47 lines
2 KiB
Lua
47 lines
2 KiB
Lua
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local XMaintainerActionNodeEntity = require("XEntity/XMaintainerAction/XMaintainerActionNodeEntity")
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local XSimulationFightNodeEntity = XClass(XMaintainerActionNodeEntity, "XSimulationFightNodeEntity")
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local CSTextManagerGetText = CS.XTextManager.GetText
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function XSimulationFightNodeEntity:Ctor()
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self.RewardGoodsList = {}
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self.StageId = {}
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end
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function XSimulationFightNodeEntity:GetRewardGoodsList()
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return self.RewardGoodsList
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end
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function XSimulationFightNodeEntity:GetStageId()
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return self.StageId
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end
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function XSimulationFightNodeEntity:DoEvent(data)
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if not data then return end
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local rewardGoodsList = self:GetRewardGoodsList()
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local gameData = XDataCenter.MaintainerActionManager.GetGameData()
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gameData:PlusFightWinCount()
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XLuaUiManager.Open("UiFubenMaintaineractionTreasurechest", nil, rewardGoodsList,
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CSTextManagerGetText("MaintainerActionAutoFightGetTitleText"),
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CSTextManagerGetText("MaintainerActionAutoFightGetSubTitleText"),
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gameData:GetFightWinCount(),
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gameData:GetMaxFightWinCount(),function ()
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local IsFightComplete = XDataCenter.MaintainerActionManager.CheckIsFightComplete()
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local IsAllComplete = XDataCenter.MaintainerActionManager.CheckIsAllComplete()
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if IsAllComplete then
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XDataCenter.MaintainerActionManager.AddMessageType(XMaintainerActionConfigs.MessageType.EventComplete)
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XScheduleManager.ScheduleOnce(function()
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XDataCenter.MaintainerActionManager.CheckEventCompleteMessage()
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end, 100)
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elseif IsFightComplete then
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XDataCenter.MaintainerActionManager.AddMessageType(XMaintainerActionConfigs.MessageType.FightComplete)
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XScheduleManager.ScheduleOnce(function()
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XDataCenter.MaintainerActionManager.CheckFightCompleteMessage()
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end, 100)
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end
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end)
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data.player:MarkNodeEvent()
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if data.cb then data.cb() end
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end
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return XSimulationFightNodeEntity
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