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Main/Assets/GameAssets/Resources/Lua/Logic/GuardianFaction/GuardianFactionSystem.lua
2025-01-25 04:38:09 +08:00

66 lines
1.8 KiB
Lua

------------------------------------------------
--作者: _SqL_
--日期: 2019-08-13
--文件: GuardianFactionSystem.lua
--模块: GuardianFactionSystem
--描述: 宗派守护系统
------------------------------------------------
local GuardianFactionSystem = {
-- 城主血量
CityOwnerBlood = 1,
-- 左护法血量
LeftBlood = 1,
-- 右护法血量
RigthBlood = 1,
-- 怪物总波数
MaxValue = 0,
-- 怪物已耍次数
Progress = 0,
-- 我的排名
MyRank = 0,
-- 我的伤害
MyHarm = 0,
-- 伤害排名list
HarmRank = List:New(),
}
function GuardianFactionSystem:Initialize()
end
function GuardianFactionSystem:UnInitialize()
self.HarmRank:Clear()
end
-- 刷新伤害排行榜
function GuardianFactionSystem:RefreshHarmRank(rank)
self.HarmRank:Clear()
self.HarmRank = List:New(rank)
table.sort(self.HarmRank, function(a, b)
return a.top < b.top
end)
GameCenter.PushFixEvent(LogicLuaEventDefine.EID_EVENT_GUARDIANFACTION_REFRESH)
end
-- Server -> Client 服务器同步数据
function GuardianFactionSystem:GS2U_ResGuardianData(msg)
if msg then
self.Progress = msg.progress
self.MaxValue = msg.general
if msg.bloods then
for i = 1, #msg.bloods do
if msg.bloods[i].modelId == 1 then
self.CityOwnerBlood = msg.bloods[i].blood
elseif msg.bloods[i].modelId == 2 then
self.LeftBlood = msg.bloods[i].blood
elseif msg.bloods[i].modelId == 2 then
self.RigthBlood = msg.bloods[i].blood
end
end
end
GameCenter.PushFixEvent(LogicLuaEventDefine.EID_EVENT_GUARDIANFACTION_REFRESH)
end
end
return GuardianFactionSystem