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