PGRData/Script/matrix/xentity/xmaintaineraction/XSimulationFightNodeEntity.lua

47 lines
2 KiB
Lua

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