装备升级材料获取

This commit is contained in:
Fang 2023-07-20 11:47:32 +08:00
parent 4ea04aadc5
commit bafb8673ec
17 changed files with 298 additions and 40 deletions

View File

@ -5,7 +5,7 @@ local chapter_dungeon_equip = {
},
[2]={
["name"]="诅咒灯灵第2层",
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
},
[3]={
["name"]="黄金灯灵第3层",
@ -17,7 +17,7 @@ local chapter_dungeon_equip = {
},
[5]={
["name"]="霜峰灯灵第5层",
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘心他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
},
[6]={
["name"]="邪眸灯灵第6层",
@ -25,7 +25,7 @@ local chapter_dungeon_equip = {
},
[7]={
["name"]="诅咒灯灵第7层",
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
},
[8]={
["name"]="黄金灯灵第8层",
@ -37,7 +37,7 @@ local chapter_dungeon_equip = {
},
[10]={
["name"]="霜峰灯灵第10层",
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘心他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
},
[11]={
["name"]="邪眸灯灵第11层",
@ -45,7 +45,7 @@ local chapter_dungeon_equip = {
},
[12]={
["name"]="诅咒灯灵第12层",
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
},
[13]={
["name"]="黄金灯灵第13层",
@ -57,7 +57,7 @@ local chapter_dungeon_equip = {
},
[15]={
["name"]="霜峰灯灵第15层",
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘心他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
},
[16]={
["name"]="邪眸灯灵第16层",
@ -65,7 +65,7 @@ local chapter_dungeon_equip = {
},
[17]={
["name"]="诅咒灯灵第17层",
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
["desc"]="他是一位古代有名的厨师,原本喜欢用美食帮助他人,由于爱人的死去让他执着于找寻神灯而被神灯封印。他的美食也变成了<color=#ffde35>邪恶的诅咒</color>。"
},
[18]={
["name"]="黄金灯灵第18层",
@ -77,7 +77,7 @@ local chapter_dungeon_equip = {
},
[20]={
["name"]="霜峰灯灵第20层",
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘心他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
["desc"]="他本是冰雪山峰的部落首领,带领部落人民翻越雪山时遇上了雪崩,不甘他成为了霜峰灯灵。在懊悔的岁月里他领悟了<color=#ffde35>冰霜的奥秘</color>。"
}
}
local config = {

View File

@ -353,7 +353,7 @@ local localization_global =
["DUNGEON_ARMOR_DESC_1"] = "时空裂隙",
["DUNGEON_ARMOR_DESC_2"] = "1.时空裂隙将根据主线章节进行解锁。\n2.三星通关可对裂隙进行扫荡获得防具材料。\n3.关卡通关后,每天将重置挑战次数。",
["DUNGEON_ARMOR_DESC_3"] = "与曾经的对手相遇,战胜他们获取防具材料。",
["DUNGEON_WEAPON_DESC_1"] = "最强灯神",
["DUNGEON_WEAPON_DESC_1"] = "灯神之塔",
["DUNGEON_WEAPON_DESC_2"] = "1.灯神层数将根据等级进行解锁。\n2.通关后可进行扫荡。\n3.所有层数的扫荡次数共用,每日重置。",
["DUNGEON_WEAPON_DESC_3"] = "挑战灯神们,获得珍贵的武器材料。",
["DUNGEON_WEAPON_DESC_4"] = "阵容修改",

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@ -13,6 +13,7 @@ local CONST_PATHS = {
HeroConst = "app/module/hero/hero_const",
FormationConst = "app/module/formation/formation_const",
EquipConst = "app/module/equip/equip_const",
DungeonConst = "app/module/dungeon/dungeon_const",
ShopConst = "app/module/shop/shop_const",
SummonConst = "app/module/summon/summon_const",
MailConst = "app/module/mail/mail_const",

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@ -1,6 +1,6 @@
local CommonManager = class("CommonManager", BaseModule)
function CommonManager:showMopUpUI(rewards, remainCount, callback, customtitleTx, targetReward, targetDesc, targetTotalProgress)
function CommonManager:showMopUpUI(rewards, remainCount, callback, customtitleTx, target)
local params = {
customtitleTx = customtitleTx,
rewards = rewards,
@ -8,9 +8,7 @@ function CommonManager:showMopUpUI(rewards, remainCount, callback, customtitleTx
callback = callback,
---- 有目标的扫荡 可为nil
targetReward = targetReward,
targetDesc = targetDesc,
targetTotalProgress = targetTotalProgress,
target = target,
}
UIManager:showUI("app/ui/common/mop_up_ui", params)
end

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@ -0,0 +1,9 @@
local DungeonConst = {}
-- 副本类型类型
DungeonConst.TYPE = {
WEAPON = 1, -- 武器副本
ARMOR = 2, -- 防具副本
}
return DungeonConst

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@ -0,0 +1,10 @@
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ScriptedImporter:
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externalObjects: {}
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@ -94,7 +94,7 @@ function DungeonArmorManager:rsqEndChallenge(result)
end
-- 请求扫荡副本
function DungeonArmorManager:reqSweep(chapterId)
function DungeonArmorManager:reqSweep(chapterId, target)
local armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
-- 判断次数
@ -116,6 +116,7 @@ function DungeonArmorManager:reqSweep(chapterId)
local parmas = {
chapter_armor_id = chapterId,
target = target, -- 扫荡目标(客户端用)
}
self:sendMessage(ProtoMsgType.FromMsgEnum.ChapterArmorChallengeFarmReq, parmas, {}, self.respSweep, BIReport.ITEM_GET_TYPE.DUNGEON_ARMOR_SWEEP)
end
@ -135,9 +136,9 @@ function DungeonArmorManager:respSweep(result)
GFunc.mergeRewards2(result.rewards, newRewards)
ModuleManager.CommonManager:showMopUpUI(newRewards, remainCount, function()
if result.reqData then
self:reqSweep(result.reqData.chapter_armor_id)
self:reqSweep(result.reqData.chapter_armor_id, result.reqData.target)
end
end)
end, nil, result.reqData.target)
end
end

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@ -95,7 +95,7 @@ function DungeonWeaponManager:rsqEndChallenge(result)
end
-- 请求扫荡副本
function DungeonWeaponManager:reqSweep(chapterId)
function DungeonWeaponManager:reqSweep(chapterId, target)
local weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON)
-- 判断次数
@ -110,6 +110,7 @@ function DungeonWeaponManager:reqSweep(chapterId)
local parmas = {
chapter_weapon_id = chapterId,
target = target, -- 扫荡目标(客户端用)
}
self:sendMessage(ProtoMsgType.FromMsgEnum.ChapterWeaponChallengeFarmReq, parmas, {}, self.respSweep, BIReport.ITEM_GET_TYPE.DUNGEON_WEAPON_SWEEP)
end
@ -125,8 +126,8 @@ function DungeonWeaponManager:respSweep(result)
local newRewards = {}
GFunc.mergeRewards2(result.rewards, newRewards)
ModuleManager.CommonManager:showMopUpUI(newRewards, remainCount, function()
self:reqSweep(result.reqData.chapter_weapon_id)
end)
self:reqSweep(result.reqData.chapter_weapon_id, result.reqData.target)
end, nil, result.reqData.target)
end
end

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@ -7,10 +7,12 @@ function EquipManager:reqUpgrade(id, part)
return
end
if not entity:isEnoughMaterial() then
GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_8))
-- 打开副本界面
return
for index, cost in ipairs(entity:getUpgradeMaterials()) do
if cost.num > DataManager.BagData.ItemData:getItemNumById(cost.id) then
GFunc.showToast(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_8))
UIManager:showUI("app/ui/dungeon/item_get_ui", {id = cost.id, value = cost.num})
return
end
end
if not entity:isEnoughGold() then

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@ -71,7 +71,7 @@ end
function RewardCell:_refreshItem(info, count)
self.numTx:setVisible(true)
self.frameBg:setSprite(GConst.ATLAS_PATH.ICON_ITEM, GConst.FRAME_QLT[info.qlt])
if count > 0 then
if count and count > 0 then
if count > 100 then
self.numTx:setText(GFunc.num2Str(count))
else

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@ -15,9 +15,7 @@ function MopUpUI:ctor(params)
self.callback = params.callback
---- 有目标的扫荡
self.targetReward = params.targetReward
self.targetDesc = params.targetDesc
self.targetTotalProgress = params.targetTotalProgress
self.target = params.target
end
function MopUpUI:onLoadRootComplete()
@ -75,7 +73,7 @@ function MopUpUI:refreshTarget()
local uiMap = self.root:genAllChildren()
local bg = uiMap["mop_up_ui.bg"]
local node = uiMap["mop_up_ui.bg.item_node"]
if not self.targetReward then
if not self.target then
node:setVisible(false)
bg:setSizeDeltaY(518)
return
@ -87,23 +85,19 @@ function MopUpUI:refreshTarget()
self.rewardCell = CellManager:addCellComp(uiMap["mop_up_ui.bg.item_node.reward_cell"], GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
end
self.rewardCell:refreshByConfig(self.targetReward)
self.rewardCell:refreshItemById(self.target.id)
self.rewardCell:hideCountTx()
uiMap["mop_up_ui.bg.item_node.desc_1"]:setText(self.targetDesc)
local curProgress = 0
if GFunc.getRewardType(self.targetReward) == GConst.REWARD_TYPE.ITEM then
local id = GFunc.getRewardId(self.targetReward)
curProgress = DataManager.BagData.ItemData:getItemNumById(id) or 0
end
uiMap["mop_up_ui.bg.item_node.desc_1"]:setText(GFunc.getRewardName(GConst.REWARD_TYPE.ITEM, self.target.id))
local curProgress = DataManager.BagData.ItemData:getItemNumById(self.target.id) or 0
local progressTx
if curProgress >= self.targetTotalProgress then
progressTx = string.format("<color=#49FF49>%s</color>/%s", curProgress, self.targetTotalProgress)
if curProgress >= self.target.value then
progressTx = string.format("<color=#49FF49>%s</color>/%s", curProgress, self.target.value)
else
progressTx = string.format("<color=#FF4949>%s</color>/%s", curProgress, self.targetTotalProgress)
progressTx = string.format("<color=#FF4949>%s</color>/%s", curProgress, self.target.value)
end
uiMap["mop_up_ui.bg.item_node.desc_2"]:setText(progressTx)
uiMap["mop_up_ui.bg.item_node.progress_slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = curProgress / self.targetTotalProgress
uiMap["mop_up_ui.bg.item_node.progress_slider"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER).value = curProgress / self.target.value
end
return MopUpUI

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@ -0,0 +1,121 @@
local DungeonTargetCell = class("DungeonTargetCell", BaseCell)
function DungeonTargetCell:init()
local uiMap = self:getUIMap()
self.txDesc = uiMap["dungeon_target_cell.tx_desc"]
self.btn = uiMap["dungeon_target_cell.right.btn"]
self.txBtn = uiMap["dungeon_target_cell.right.btn.tx_btn"]
-- 有扫荡次数
self.timeObj = uiMap["dungeon_target_cell.time"]
self.txTime = uiMap["dungeon_target_cell.time.tx_time"]
self.powerObj = uiMap["dungeon_target_cell.right.power"]
self.imgPowerIcon = uiMap["dungeon_target_cell.right.power.img_icon"]
self.txPowerNum = uiMap["dungeon_target_cell.right.power.tx_num"]
self:bind(DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON), "isDirty", function()
self:refresh()
end)
end
function DungeonTargetCell:refresh(target, getWay, id)
self.getWay = getWay or self.getWay
self.dungeonId = id or self.dungeonId
self.target = target or self.target
if self.getWay == GConst.DungeonConst.TYPE.WEAPON then
self:showWeapon()
elseif self.getWay == GConst.DungeonConst.TYPE.ARMOR then
self:showArmor()
end
end
-- 显示武器副本
function DungeonTargetCell:showWeapon()
local weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON)
local remainTime = weaponData:getRemianFarmCount()
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_19, self.dungeonId))
if weaponData:canFightChapter(self.dungeonId) and weaponData:canFarmChapter(self.dungeonId) and remainTime > 0 then
-- 扫荡
self.isSmash = true
self.timeObj:setActive(true)
self.powerObj:setActive(true)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.SMASH))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_green_3")
self.txTime:setText(remainTime .."/" .. weaponData:getDialyFarmLimit())
self.txPowerNum:setText(GFunc.getRewardNum(weaponData:getChallengeHpCost()))
GFunc.centerImgAndTx(self.imgPowerIcon, self.txPowerNum, 3)
self.btn:setTouchEnable(true)
elseif weaponData:canFightChapter(self.dungeonId) then
-- 前往
self.timeObj:setActive(false)
self.powerObj:setActive(false)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_21))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_blue_3")
self.btn:setTouchEnable(true)
else
-- 未开启
self.timeObj:setActive(false)
self.powerObj:setActive(false)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_22))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_3")
self.btn:setTouchEnable(false)
end
self.btn:addClickListener(function()
if self.isSmash then
ModuleManager.DungeonWeaponManager:reqSweep(self.dungeonId, self.target)
else
ModuleManager.DungeonWeaponManager:showMainUI()
end
end)
end
-- 显示防具副本
function DungeonTargetCell:showArmor()
local armorData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
local remainTime = armorData:getRemianFarmCount()
self.txDesc:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_19, self.dungeonId))
if armorData:canFightChapter(self.dungeonId) and armorData:canFarmChapter(self.dungeonId) and remainTime > 0 then
-- 扫荡
self.isSmash = true
self.timeObj:setVisible(true)
self.powerObj:setVisible(true)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.SMASH))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_green_3")
self.txTime:setText(remainTime .."/" .. armorData:getDialyFarmLimit())
self.txPowerNum:setText(GFunc.getRewardNum(armorData:getChallengeHpCost()))
GFunc.centerImgAndTx(self.imgPowerIcon, self.txPowerNum, 3)
self.btn:setTouchEnable(true)
elseif armorData:canFightChapter(self.dungeonId) then
-- 前往
self.timeObj:setVisible(false)
self.powerObj:setVisible(false)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_21))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_blue_3")
self.btn:setTouchEnable(true)
else
-- 未开启
self.timeObj:setVisible(false)
self.powerObj:setVisible(false)
self.txBtn:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_22))
self.btn:setSprite(GConst.ATLAS_PATH.COMMON, "common_btn_grey_3")
self.btn:setTouchEnable(false)
end
self.btn:addClickListener(function()
if self.isSmash then
ModuleManager.DungeonArmorManager:reqSweep(self.dungeonId, self.target)
else
ModuleManager.DungeonArmorManager:showMainUI()
end
end)
end
return DungeonTargetCell

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@ -0,0 +1,93 @@
local ItemGetUI = class("ItemGetUI", BaseUI)
function ItemGetUI:isFullScreen()
return false
end
function ItemGetUI:getPrefabPath()
return "assets/prefabs/ui/dungeon/item_get_ui.prefab"
end
function ItemGetUI:onPressBackspace()
self:closeUI()
end
function ItemGetUI:onClose()
end
function ItemGetUI:ctor(parmas)
self.target = parmas
end
function ItemGetUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.txTitle = uiMap["item_get_ui.content.title.tx_title"]
self.btnClose = uiMap["item_get_ui.content.btn_close"]
self.rewardCell = uiMap["item_get_ui.content.reward_cell"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL)
self.txDesc = uiMap["item_get_ui.content.tx_desc"]
self.txGet = uiMap["item_get_ui.content.tx_get"]
self.scrollRectComp = uiMap["item_get_ui.content.scroll_view"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE)
self.txTitle:setText(I18N:getText("item", self.target.id, "name"))
self.txDesc:setText(I18N:getText("item", self.target.id, "desc"))
self.txGet:setText(I18N:getGlobalText(I18N.GlobalConst.EQUIP_DESC_23))
-- self.rewardCell:refreshItemById(self.target.id)
local itemCfg = ConfigManager:getConfig("item")[self.target.id]
if itemCfg == nil or itemCfg.get_way_type == nil or itemCfg.get_way == nil or #itemCfg.get_way == 0 then
self:closeUI()
return
end
self.wayType = itemCfg.get_way_type
self.wayList = {}
if self.wayType == GConst.DungeonConst.TYPE.WEAPON then
local weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_WEAPON)
local unlock = {}
local lock = {}
for index, id in ipairs(itemCfg.get_way) do
if weaponData:canFightChapter(id) then
table.insert(unlock, id)
else
table.insert(lock, id)
end
end
table.sort(unlock, function(a, b) return a > b end)
table.sort(lock, function(a, b) return a > b end)
self.wayList = table.addArray(unlock, lock)
elseif self.wayType == GConst.DungeonConst.TYPE.ARMOR then
local weaponData = DataManager.DungeonData:getDungeonDataByType(ModuleManager.MODULE_KEY.DUNGEON_ARMOR)
local unlock = {}
local lock = {}
for index, id in ipairs(itemCfg.get_way) do
if weaponData:canFightChapter(id) then
table.insert(unlock, id)
else
table.insert(lock, id)
end
end
table.sort(unlock, function(a, b) return a > b end)
table.sort(lock, function(a, b) return a > b end)
self.wayList = table.addArray(unlock, lock)
end
self.scrollRectComp:addInitCallback(function()
return "app/ui/dungeon/cell/dungeon_target_cell"
end)
self.scrollRectComp:addRefreshCallback(function(index, cell)
cell:refresh(self.target, self.wayType, self.wayList[index])
end)
self.btnClose:addClickListener(function()
self:closeUI()
end)
end
function ItemGetUI:onRefresh()
self.scrollRectComp:clearCells()
self.scrollRectComp:refillCells(#self.wayList)
end
return ItemGetUI

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View File

@ -3,7 +3,7 @@ local DungeonArmorEntity = class("DungeonArmorEntity", DungeonBaseEntity)
-- 支线副本数据
function DungeonArmorEntity:clear()
DataManager:unregisterCrossDayFunc("DungeonWeaponEntity")
DataManager:unregisterCrossDayFunc("DungeonArmorEntity")
end
function DungeonArmorEntity:init(data)