager.PanelCloseCallBack(UIName.MapOptionPanel, function() Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnAddCountTimePoint) end) end -- 强制改名 function this.PlayerBackCInfo(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PlayerBackCInfoIndication() msg:ParseFromString(data) NameManager.SetRoleName(msg.nickName) PlayerManager.nickName = msg.nickName Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName) end --支付成功 function this.PaySuccess(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.NotifyPaySuccessfulIndicaiton() msg:ParseFromString(data) --if LoginManager.pt_pId == 2 then --TODO:九游渠道不允许客户端接受回调处理,通过监听服务器推送处理 local tip = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, msg.goodsId).Tip) PopupTipPanel.ShowTip(tip) --FirstRechargeManager.RefreshAccumRechargeValue(msg.goodsId) -- 延时0.5秒刷新。避免sdk支付时商店次数未刷新,界面刷新的问题 Timer.New(function() Game.GlobalEvent:DispatchEvent(GameEvent.MoneyPay.OnPayResultSuccess, msg.goodsId) end, 0.5):Start() --end end --调查问卷 function this.RefreshQuestionnaire(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.QuestionIndication() msg:ParseFromString(data) -- if msg.state == 1 then -- QuestionnaireManager.SetQuestionState(0) -- QuestionnaireManager.RefreshQuestionData() -- else -- QuestionnaireManager.ResetArgs() -- QuestionnaireManager.SetQuestionState(-1) -- end -- Game.GlobalEvent:DispatchEvent(GameEvent.Questionnaire.OnQuestionnaireChange, msg.state) end -- 空地生成小怪 function this.MapNewAMonster(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.RefreshMonsterResponse() msg:ParseFromString(data) for i = 1, #msg.cell do local pos = msg.cell[i].cellId local mapPointId = msg.cell[i].pointId MapManager.pointAtkPower[msg.cell[i].cellId] = msg.cell[i].monsterForce MapManager.PanelCloseCallBack(UIName.BattleEndPanel, function() CallBackOnPanelOpen(UIName.MapPanel, function () Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, pos, mapPointId) end) end) end end -- 空地生成小怪 function this.BloodyScoreChanged(buffer) local data = buffer:DataByte() local msg = RoomProto_pb.BloodyScoreChangeIndication() msg:ParseFromString(data) MatchDataManager.SetRewardScore(msg.myscore) end -- 无尽副本换编队刷新最大血量值 function this.EndLessTeamChange(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessSetTeamIndication() msg:ParseFromString(data) EndLessMapManager.UpDateTeamMaxHp(msg.info) end function this.DirectBuyGoods(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.DirectBuyIndication() msg:ParseFromString(data) PatFaceManager.ShowBuyLaterDrop(msg) end function this.RefreshMapData(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessMapChange() msg:ParseFromString(data) EndLessMapManager.openMapId = msg.mapId EndLessMapManager.worldLevel = msg.worldLevel end function this.RestTreasureTaskData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.TreasureRefreshIndication() msg:ParseFromString(data) TaskManager.ResetTreasureTaskInfo(msg.tasks) end function this.RefreshTreasureLevel(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.TreasureLevelUpIndication() msg:ParseFromString(data) TreasureOfSomebodyManagerV2.SetCurrentLevel(msg.level) CheckRedPointStatus(RedPointType.TreasureOfSl) GrowthManualManager.SetTreasureBuyStatus(msg.hadBuy) if msg.level ~= GrowthManualManager.GetLevel() then UIManager.OpenPanel(UIName.GrowthManualLevelUpPanel,msg.level) end GrowthManualManager.SetLevel(msg.level) GrowthManualManager.UpdateTreasureState2() end --幸运转盘 function this.ReceiveLuckyTurnData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.LuckWheelIndication() msg:ParseFromString(data) LuckyTurnTableManager.ReceiveServerData(msg.posInfos,msg.posInfosAdvance) end -- 更新关卡ID function this.FreshFightId(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.MainLevelFightUpdateIndication() msg:ParseFromString(data) FightPointPassManager.RefreshFightId(msg) end -- 后端推送累充金额 function this.RefreshAccuMoneyNum(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.RefreshRechargeIndication() msg:ParseFromString(data) VipManager.RefreshChargeMoney(msg.amount, false) FirstRechargeManager.SetAccumRechargeValue(msg.amount) OperatingManager.RefreshMonthCardChargeMoney(msg) FirstRechargeManager.SetWelfareCurrencyRechargeTime(msg.welfareCurrencyRechargeTime) FirstRechargeManager.SetRechargeTime(msg.rechargeTime) end -- 巅峰战阶段更新 function this.TopMatchStageUpdate(buffer) local data = buffer:DataByte() local msg = ArenaInfoProto_pb.ChampionProgressUpdateIndication() msg:ParseFromString(data) ArenaTopMatchManager.UpdateTopMatchStage(msg) end -- 巅峰战竞猜成功 function this.TopMatchGuessSuccess(buffer) local data = buffer:DataByte() local msg = ArenaInfoProto_pb.ChampionGuessSuccessIndication() msg:ParseFromString(data) -- ArenaTopMatchManager.OnGuessSuccess(msg) end -- 特权解锁 function this.OnPrivilegeUpdate(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PrivilegeIndication() msg:ParseFromString(data) PrivilegeManager.OnPrivilegeUpdate(msg.infos) end function this.RefreshExpeditionHalidom(buffer) local data = buffer:DataByte() local msg = Expedition_pb.ExpeditionEquipIndication() msg:ParseFromString(data) ExpeditionManager.UpdateHalidomValue(msg) end function this.RefreshExpeditionNodeAndHeros(buffer) local data = buffer:DataByte() local msg = Expedition_pb.ExpeditionNodeInfoIndication() msg:ParseFromString(data) ExpeditionManager.UpdateHeroHpValue(msg.heroInfo) ExpeditionManager.UpdateNodeValue(msg.nodeInfo) end function this.RefreshMonthCardData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.MonthCardIndication() msg:ParseFromString(data) OperatingManager.UpdateMonthCardData(msg) end function this.RefreshGuildCarDelayProgressData(buffer) local data = buffer:DataByte() local msg = Family_pb.CarDelayProgressIndication() msg:ParseFromString(data) GuildCarDelayManager.SetProgressData(msg) end function this.RefreshGuildAidInfoData(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildHelpInfoIndication() msg:ParseFromString(data) MyGuildManager.SetSingleGuildHelpInfo(msg) end function this.GuildHelpLogIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildHelpLogIndication() msg:ParseFromString(data) MyGuildManager.SetSingleGuildHelpLogInfo(msg) end function this.ExpeditionResetIndication(buffer) local data = buffer:DataByte() local msg = Expedition_pb.GetExpeditionResponse()--ExpeditionResetIndication() msg:ParseFromString(data) PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 0) ExpeditionManager.SetExpeditionState(3) ExpeditionManager.expeditionLeve = 1 ExpeditionManager.InitExpeditionData(msg) ExpeditionManager.RefreshPanelShowByState() end function this.TreasureStateIndicaion(buffer) local data = buffer:DataByte() local msg = Expedition_pb.TreasureStateIndicaion()--ExpeditionResetIndication() msg:ParseFromString(data) TreasureOfHeavenManger.SetScore(msg.score) TreasureOfHeavenManger.SetLimitTime(msg.resetTime) for i = 1, #msg.treasureRewardState do TreasureOfHeavenManger.SetSingleRewardState(msg.treasureRewardState[i].id,msg.treasureRewardState[i].state) end end -- 爬塔更新数据 function this.ClimbTowerFreshFightId(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.VirtualBattleFightUpdateIndication() msg:ParseFromString(data) ClimbTowerManager.UpdateFightIdData(msg, ClimbTowerManager.ClimbTowerType.Normal) end -- 爬塔更新数据 高级 function this.ClimbTowerFreshFightIdAdvance(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.VirtualBattleFightUpdateIndication() msg:ParseFromString(data) ClimbTowerManager.UpdateFightIdData(msg, ClimbTowerManager.ClimbTowerType.Advance) end function this.GuildTranscriptIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildChallengeIndication() msg:ParseFromString(data) GuildTranscriptManager.RefreshGuildTranscriptInfo(msg) end function this.GuildChallengeBuyBuffIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildChallengeBuyBuffIndication() msg:ParseFromString(data) GuildTranscriptManager.RefreshGuildTranscriptBuffInfo(msg) end -- 防守训练更新数据 function this.DefenseTrainingFreshFightId(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.DefTrainingBattleFightUpdateIndication() msg:ParseFromString(data) DefenseTrainingManager.UpdateFightIdData(msg) end --后端拍脸推送 function this.BackPatFaceData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PushWelfareResponse() msg:ParseFromString(data) local name = ConfigManager.TryGetConfigData(ConfigName.RechargeCommodityConfig,msg.id[#msg.id]).Name local title = string.format(GetLanguageStrById(50168),GetLanguageStrById(name)) LogRed("打印:触发拍脸") UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.UpGradePackage, title, function() if not PatFaceManager.GetcurCanPatFace() then PopupTipPanel.ShowTipByLanguageId(50270) end PatFaceManager.SetPatFaceDaqta(msg) end) end --已有勋章更新 --function this.medalInfo(buffer) -- local data = buffer:DataByte() -- local msg = MedalProto_pb.MedalGetAllReponse() -- msg:ParseFromString(data) -- MedalManager.InitAllMedalData(msg) --end --勘探记录推送 function this.UpdateProspectInfo(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.UpdateProspectInfoAll() msg:ParseFromString(data) if ReconnaissancePanel ~= nil then ReconnaissancePanel.updataUpTipText(msg) end end --称号ID推送 function this.UpdateUserDesignation(buffer) -- local data = buffer:DataByte() -- local msg = PlayerInfoProto_pb.UpdateUserDesignation() -- msg:ParseFromString(data) -- PlayerManager.designation = msg.designation end function this.InvestigateUpLevel(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.InvestigateUpLevelResponse() msg:ParseFromString(data) FormationCenterManager.SetInvestigateLevel(msg) end function this.InvestJourneyNextFlushTime(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.JourneyNextFlushTimeResponse() msg:ParseFromString(data) BagManager.GoDiceBackData(msg) end function this.RefreshTitle(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.TitleUpdatePush() msg:ParseFromString(data) PlayerManager.RefreshTitle(msg) end function this.ActivityChapterIndication(buffer) local data = buffer:DataByte() local msg = ActivityProto_pb.ActivityChapterIndication() msg:ParseFromString(data) PVEActivityManager.ActivityChapterIndication(msg) end function this.DeathPathCurFirstChangeIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.DeathPathCurFirstChangeIndication() msg:ParseFromString(data) GuildBattleManager.SetFirstRank(msg.changeInfo) end function this.GuildBattleStateChange(buffer) local data = buffer:DataByte() local msg = Family_pb.DeathPathStatusChangeIndication() msg:ParseFromString(data) GuildBattleManager.ChangeGuildState() end function this.WarOrderIndication(buffer) local data = buffer:DataByte() local msg = EncouragePlan_pb.PushEncouragePlanTaskCompeted() msg:ParseFromString(data) OperatingManager.ChangeTaskState(msg) end function this.PushEncouragePlanUnlock(buffer) local data = buffer:DataByte() local msg = EncouragePlan_pb.PushEncouragePlanUnlock() msg:ParseFromString(data) OperatingManager.ChangeWarOrderState(msg) end function this.PushWarOrderPropress(buffer) local data = buffer:DataByte() local msg = EncouragePlan_pb.PushEncouragePlanTaskProgressChanged() msg:ParseFromString(data) OperatingManager.PushWarOrderPropress(msg) end function this.PushEncouragePlanReset(buffer) local data = buffer:DataByte() local msg = EncouragePlan_pb.PushEncouragePlanReset() msg:ParseFromString(data) OperatingManager.PushWarOrderResetting(msg) end function this.UpdateUserVipExpIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.UpdateUserVipExpIndication() msg:ParseFromString(data) VipManager.UpdateUserVipExpIndication(msg) end function this.WelfareCurrencyInfo(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.WelfareCurrencyInfo() msg:ParseFromString(data) PrivilegeManager.turnTableTime = msg.lotteryTimes end function this.RefreshSelfRecruit(buffer) Game.GlobalEvent:DispatchEvent(GameEvent.SelfRecruit.RefreshSelfRecruit) end function this.RefreshPrivilegeTurn(buffer) Game.GlobalEvent:DispatchEvent(GameEvent.Privilege.RefreshPrivilegeTurn) end function this.DeletePrivilege(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PrivilegeIndication() msg:ParseFromString(data) PrivilegeManager.DeletePrivilegeInfoListItem(msg.infos) end function this.BuySeasonPrivilegeIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.BuySeasonPrivilegeIndication() msg:ParseFromString(data) PlayerManager.hadBuySeason = msg.hadBuySeason Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnHadBuySeasonChange) end function this.EnergyBaseRefresh(buffer) local data = buffer:DataByte() local msg = BaseEnergy_pb.BasePlunderPushMessage() msg:ParseFromString(data) EnergyBaseManager.EventBasePlunderPush(msg) end function this.EnergyBaseResourceRefresh(buffer) local data = buffer:DataByte() local msg = BaseEnergy_pb.BaseSnatchSuccessMessage() msg:ParseFromString(data) EnergyBaseManager.EventBaseResourceRefresh(msg) end function this.EnergyBasePushDataRefresh(buffer) local data = buffer:DataByte() local msg = BaseEnergy_pb.BasePushDataRefresh() msg:ParseFromString(data) EnergyBaseManager.EventBasePushDataRefresh(msg) end function this.PowerCenterIndication(buffer) local data = buffer:DataByte() local msg = PowerCenterProto_pb.PowerCenterInfoIndication() msg:ParseFromString(data) -- LogError("异能中心") PowerCenterManager.EventPowerCenterInfoIndication(msg) end return this