ybx_Gdn 1 год назад
Родитель
Сommit
453d85d852

+ 3 - 2
Assets/Lua/Managers/LuaBattleMgr.lua

@@ -475,8 +475,7 @@ function LuaBattleMgr:OnChangeMapLevelTypeAct(data)
     --local mapMode = ManagerContainer.LuaBattleMgr:GetBattleMode() == Enum.MapModeType.Difficulty and Enum.MapModeType.Simple or Enum.MapModeType.Difficulty
     self:SetBattleMode(mapMode)
     ManagerContainer.LuaEventMgr:Dispatch(UIEventNames.MAP_MODE_CHANGE,mapMode)
-   
-    
+      
 end
 
 function LuaBattleMgr:SendQuickBattleReq()
@@ -625,6 +624,8 @@ function LuaBattleMgr:SetCurDifAttr()
 end
 
 function LuaBattleMgr:SetBattleData(data,first,IsShowEnterNextMap)
+
+    LogError("SetBattleData -- " .. Inspect(data))
     local preMapId = self.curMapId;
 
     self.lastLevelId = self.curLevelId

+ 10 - 3
Assets/Lua/Pb/login.txt

@@ -1,5 +1,5 @@
 
-âÑ
+�Ó
 login.protoserverproto
 user.proto"0
 
@@ -691,14 +691,21 @@ param_list (
R	paramList"o
 SCPlayerBattleRecordAck
 error (Rerror>
 record_list (2.serverproto.BattleRecordInfoR
-recordList"Ž
+recordList"»
 SCPlayerBattleDataChangeNtf(
 last_income_time (RlastIncomeTime
 	map_level (
RmapLevel
 map_id (
RmapId&
 max_income_time (R
maxIncomeTime?
 quick_battle (2.serverproto.QuickBattleDataRquickBattle(
-reward_map_count (
RrewardMapCount"�
+reward_map_count (
RrewardMapCount$
+hard_map_level (
RhardMapLevel
+hard_map_id (
R	hardMapId'
+hard_s_map_level	 (
R
hardSMapLevel!
+
hard_s_map_id
+ (
R
+hardSMapId
+map_mode (RmapMode"�
 SCPlayerBattleAcctTimeNtf>
 last_record_battle_acce_time (RlastRecordBattleAcceTime0
 battle_acce_duration (RbattleAcceDuration"

+ 8 - 3
Assets/Lua/Pb/user.txt

@@ -1,5 +1,5 @@
 
-Ìè
+Þé
 
 user.protoserverproto"¸
 AccountRole
@@ -376,7 +376,7 @@ assist_num (2.serverproto.KeyValueTypeR	assistNum=
 fightRound!
 reward_round (RrewardRound
 rank_reward (R
-rankReward"æ
+rankReward"ø
 
 RoleBattle(
 last_income_time (RlastIncomeTime
@@ -394,7 +394,12 @@ RoleBattle(
 rush_map (2.serverproto.RushMapRrushMapN
 map_challenge_num_list
 (2.serverproto.KeyValueTypeRmapChallengeNumList>
 last_record_battle_acce_time (RlastRecordBattleAcceTime0
-battle_acce_duration (RbattleAcceDuration"H
+battle_acce_duration (RbattleAcceDuration$
+hard_map_level (
RhardMapLevel
+hard_map_id (
R	hardMapId'
+hard_s_map_level (
R
hardSMapLevel!
+
hard_s_map_id (
R
+hardSMapId"H
 
ActorPosition
 id (
Rid'
 pos (2.serverproto.PositionRpos"�

+ 5 - 1
ProtocolGen/proto/login.proto

@@ -1032,7 +1032,11 @@ message SCPlayerBattleDataChangeNtf{
     uint64      max_income_time          = 4; //最大收益累计时间
     QuickBattleData quick_battle		 = 5; //快速战斗
     uint32      reward_map_count         = 6; //未领取奖励次数
-
+    uint32      hard_map_level           = 7; //当前困难Leve ID,默认为1
+    uint32      hard_map_id              = 8; //当前困难地图ID,默认为1
+    uint32      hard_s_map_level         = 9; //当前噩梦Leve ID,默认为1
+    uint32      hard_s_map_id            = 10; //当前噩梦地图ID,默认为1
+    int32       map_mode                 = 11;//当前的地图模式 0 普通,1 困难,2 噩梦
 }
 // 战斗加速时间通知
 message SCPlayerBattleAcctTimeNtf {

+ 4 - 0
ProtocolGen/proto/user.proto

@@ -500,6 +500,10 @@ message RoleBattle {
     // 战斗加速时间(客户端显示根据last_record_battle_acce_time+battle_acce_duration为最大能使用的结束时间戳)
     uint64 last_record_battle_acce_time  = 14; // 上次记录时的时间
     uint64 battle_acce_duration          = 15; // 当前剩余的时间
+    uint32      hard_map_level           = 16; //当前困难Leve ID,默认为1
+    uint32      hard_map_id              = 17; //当前困难地图ID,默认为1
+    uint32      hard_s_map_level         = 18; //当前噩梦Leve ID,默认为1
+    uint32      hard_s_map_id            = 19; //当前噩梦地图ID,默认为1
 }
 
 message ActorPosition {