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module (..., package.seeall) local ShopM = {} local SystemPrompt = require(__APP_PACKAGE_NAME__ .. ".scenes.common.SystemPrompt") local Item = require("res.scripts.data.model.Item"); function ShopM:init() -- 每个数据类都有一个对应的id self.mid = getNextID(); self.refeshCountDown = 0 self.CurrentItem = {}; self.NowItem = nil; -- 从配置表中获取配置数据,这里是以json的形式 self.shopprop = DB.getTable("shopprop")[1] self.shopitemprop = DB.getTable("shopitemprop") if self.shopprop == nil then printf("shopprop is nil"); end if self.shopitemprop == nil then printf("shopitemprop is nil"); end -- 注册网络消息,用于接收服务器返回的数据,并对数据进行处理 NetController:registerMsg(MsgID.msgid_P_OPSHOP_ACK, self.mid, function ( dwSessionID, wMsgSID, wMsgID, pszMsg ) print("==============打开背包界面==============") -- 将json数据转成表的格式 self.openNetData = CJson.decode(pszMsg); if 0 ~= self.openNetData.ErrCode then SystemPrompt.new(Errdef.ERR_ALL[self.openNetData.ErrCode]); SceneM.destroyNetLayer(); return end -- 处理数据 self:setData(self.openNetData); -- 发送本地的事件消息 NotificationCenter:postEvent(MsgID.msgid_P_OPSHOP_ACK, {}); end, MAXPRIORITY); NetController:registerMsg(MsgID.msgid_P_BITEM_ACK, self.mid, function ( dwSessionID, wMsgSID, wMsgID, pszMsg ) print("==============购买道具==============") self.openNetData = CJson.decode(pszMsg); if 0 ~= self.openNetData.ErrCode then UISystemTips:SystemTips(self.openNetData.ErrCode); return end self:setDataAfterBuy(self.openNetData); NotificationCenter:postEvent(MsgID.msgid_P_BITEM_ACK, {}); end, MAXPRIORITY); NetController:registerMsg(MsgID.msgid_P_RITEM_ACK, self.mid, function ( dwSessionID, wMsgSID, wMsgID, pszMsg ) print("==============刷新道具==============") self.openNetData = CJson.decode(pszMsg); if 0 ~= self.openNetData.ErrCode then SystemPrompt.new(Errdef.ERR_ALL[self.openNetData.ErrCode]); SceneM.destroyNetLayer(); return end self:setData(self.openNetData); NotificationCenter:postEvent(MsgID.msgid_P_RITEM_ACK, {}); end, MAXPRIORITY); end function ShopM:cleanup( ) end function ShopM:setData( data ) self.itemList = {}; self.gridList = {}; local pos = 1; local itemInfo = data.ItemInfo for i = 1, #itemInfo do print("========ShopM:setData========" .. itemInfo[i].KindID); local kindID = itemInfo[i].KindID local num = itemInfo[i].Num local itemType = math.modf(kindID/10000); local itemData={ID=kindID, Idx=0, Level=0, Num=num} self.itemList[pos] = Item.new(itemType, pos, itemData) if kindID == 0 then self.itemList[pos].sell = -1; end pos = pos+1 end printf("ShopM:setData RCD:" .. data.RCD) self.refeshCountDown = data.RCD PlayerM:getBaseData().coin = data.CurCoin; PlayerM:getBaseData().gold = data.CurGold; end function ShopM:setDataAfterBuy( data ) printf(" before buy num:" .. #self.itemList) if self.itemList[data.GridIdx] == nil then printf(" item[" .. data.GridIdx .. "] is nil") end self.itemList[data.GridIdx].sell = -1; printf(" after buy num:" .. #self.itemList) PlayerM:getBaseData().coin = data.CurCoin; PlayerM:getBaseData().gold = data.CurGold; end function ShopM:getItemLst( ) return self.itemList end function ShopM:getShowGridNum( ) return 12 -- todo end function ShopM:getRefeshCountDown( ) return self.refeshCountDown end function ShopM:getRefeshGold( ) if self.shopprop == nil then return 65535 end return self.shopprop.NoCDGold end function ShopM:getRefeshCoin( ) printf("getRefeshCoin") if self.shopprop == nil then printf("getRefeshCoin2") return 65535 end printf("getRefeshCoin3") return self.shopprop.RefreshCoin end function ShopM:getBuyGold( gridIdx ) printf("getBuyGold:" .. gridIdx) if self.shopitemprop == nil then printf("getBuyGold2") return 65535 end local gridProp = self.shopitemprop[gridIdx] if gridProp == nil then printf("getBuyGold3") return 65535 end printf("======gridProp.BuyGold=======" .. gridProp.BuyGold); return gridProp.BuyGold end function ShopM:getBuyCoin( gridIdx ) if self.shopitemprop == nil then return 65535 end local gridProp = self.shopitemprop[gridIdx] if gridProp == nil then return 65535 end return gridProp.BuyCoin end -- 这里要有一个return return ShopM;
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