c1_lua/lua/app/module/chapter/chapter_manager.lua
2023-04-14 22:19:22 +08:00

37 lines
1.1 KiB
Lua

local ChapterManager = class("ChapterManager", BaseModule)
function ChapterManager:startFight()
---- 通信
ModuleManager.BattleManager:playBattle(GConst.BattleConst.BATTLE_TYPE.STAGE)
end
function ChapterManager:endFight(id, combatReport)
local cfg = ConfigManager:getConfig("chapter")[id]
local rewards = {}
for i = 1, combatReport.wave do
for _, reward in ipairs(cfg.wave_reward) do
table.insert(rewards, reward)
end
end
if combatReport.victory then
for _, reward in ipairs(cfg.finish_reward) do
table.insert(rewards, reward)
end
end
local parmas = {
id = id,
combatReport = combatReport,
rewards = GFunc.mergeRewards(rewards)
}
ServerDataManager:dataOperate(GConst.ServerDataConst.DATA_OP_BEHAVIOR.END_FIGHT, parmas, function(result)
if result.status == 0 then
GFunc.addRewards(result.rewards, BIReport.ITEM_GET_TYPE.FIGHT_END)
ModuleManager.BattleManager:showBattleResultUI(parmas.rewards, combatReport)
DataManager.ChapterData:init(result.chapterData)
end
end)
end
return ChapterManager