Browse Source

职业转职、重置

zhenglijun 1 week ago
parent
commit
4796ca0230
31 changed files with 360 additions and 46 deletions
  1. BIN
      Assets/Res/Addressable/FGUI/Player/Player_fui.bytes
  2. BIN
      Assets/Res/Addressable/Tables/careerTable.bytes
  3. BIN
      Assets/Res/Addressable/Tables/shopTable.bytes
  4. 7 0
      Assets/Res/Addressable/Tables/shopTable.bytes.meta
  5. BIN
      Assets/Res/Addressable/Tables/shop_shangpinTable.bytes
  6. 7 0
      Assets/Res/Addressable/Tables/shop_shangpinTable.bytes.meta
  7. 2 2
      Assets/Scripts/Business/Domain/Database/DatabaseVersion.cs
  8. 12 0
      Assets/Scripts/Business/Domain/Database/Repositories/shopTableRepo.cs
  9. 11 0
      Assets/Scripts/Business/Domain/Database/Repositories/shopTableRepo.cs.meta
  10. 12 0
      Assets/Scripts/Business/Domain/Database/Repositories/shop_shangpinTableRepo.cs
  11. 11 0
      Assets/Scripts/Business/Domain/Database/Repositories/shop_shangpinTableRepo.cs.meta
  12. 5 0
      Assets/Scripts/Business/Domain/Database/Tables/careerTable.cs
  13. 47 0
      Assets/Scripts/Business/Domain/Database/Tables/shopTable.cs
  14. 11 0
      Assets/Scripts/Business/Domain/Database/Tables/shopTable.cs.meta
  15. 37 0
      Assets/Scripts/Business/Domain/Database/Tables/shop_shangpinTable.cs
  16. 11 0
      Assets/Scripts/Business/Domain/Database/Tables/shop_shangpinTable.cs.meta
  17. 18 0
      Assets/Scripts/Business/Domain/Network/act_job_class.cs
  18. 5 0
      Assets/Scripts/Business/Runtime/Data/PlayerData.cs
  19. 1 1
      Assets/Scripts/Business/Runtime/Data/PlayerService.cs
  20. 5 1
      Assets/Scripts/Business/Runtime/Event/EventDefine.cs
  21. 2 1
      Assets/Scripts/Business/Runtime/FGUI/Player/AwakePanel/PlayerAwakePanelCtrl.cs
  22. 2 2
      Assets/Scripts/Business/Runtime/FGUI/Player/AwakePanel/PlayerAwakePanelVM.Gen.cs
  23. 15 2
      Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelCtrl.cs
  24. 1 1
      Assets/Scripts/Business/Runtime/FGUI/Player/TransferListItem/PlayerTransferListItemCtrl.cs
  25. 69 3
      Assets/Scripts/Business/Runtime/FGUI/Player/TransferPanel/PlayerTransferPanelCtrl.cs
  26. 3 0
      Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassPushCtrl.cs
  27. 15 0
      Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassResetClassPushCtrl.cs
  28. 11 0
      Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassResetClassPushCtrl.cs.meta
  29. 2 1
      Assets/Scripts/Business/Runtime/Network/Controllers/JobClassResetResponseCtrl.cs
  30. 3 0
      Assets/Scripts/Business/Runtime/Network/FLMsgGenerator.cs
  31. 35 32
      fl-fgui-project/assets/Player/AwakePanel.xml

BIN
Assets/Res/Addressable/FGUI/Player/Player_fui.bytes


BIN
Assets/Res/Addressable/Tables/careerTable.bytes


BIN
Assets/Res/Addressable/Tables/shopTable.bytes


+ 7 - 0
Assets/Res/Addressable/Tables/shopTable.bytes.meta

@@ -0,0 +1,7 @@
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BIN
Assets/Res/Addressable/Tables/shop_shangpinTable.bytes


+ 7 - 0
Assets/Res/Addressable/Tables/shop_shangpinTable.bytes.meta

@@ -0,0 +1,7 @@
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+ 2 - 2
Assets/Scripts/Business/Domain/Database/DatabaseVersion.cs

@@ -5,7 +5,7 @@ namespace XGame.Database
 {
     public static class DatabaseVersion
     {
-        // version 1730886837
+        // version 1730895274
         static long _version = -1;
 
         public static long Version
@@ -14,7 +14,7 @@ namespace XGame.Database
             {
                 if (_version == -1)
                 {
-                    _version = 1730886837;
+                    _version = 1730895274;
                 }
                 return _version;
             }

+ 12 - 0
Assets/Scripts/Business/Domain/Database/Repositories/shopTableRepo.cs

@@ -0,0 +1,12 @@
+// Generate By EToy
+// Don't Edit It!!
+
+using XGame.Framework.Database;
+
+
+namespace XGame.Database
+{
+    public partial class shopTableRepo : TableRepository<shopTable, shopTableRepo>
+    {
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Domain/Database/Repositories/shopTableRepo.cs.meta

@@ -0,0 +1,11 @@
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+ 12 - 0
Assets/Scripts/Business/Domain/Database/Repositories/shop_shangpinTableRepo.cs

@@ -0,0 +1,12 @@
+// Generate By EToy
+// Don't Edit It!!
+
+using XGame.Framework.Database;
+
+
+namespace XGame.Database
+{
+    public partial class shop_shangpinTableRepo : TableRepository<shop_shangpinTable, shop_shangpinTableRepo>
+    {
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Domain/Database/Repositories/shop_shangpinTableRepo.cs.meta

@@ -0,0 +1,11 @@
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+ 5 - 0
Assets/Scripts/Business/Domain/Database/Tables/careerTable.cs

@@ -21,6 +21,9 @@ namespace XGame.Database
 
         public string Desc { get; private set; }
 
+        /// <summary> 职业类型0=初始职业1=战士2=弓手3=法师 </summary>
+        public int Careertype { get; private set; }
+
         /// <summary> 角色属性属性id+属性数值 </summary>
         public int[] Unfold { get; private set; }
 
@@ -81,6 +84,7 @@ namespace XGame.Database
             Type = reader.ReadInt();
             Job_pos = reader.ReadString();
             Desc = reader.ReadString();
+            Careertype = reader.ReadInt();
             Unfold = reader.ReadEnumerable<int[]>();
             Skill = reader.ReadEnumerable<int[]>();
             Passive_skill = reader.ReadEnumerable<int[]>();
@@ -112,6 +116,7 @@ namespace XGame.Database
             writer.Write(Type);
             writer.Write(Job_pos);
             writer.Write(Desc);
+            writer.Write(Careertype);
             writer.Write(Unfold);
             writer.Write(Skill);
             writer.Write(Passive_skill);

+ 47 - 0
Assets/Scripts/Business/Domain/Database/Tables/shopTable.cs

@@ -0,0 +1,47 @@
+// Generate By EToy
+// Don't Edit It!!
+
+using XGame.Framework.Database;
+using XGame.Framework.Serialization;
+
+namespace XGame.Database
+{
+    /// <summary> shop </summary>
+    public sealed class shopTable : ITable
+    {
+        long ITable.Key => Id;
+
+        /// <summary> 功能id </summary>
+        public int Id { get; private set; }
+
+        /// <summary> 商店种类 </summary>
+        public string Type { get; private set; }
+
+        /// <summary> 商店开启条件1=等级 </summary>
+        public int Condition { get; private set; }
+
+        /// <summary> 商店开启条件参数 </summary>
+        public int Parameter { get; private set; }
+
+        /// <summary> 商店持续时间用秒0=永久 </summary>
+        public int Time { get; private set; }
+
+        void ISerializable.Deserialize(IReader reader)
+        {
+            Id = reader.ReadInt();
+            Type = reader.ReadString();
+            Condition = reader.ReadInt();
+            Parameter = reader.ReadInt();
+            Time = reader.ReadInt();
+        }
+
+        void ISerializable.Serialize(IWriter writer)
+        {
+            writer.Write(Id);
+            writer.Write(Type);
+            writer.Write(Condition);
+            writer.Write(Parameter);
+            writer.Write(Time);
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Domain/Database/Tables/shopTable.cs.meta

@@ -0,0 +1,11 @@
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+ 37 - 0
Assets/Scripts/Business/Domain/Database/Tables/shop_shangpinTable.cs

@@ -0,0 +1,37 @@
+// Generate By EToy
+// Don't Edit It!!
+
+using XGame.Framework.Database;
+using XGame.Framework.Serialization;
+
+namespace XGame.Database
+{
+    /// <summary> shop_shangpin </summary>
+    public sealed class shop_shangpinTable : ITable
+    {
+        long ITable.Key => Id;
+
+        /// <summary> 功能id </summary>
+        public int Id { get; private set; }
+
+        /// <summary> 商城类型1=杂货商城2=钻石商城3=礼包商城4=特惠商城 </summary>
+        public int Malltype { get; private set; }
+
+        /// <summary> 商城标题1=每日限购2=每周限购3=永久限购4=钻石特购5=玄钻6=钻石7=超值礼包 </summary>
+        public int Type { get; private set; }
+
+        void ISerializable.Deserialize(IReader reader)
+        {
+            Id = reader.ReadInt();
+            Malltype = reader.ReadInt();
+            Type = reader.ReadInt();
+        }
+
+        void ISerializable.Serialize(IWriter writer)
+        {
+            writer.Write(Id);
+            writer.Write(Malltype);
+            writer.Write(Type);
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Domain/Database/Tables/shop_shangpinTable.cs.meta

@@ -0,0 +1,11 @@
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+guid: XXxOvSr+BXj905bf95zbobsBziM3ZEZut/IFhbPlTq6y4FeerBf9oNc=
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+  executionOrder: 0
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+ 18 - 0
Assets/Scripts/Business/Domain/Network/act_job_class.cs

@@ -19,6 +19,9 @@ namespace FL.Network
         /// <summary> 当前职业 </summary>
         public int currentClass;
 
+        /// <summary> 重置之前的职业 </summary>
+        public int resetClass;
+
         /// <summary> 职业历史,记录转职的路径 </summary>
         public int[] classHistory;
 
@@ -55,5 +58,20 @@ namespace FL.Network
 
     }
 
+    /// <summary> id=202603 </summary>
+    public sealed partial class ActJobClassResetClassPush : IMsgPush
+    {
+        int IMessage.InstanceID { get; set; }
+        object IMessage.Context { get; set; }
+        int IMessage.ProtocolID => 202603;
+        public void Clear()
+        {
+        }
+        public int resetClass;
+
+        public int currentClass;
+
+    }
+
 }
 

+ 5 - 0
Assets/Scripts/Business/Runtime/Data/PlayerData.cs

@@ -90,6 +90,11 @@ namespace FL.Data
         /// </summary>
         public int JobId {  get; set; }
 
+        /// <summary>
+        /// 最近被重置过的职业id
+        /// </summary>
+        public int ResetJobId {  get; set; }
+
         void IDisposable.Dispose()
         {
             if (_attr != null)

+ 1 - 1
Assets/Scripts/Business/Runtime/Data/PlayerService.cs

@@ -21,7 +21,7 @@ namespace FL.Data
         /// 请求转职
         /// </summary>
         /// <param name="jobId"></param>
-        public void SendToEquipIntoEquip(int jobId) 
+        public void SendToTransfer(int jobId) 
         {
             var msg = new JobClassChangeRequest()
             {

+ 5 - 1
Assets/Scripts/Business/Runtime/Event/EventDefine.cs

@@ -170,7 +170,11 @@
         /// <summary>
         /// 成功转职
         /// </summary>
-        TransferSucess, 
+        TransferSucess,
+        /// <summary>
+        /// 成功重置职业
+        /// </summary>
+        ResetJobSucess,
         #endregion
         #region 登录界面 3600-3999
         LoginQufuInfos = 3600,

+ 2 - 1
Assets/Scripts/Business/Runtime/FGUI/Player/AwakePanel/PlayerAwakePanelCtrl.cs

@@ -1,4 +1,4 @@
-/// #pkgName FGUI包名
+/// #pkgName FGUI包名
 /// #panelName UIPanel名字
 /// #UIName = $"{#pkgName}{#panelName}" UIKey名字
 /// 该脚本由模板创建
@@ -60,6 +60,7 @@ namespace FL.FGUI
         }
         private void OnClickBackBtn(EventContext context)
         {
+            Context.ClosePanel();
         }
         private void OnClickUpgradeBtn(EventContext context)
         {

+ 2 - 2
Assets/Scripts/Business/Runtime/FGUI/Player/AwakePanel/PlayerAwakePanelVM.Gen.cs

@@ -31,13 +31,13 @@ namespace FL.FGUI
         public GButton WakeupBtn { get; private set; }
         public GButton ResetBtn { get; private set; }
         public GButton ChangeImprintBtn { get; private set; }
-        public GButton BackBtn { get; private set; }
         public GTextField ImprintNameLabel { get; private set; }
         public GTextField ImprintDescLabel { get; private set; }
         public CommonComCurrencyNestedView UpgradeCostItem { get; private set; }
         public CommonComCurrencyNestedView TenCostItem { get; private set; }
         public GButton UpgradeBtn { get; private set; }
         public GButton TenBtn { get; private set; }
+        public GButton BackBtn { get; private set; }
 
         protected override void BindComponents(GComponent panel, IUIViewAdapter adapter)
         {
@@ -61,7 +61,6 @@ namespace FL.FGUI
             WakeupBtn = panel.GetChild("WakeupBtn") as GButton;
             ResetBtn = panel.GetChild("ResetBtn") as GButton;
             ChangeImprintBtn = panel.GetChild("ChangeImprintBtn") as GButton;
-            BackBtn = panel.GetChild("BackBtn") as GButton;
             ImprintNameLabel = panel.GetChild("ImprintNameLabel") as GTextField;
             ImprintDescLabel = panel.GetChild("ImprintDescLabel") as GTextField;
             UpgradeCostItem = adapter.CreateNested<CommonComCurrencyNestedView>(new FguiNested(panel.GetChild("UpgradeCostItem").asCom), true);
@@ -70,6 +69,7 @@ namespace FL.FGUI
             AddChild(TenCostItem);
             UpgradeBtn = panel.GetChild("UpgradeBtn") as GButton;
             TenBtn = panel.GetChild("TenBtn") as GButton;
+            BackBtn = panel.GetChild("BackBtn") as GButton;
 
         }
     }

+ 15 - 2
Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelCtrl.cs

@@ -159,7 +159,7 @@ namespace FL.FGUI
         /// <param name="context"></param>
         private void OnClickWakeUpBtn(EventContext context)
         {
-
+            Context.UI.OpenAsync(UIKeys.PlayerAwakePanel);
         }
         /// <summary>
         /// 职业(整个线路图)预览
@@ -187,6 +187,7 @@ namespace FL.FGUI
             EventSingle.Instance.AddListener(EventDefine.PlayerExpAdd, AddPlayerExp);
             EventSingle.Instance.AddListener(EventDefine.RefreshWearEquipUI, RefreshWearEquipUI);
             EventSingle.Instance.AddListener(EventDefine.TransferSucess, TransferSucess);
+            EventSingle.Instance.AddListener(EventDefine.ResetJobSucess, ResetJobSucess);
         }
         private void RemoveEventListener()
         {
@@ -195,6 +196,7 @@ namespace FL.FGUI
             EventSingle.Instance.RemoveListener(EventDefine.PlayerExpAdd, AddPlayerExp);
             EventSingle.Instance.RemoveListener(EventDefine.RefreshWearEquipUI, RefreshWearEquipUI);
             EventSingle.Instance.RemoveListener(EventDefine.TransferSucess, TransferSucess);
+            EventSingle.Instance.RemoveListener(EventDefine.ResetJobSucess, ResetJobSucess);
         }
 
         private void Init()
@@ -455,7 +457,7 @@ namespace FL.FGUI
         {
             if (_passiveSkillDataArray == null || _passiveSkillDataArray.Length == 0)
             {
-                _passiveSkillDataArray = new JobSkillParam[4];
+                _passiveSkillDataArray = new JobSkillParam[5];
             }
         }
 
@@ -523,6 +525,17 @@ namespace FL.FGUI
             ShowJobUI();
         }
 
+        /// <summary>
+        /// 重置职业成功
+        /// </summary>
+        /// <param name="eventId"></param>
+        /// <param name="args"></param>
+        private void ResetJobSucess(int eventId, object args)
+        {
+            Context.UI.OpenAsync(UIKeys.PlayerTransferPanel,true);
+            ShowJobUI();
+        }
+
         #endregion
     }
 }

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/Player/TransferListItem/PlayerTransferListItemCtrl.cs

@@ -54,7 +54,7 @@ namespace FL.FGUI
         {
             var jobInfo = careerTableRepo.Get(jobId);
             if (jobInfo == null) return;
-            //VM.Panel.displayObject.SetScale(1, 1);
+            VM.Tr.localScale.Set(1,1,1);
             VM.JobNameLabel.text = jobInfo.Name;
             VM.PositioningLabel.text = jobInfo.Job_pos;
 

+ 69 - 3
Assets/Scripts/Business/Runtime/FGUI/Player/TransferPanel/PlayerTransferPanelCtrl.cs

@@ -7,8 +7,6 @@
 using FairyGUI;
 using FL.Data;
 using System.Collections.Generic;
-using System.Runtime.Remoting.Contexts;
-using UnityEngine.UIElements;
 using XGame.Database;
 using XGame.Framework.UI;
 
@@ -24,6 +22,7 @@ namespace FL.FGUI
         private bool _bNovice;    // 是否新手(还未转过职)
         private bool _bResetJob;  // 是否职业重置
         private careerTable _jobInfo;
+        private Dictionary<int, List<int> > _jobTypeMap;//重置后可选择的职业分支选择
 
         protected override void OnEnable(object intent)
         {
@@ -34,6 +33,7 @@ namespace FL.FGUI
         protected override void OnDisable()
         {
             RemoveUIListenres();
+            if (_jobTypeMap != null ) _jobTypeMap.Clear();
         }
         #region UI事件
         private void AddUIListenres()
@@ -61,17 +61,32 @@ namespace FL.FGUI
         /// <param name="context"></param>
         private void OnClickTransferBtn(EventContext context)
         {
-            PlayerService.Instance.SendToEquipIntoEquip(_selectJobId);
+            PlayerService.Instance.SendToTransfer(_selectJobId);
             Context.ClosePanel();
         }
+        /// <summary>
+        /// 武师分支选择
+        /// </summary>
+        /// <param name="context"></param>
         private void OnClickSoldierBtn(EventContext context)
         {
+            ShowChoices(1);
         }
+        /// <summary>
+        /// 斥候分支选择
+        /// </summary>
+        /// <param name="context"></param>
         private void OnClickScoutsBtn(EventContext context)
         {
+            ShowChoices(2);
         }
+        /// <summary>
+        /// 卜师分支选择
+        /// </summary>
+        /// <param name="context"></param>
         private void OnClickMagicBtn(EventContext context)
         {
+            ShowChoices(3);
         }
         private void OnClickBackBtn(EventContext context)
         {
@@ -104,11 +119,16 @@ namespace FL.FGUI
             _jobInfo = careerTableRepo.Get(PlayerData.Instance.JobId);
             _bNovice = !_bResetJob && _jobInfo.Front_job == 0;
             VM.JobCtrl.selectedIndex = _bResetJob ? 2 : (_bNovice ? 0 : 1); // 0_新手 1_职业提升 2_职业重置
+            if (!_bNovice && !_bResetJob) _selectJobId = _jobInfo.Job_change[0]; // 进阶职业id
             VM.JobList.BindDatas(_jobInfo.Job_change);
             ShowTransferBtn();
             var advanceJobInfo = careerTableRepo.Get(_jobInfo.Job_change[0]);
             int unlockLv = advanceJobInfo == null ? _jobInfo.Unlock : advanceJobInfo.Unlock;
             ShowTransferBtnName(unlockLv);
+            if (_bResetJob)
+            {
+                ShowResetUI();
+            }
         }
 
         /// <summary>
@@ -134,5 +154,51 @@ namespace FL.FGUI
             VM.TransferBtn.enabled = !bLock;
             VM.TransferBtn.title = bLock ? string.Format(StringDefine.TransferUnlockLv, unlockLv) : StringDefine.TransferBtnName;
         }
+
+        private void ShowResetUI()
+        {
+            // 重置会在最接近阶的分支线
+            var resetJobInfo = careerTableRepo.Get(PlayerData.Instance.ResetJobId);
+            if (resetJobInfo == null) return;
+
+            if (_jobTypeMap == null) _jobTypeMap = new Dictionary<int, List<int>>();
+            else _jobTypeMap.Clear();
+
+            var dataList = careerTableRepo.GetAll();
+            foreach (var item in dataList)
+            {
+                if (item.Change_times == resetJobInfo.Change_times)
+                {
+                    if (_jobTypeMap.ContainsKey(item.Careertype))
+                    {
+                        _jobTypeMap[item.Careertype].Add(item.Id);
+                    }
+                    else
+                    {
+                        _jobTypeMap.Add(item.Careertype, new List<int>() { item.Id});
+                    }
+                }
+            }
+            ShowChoices(1);
+        }
+        /// <summary>
+        /// 职业分支选择
+        /// </summary>
+        private void ShowChoices(int index)
+        {
+            VM.JobList.BindDatas(_jobTypeMap[index]);
+            ResetSelectJobItemUI();
+        }
+        private void ResetSelectJobItemUI()
+        {
+            if (_selectJobId == 0) return;
+            _selectJobId = 0;
+            var jobItemList = VM.JobList.GetChildren();
+            for (int i = 0; i < jobItemList.Length; i++)
+            {
+                jobItemList[i].SetScale(1f, 1f);
+            }
+            ShowTransferBtn();
+        }
     }
 }

+ 3 - 0
Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassPushCtrl.cs

@@ -10,6 +10,9 @@ namespace FL.Network
             // 当前职业数据
             if (message.currentClass > 0)PlayerData.Instance.JobId = message.currentClass;
 
+            // 最近重置过的职业id
+            PlayerData.Instance.ResetJobId = message.resetClass;
+
             if (message.classHistory != null)
             {
                 PlayerData.Instance.JobHistoryList.Clear();

+ 15 - 0
Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassResetClassPushCtrl.cs

@@ -0,0 +1,15 @@
+using FL.Data;
+using XGame.Framework.Network;
+
+namespace FL.Network
+{
+    public class ActJobClassResetClassPushCtrl : MsgController<ActJobClassResetClassPush>
+    {
+        protected override void OnProcess(ActJobClassResetClassPush message, object context)
+        {
+            if (message.currentClass > 0)PlayerData.Instance.JobId = message.currentClass;
+
+            PlayerData.Instance.ResetJobId = message.resetClass;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Runtime/Network/Controllers/ActJobClassResetClassPushCtrl.cs.meta

@@ -0,0 +1,11 @@
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+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 1
Assets/Scripts/Business/Runtime/Network/Controllers/JobClassResetResponseCtrl.cs

@@ -1,4 +1,4 @@
-using XGame.Framework.Network;
+using XGame.Framework.Network;
 
 namespace FL.Network
 {
@@ -6,6 +6,7 @@ namespace FL.Network
     {
         protected override void OnProcess(JobClassResetResponse message, object context)
         {
+            EventSingle.Instance.Notify(EventDefine.ResetJobSucess);
         }
     }
 }

+ 3 - 0
Assets/Scripts/Business/Runtime/Network/FLMsgGenerator.cs

@@ -148,6 +148,7 @@ namespace FL.Network
                 case 202600: return new ActJobClassPushCtrl();
                 case 202601: return new ActJobClassCurrentClassPushCtrl();
                 case 202602: return new ActJobClassRuneListPushCtrl();
+                case 202603: return new ActJobClassResetClassPushCtrl();
                 case 202700: return new TaskConsPushCtrl();
                 case 202800: return new ActJjcFightPushCtrl();
                 case 202900: return new ActTaskDailyPushCtrl();
@@ -323,6 +324,7 @@ namespace FL.Network
                 case 202600: return new ActJobClassPush();
                 case 202601: return new ActJobClassCurrentClassPush();
                 case 202602: return new ActJobClassRuneListPush();
+                case 202603: return new ActJobClassResetClassPush();
                 case 202700: return new TaskConsPush();
                 case 202800: return new ActJjcFightPush();
                 case 202900: return new ActTaskDailyPush();
@@ -498,6 +500,7 @@ namespace FL.Network
                 case 202600: return typeof(ActJobClassPush);
                 case 202601: return typeof(ActJobClassCurrentClassPush);
                 case 202602: return typeof(ActJobClassRuneListPush);
+                case 202603: return typeof(ActJobClassResetClassPush);
                 case 202700: return typeof(TaskConsPush);
                 case 202800: return typeof(ActJjcFightPush);
                 case 202900: return typeof(ActTaskDailyPush);

+ 35 - 32
fl-fgui-project/assets/Player/AwakePanel.xml

@@ -1,52 +1,55 @@
 <?xml version="1.0" encoding="utf-8"?>
 <component size="756,1344" designImage="ui://7pswoevwe5qd39" designImageOffsetX="-133">
   <displayList>
-    <image id="n0_e5qd" name="n0" src="e5qd3c" fileName="Bg/bg01.png" xy="0,-185" alpha="0.5"/>
-    <image id="n1_e5qd" name="n1" src="f3jl2d" fileName="Images/zhuanzhidiwen.png" xy="116,133" group="n31_ixu0"/>
-    <image id="n2_e5qd" name="n2" src="f3jl2o" fileName="Images/fangandikuang1.png" xy="276,76" size="204,70" group="n31_ixu0"/>
-    <text id="n4_e5qd" name="AlterNameLabel" xy="319,89" pivot="0.5,0.5" size="94,42" group="n31_ixu0" fontSize="30" color="#ffffff" align="center" vAlign="middle" leading="0" autoClearText="true" text="方案方"/>
-    <image id="n5_e5qd" name="n5" src="e5qd3b" fileName="Images/fanganqiehuan.png" xy="418,101" group="n31_ixu0">
+    <image id="n0_e5qd" name="n0" src="e5qd3c" fileName="Bg/bg01.png" xy="0,-185">
+      <relation target="" sidePair="center-center,middle-middle"/>
+    </image>
+    <image id="n1_e5qd" name="n1" src="f3jl2d" fileName="Images/zhuanzhidiwen.png" xy="116,133" group="n33_ol3w"/>
+    <image id="n2_e5qd" name="n2" src="f3jl2o" fileName="Images/fangandikuang1.png" xy="276,76" size="204,70" group="n33_ol3w"/>
+    <text id="n4_e5qd" name="AlterNameLabel" xy="319,89" pivot="0.5,0.5" size="94,42" group="n33_ol3w" fontSize="30" color="#ffffff" align="center" vAlign="middle" leading="0" autoClearText="true" text="方案方"/>
+    <image id="n5_e5qd" name="n5" src="e5qd3b" fileName="Images/fanganqiehuan.png" xy="418,101" group="n33_ol3w">
       <relation target="n4_e5qd" sidePair="left-right"/>
     </image>
-    <component id="n3_e5qd" name="AlterBtn" src="g2ca1r" fileName="Components/CircleBtn.xml" xy="488,67" group="n31_ixu0">
+    <component id="n3_e5qd" name="AlterBtn" src="g2ca1r" fileName="Components/CircleBtn.xml" xy="488,67" group="n33_ol3w">
       <Button icon="ui://7pswoevwg2ca1t"/>
     </component>
-    <loader3D id="n15_ixu0" name="JobSpine" xy="235,229" size="300,300" group="n31_ixu0" animation="" skin="" loop="true"/>
-    <component id="n9_ixu0" name="ImprintItem1" src="e5qd3a" fileName="ImprintItemNested.xml" xy="93,153" group="n31_ixu0"/>
-    <component id="n10_ixu0" name="ImprintItem2" src="e5qd3a" fileName="ImprintItemNested.xml" xy="534,153" group="n31_ixu0"/>
-    <component id="n11_ixu0" name="ImprintItem3" src="e5qd3a" fileName="ImprintItemNested.xml" xy="47,308" group="n31_ixu0"/>
-    <component id="n12_ixu0" name="ImprintItem4" src="e5qd3a" fileName="ImprintItemNested.xml" xy="582,308" group="n31_ixu0"/>
-    <component id="n13_ixu0" name="ImprintItem5" src="e5qd3a" fileName="ImprintItemNested.xml" xy="96,465" group="n31_ixu0"/>
-    <component id="n14_ixu0" name="ImprintItem6" src="e5qd3a" fileName="ImprintItemNested.xml" xy="531,465" group="n31_ixu0"/>
-    <component id="n7_ixu0" name="AwakeCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="293,605" group="n31_ixu0"/>
-    <image id="n16_ixu0" name="n16" src="e2oe1b" fileName="Images/mingzidikuang.png" xy="0,749" size="756,192" group="n31_ixu0"/>
-    <component id="n6_ixu0" name="WakeupBtn" src="sfx62z" fileName="Components/ComButtons/ComYellowBtn.xml" pkg="gt6q23qw" xy="242,642" group="n31_ixu0">
+    <loader3D id="n15_ixu0" name="JobSpine" xy="235,229" size="300,300" group="n33_ol3w" animation="" skin="" loop="true"/>
+    <component id="n9_ixu0" name="ImprintItem1" src="e5qd3a" fileName="ImprintItemNested.xml" xy="93,153" group="n33_ol3w"/>
+    <component id="n10_ixu0" name="ImprintItem2" src="e5qd3a" fileName="ImprintItemNested.xml" xy="534,153" group="n33_ol3w"/>
+    <component id="n11_ixu0" name="ImprintItem3" src="e5qd3a" fileName="ImprintItemNested.xml" xy="47,308" group="n33_ol3w"/>
+    <component id="n12_ixu0" name="ImprintItem4" src="e5qd3a" fileName="ImprintItemNested.xml" xy="582,308" group="n33_ol3w"/>
+    <component id="n13_ixu0" name="ImprintItem5" src="e5qd3a" fileName="ImprintItemNested.xml" xy="96,465" group="n33_ol3w"/>
+    <component id="n14_ixu0" name="ImprintItem6" src="e5qd3a" fileName="ImprintItemNested.xml" xy="531,465" group="n33_ol3w"/>
+    <component id="n7_ixu0" name="AwakeCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="293,605" group="n33_ol3w"/>
+    <image id="n16_ixu0" name="n16" src="e2oe1b" fileName="Images/mingzidikuang.png" xy="0,749" size="756,192" group="n33_ol3w"/>
+    <component id="n6_ixu0" name="WakeupBtn" src="sfx62z" fileName="Components/ComButtons/ComYellowBtn.xml" pkg="gt6q23qw" xy="242,642" group="n33_ol3w">
       <Button title="随机觉醒"/>
     </component>
-    <component id="n8_ixu0" name="ResetBtn" src="g2ca1r" fileName="Components/CircleBtn.xml" xy="630,638" group="n31_ixu0">
+    <component id="n8_ixu0" name="ResetBtn" src="g2ca1r" fileName="Components/CircleBtn.xml" xy="630,638" group="n33_ol3w">
       <Button title="重置" icon="ui://7pswoevwg2ca1s"/>
     </component>
-    <component id="n17_ixu0" name="ChangeImprintBtn" src="jqxo19" fileName="Components/ChangeBtn.xml" xy="649,767" group="n31_ixu0"/>
-    <image id="n18_ixu0" name="n18" src="f3jl2c" fileName="Images/juexingditu.png" xy="0,937" size="756,263" group="n31_ixu0"/>
-    <image id="n22_ixu0" name="n22" src="ixu03e" fileName="Images/TongYongLanBottom.png" xy="0,1184" size="756,160" group="n31_ixu0">
-      <relation target="" sidePair="bottom-bottom"/>
-    </image>
-    <image id="n25_ixu0" name="n25" src="f3jl2k" fileName="Images/fengexian.png" xy="0,864" size="756,5" group="n31_ixu0"/>
-    <component id="n19_ixu0" name="BackBtn" src="qwhk3r" fileName="Components/ComButtons/ComBackBtn.xml" pkg="gt6q23qw" xy="34,1228" group="n31_ixu0"/>
-    <text id="n23_ixu0" name="ImprintNameLabel" xy="270,772" pivot="0.5,0.5" size="215,44" group="n31_ixu0" fontSize="32" color="#ffffff" align="center" vAlign="middle" leading="0" text="普攻印记LV.11"/>
-    <text id="n24_ixu0" name="ImprintDescLabel" xy="139,820" pivot="0.5,0.5" size="478,39" group="n31_ixu0" fontSize="28" color="#ffffff" align="center" vAlign="middle" leading="0" ubb="true" text="普攻伤害&amp;连击伤害&amp;反击伤害+90.3%"/>
-    <text id="n26_ixu0" name="n26" xy="87,877" pivot="0.5,0.5" size="582,34" group="n31_ixu0" fontSize="24" color="#959ebd" align="center" vAlign="middle" leading="0" ubb="true" text="(角色升至120级、6个印记全部觉醒即可完成职业觉醒)"/>
-    <component id="n29_ixu0" name="UpgradeCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="114,1013" group="n31_ixu0"/>
-    <component id="n30_ixu0" name="TenCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="474,1013" group="n31_ixu0"/>
-    <component id="n27_ixu0" name="UpgradeBtn" src="sfx62x" fileName="Components/ComButtons/ComBlueBtn.xml" pkg="gt6q23qw" xy="63,1057" group="n31_ixu0">
+    <component id="n17_ixu0" name="ChangeImprintBtn" src="jqxo19" fileName="Components/ChangeBtn.xml" xy="649,767" group="n33_ol3w"/>
+    <image id="n18_ixu0" name="n18" src="f3jl2c" fileName="Images/juexingditu.png" xy="0,937" size="756,263" group="n33_ol3w"/>
+    <image id="n25_ixu0" name="n25" src="f3jl2k" fileName="Images/fengexian.png" xy="0,864" size="756,5" group="n33_ol3w"/>
+    <text id="n23_ixu0" name="ImprintNameLabel" xy="270,772" pivot="0.5,0.5" size="215,44" group="n33_ol3w" fontSize="32" color="#ffffff" align="center" vAlign="middle" leading="0" text="普攻印记LV.11"/>
+    <text id="n24_ixu0" name="ImprintDescLabel" xy="139,820" pivot="0.5,0.5" size="478,39" group="n33_ol3w" fontSize="28" color="#ffffff" align="center" vAlign="middle" leading="0" ubb="true" text="普攻伤害&amp;连击伤害&amp;反击伤害+90.3%"/>
+    <text id="n26_ixu0" name="n26" xy="87,877" pivot="0.5,0.5" size="582,34" group="n33_ol3w" fontSize="24" color="#959ebd" align="center" vAlign="middle" leading="0" ubb="true" text="(角色升至120级、6个印记全部觉醒即可完成职业觉醒)"/>
+    <component id="n29_ixu0" name="UpgradeCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="114,1013" group="n33_ol3w"/>
+    <component id="n30_ixu0" name="TenCostItem" src="jofv3h" fileName="Components/ComCurrencyNested.xml" pkg="gt6q23qw" xy="474,1013" group="n33_ol3w"/>
+    <component id="n27_ixu0" name="UpgradeBtn" src="sfx62x" fileName="Components/ComButtons/ComBlueBtn.xml" pkg="gt6q23qw" xy="63,1057" group="n33_ol3w">
       <Button title="升级"/>
     </component>
-    <component id="n28_ixu0" name="TenBtn" src="sfx62z" fileName="Components/ComButtons/ComYellowBtn.xml" pkg="gt6q23qw" xy="424,1057" group="n31_ixu0">
+    <component id="n28_ixu0" name="TenBtn" src="sfx62z" fileName="Components/ComButtons/ComYellowBtn.xml" pkg="gt6q23qw" xy="424,1057" group="n33_ol3w">
       <Button title="升10级"/>
     </component>
-    <group id="n31_ixu0" name="n31" xy="0,67" size="756,1277" advanced="true">
+    <group id="n33_ol3w" name="n33" xy="0,67" size="756,1133" advanced="true">
       <relation target="" sidePair="center-center,top-top"/>
     </group>
+    <image id="n22_ixu0" name="n22" src="ixu03e" fileName="Images/TongYongLanBottom.png" xy="0,1184" size="756,160" group="n32_ol3w"/>
+    <component id="n19_ixu0" name="BackBtn" src="qwhk3r" fileName="Components/ComButtons/ComBackBtn.xml" pkg="gt6q23qw" xy="34,1228" group="n32_ol3w"/>
+    <group id="n32_ol3w" name="n32" xy="0,1184" size="756,160" advanced="true">
+      <relation target="" sidePair="center-center,bottom-bottom"/>
+    </group>
   </displayList>
   <scriptData genuilayere5qd38="2" gencodee5qd38="1"/>
 </component>