符文副本结算波次处理
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@ -388,7 +388,7 @@ end
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function BattleControllerDungeonRune:controllBattleEnd()
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function BattleControllerDungeonRune:controllBattleEnd()
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self.combatReport = {
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self.combatReport = {
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battleType = GConst.BattleConst.BATTLE_TYPE.DUNGEON_RUNE,
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battleType = GConst.BattleConst.BATTLE_TYPE.DUNGEON_RUNE,
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wave = 0,
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wave = self:getWaveIndex(),
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victory = self.victory,
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victory = self.victory,
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}
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}
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local atkReport = {}
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local atkReport = {}
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@ -402,6 +402,9 @@ function BattleControllerDungeonRune:controllBattleEnd()
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table.insert(atkReport, report)
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table.insert(atkReport, report)
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end
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end
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self.combatReport.atkReport = atkReport
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self.combatReport.atkReport = atkReport
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if not self.victory then
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self.combatReport.wave = self.combatReport.wave - 1
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end
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BIReport:postFightHeroReport(self.combatReport.battleType, atkReport)
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BIReport:postFightHeroReport(self.combatReport.battleType, atkReport)
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ModuleManager.DungeonRuneManager:reqFightSettlement(self.chapterId, self.combatReport, self.taskProgress, self.dungeonRuneRemainRoundCount)
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ModuleManager.DungeonRuneManager:reqFightSettlement(self.chapterId, self.combatReport, self.taskProgress, self.dungeonRuneRemainRoundCount)
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end
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end
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@ -82,6 +82,7 @@ function DungeonRuneManager:rspFight(result)
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end
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end
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function DungeonRuneManager:reqFightSettlement(chapterId, combatReport, taskProgress, remainRound)
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function DungeonRuneManager:reqFightSettlement(chapterId, combatReport, taskProgress, remainRound)
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taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.PASS_WAVE] = 0-- 符文副本不需要波次数据
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local parmas = {
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local parmas = {
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id = chapterId,
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id = chapterId,
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win = combatReport.victory,
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win = combatReport.victory,
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