少年修仙传客户端代码仓库
client_Wu Xijin
2018-10-22 ec36f7122391b3e5d46838e67f64a2d54714626e
3335 更新lua库
117个文件已修改
2个文件已添加
592 ■■■■■ 已修改文件
Core/GameEngine/Model/Player/Market/MarketModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Realm/RealmModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/MapEditor/GuideDialogueModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/MapEditor/GuideMessageModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/MapEditor/NewGuideModel.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/MapEditor/StoryHintModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Lua/LuaModelUtility.cs 24 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Lua/LuaModelUtility.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Achievement/AchievementModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Activity/ActivityModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BetterItemGet/BetterEquipGetModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BetterItemGet/ItemUseModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BetterItemGet/PreciousItemGetModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BetterItemGet/RealmBetterEquipModel .cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BlastFurnace/BlastFurnaceModel.cs 208 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BlastFurnace/GetItemPathModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BlastFurnace/PrayForDurgModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BossReborn/BossRebornModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Chat/ChatCenter.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Compose/New/ComposeWinModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Compose/New/SelectEquipModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/DailyQuest/DailyQuestModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/DailyQuest/ResourcesBackModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dogz/DogzModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dogz/DogzPackModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/DogzDungeon/DogzDungeonModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dungeon/DungeonLiquidModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dungeon/DungeonModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Dungeon/TrialDungeonModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/FairyBossModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/FairyGrabBossModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/FairyLeagueModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/FairyModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/KingFairyModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/UnionTaskModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairylandCeremony/FairylandCeremonyModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/BossHomeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/DemonJarModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/ElderGodAreaModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/FindPreciousModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/PersonalBossModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FindPrecious/WorldBossModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FriendSystem/New/FriendsModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/GMCommand/GMCmdModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Guard/GuardModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/HappyXB/HappyXBModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/HeavenBattle/HeavenBattleModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/BoxGetItemModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/ItemOverdueModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/ItemTipsModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/PackModelInterface.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/PlayerPackModels.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/KnapSack/Logic/TreasureEffectModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Login/LoginModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/LoginAd/LoginAdModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/CapacityDelayModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/CoinTaskTipModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/FeatureNoticeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/OffLineOnHookModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/PKModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/MainInterfacePanel/StoryMissionsModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Message/GMNotify.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OffLineTime/OffLineTimeLackModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/FlashRushToBuyModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/FlashSaleModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/ImpactRankModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/InSevenDayModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/MonthlyInvestmentModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/OSGiftModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/OSRedEnvelopeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/OpenServerActivityNotifyModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/RedEnvelopeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/OpenServerActivity/WishingPoolModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Pet/RidingAndPetActivationModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/PlayerDead/PlayerDeadModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Rank/RankModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Realm/RealmPracticeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/MagicianModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/RoleModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/TitleModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RoleParticulars/RoleParticularModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RolePromote/RolePromoteModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Rune/RuneComposeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Rune/RuneModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RuneTower/RuneTowerModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/SkillModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Skill/TalentModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Store/StoreModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/EquipSuit/PlayerSuitModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/EquipWashModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GemModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/GodBeastModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/HowToPlayModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/WashProModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Strengthening/WingsRedDot.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/SystemSetting/ActivitiesPushMgr.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/SystemSetting/SetPrivateModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/TaiChi/TaiChiModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Team/TeamModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/TreasureSoulModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/TreasureFindHost/TreasureFindHostModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/FairyJadeInvestmentModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/FirstTimeRechargeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/LimitedTimePackageModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/NeedForWhiteModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/OSTimeLimitGiftModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/VipInvestModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/AwardExchangeModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/ConsumeRebateModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/LevelGiftModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/MultipleExpModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/MultipleRealmPointModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/PrayerModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Welfare/SignInModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/WorldMap/MapModel.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Market/MarketModel.cs
@@ -4,7 +4,8 @@
using TableConfig;
namespace Snxxz.UI
{
    public class MarketModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class MarketModel : Model, IBeforePlayerDataInitialize
    {
        public override void Init()
        {
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -3,6 +3,7 @@
using System;
using Snxxz.UI;
[XLua.LuaCallCSharp]
public class PlayerDatas : Singleton<PlayerDatas>
{
    public GA_Hero hero = null;
Core/GameEngine/Model/Player/Realm/RealmModel.cs
@@ -8,7 +8,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class RealmModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class RealmModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    {
        DungeonModel m_DungeonModel;
        DungeonModel dungeonModel
Fight/Stage/MapEditor/GuideDialogueModel.cs
@@ -1,7 +1,8 @@
using UnityEngine;
using Snxxz.UI;
public class GuideDialogueModel : Model
[XLua.LuaCallCSharp]
    public class GuideDialogueModel : Model
{
    public int dialogID;
Fight/Stage/MapEditor/GuideMessageModel.cs
@@ -2,7 +2,8 @@
using System.Collections;
using Snxxz.UI;
public class GuideMessageModel : Model
[XLua.LuaCallCSharp]
    public class GuideMessageModel : Model
{
    public string content;
    public float duration;
Fight/Stage/MapEditor/NewGuideModel.cs
@@ -2,6 +2,7 @@
using UnityEngine.Events;
using Snxxz.UI;
[XLua.LuaCallCSharp]
public class NewGuideModel : Model
{
    public string content;
Fight/Stage/MapEditor/StoryHintModel.cs
@@ -1,7 +1,8 @@
using UnityEngine.Events;
using Snxxz.UI;
public class StoryHintModel : Model
[XLua.LuaCallCSharp]
    public class StoryHintModel : Model
{
    public string name;
    public string content;
Lua/LuaModelUtility.cs
New file
@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Snxxz.UI;
[XLua.LuaCallCSharp]
public class ModelUtility
{
    public static DungeonModel dungeonModel {
        get {
            return ModelCenter.Instance.GetModel<DungeonModel>();
        }
    }
    public static VipModel vipModel {
        get {
            return ModelCenter.Instance.GetModel<VipModel>();
        }
    }
}
Lua/LuaModelUtility.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 10b5a3c7eda80df4eafde3d6f8dab159
timeCreated: 1540180766
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
System/Achievement/AchievementModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class AchievementModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class AchievementModel : Model, IBeforePlayerDataInitialize
    {
        public event Action<int> achievementProgressUpdateEvent;
        public event Action<int> achievementCompletedEvent;
System/Activity/ActivityModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class ActivityModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class ActivityModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    {
        HeavenBattleModel battleModel { get { return ModelCenter.Instance.GetModel<HeavenBattleModel>(); } }
        FairyModel fairyModel { get { return ModelCenter.Instance.GetModel<FairyModel>(); } }
System/BetterItemGet/BetterEquipGetModel.cs
@@ -10,7 +10,8 @@
namespace Snxxz.UI
{
    public class BetterEquipGetModel : Model, IBeforePlayerDataInitialize, ISwitchAccount
    [XLua.LuaCallCSharp]
    public class BetterEquipGetModel : Model, IBeforePlayerDataInitialize, ISwitchAccount
    {
        PlayerPackModel playerPack { get { return ModelCenter.Instance.GetModel<PlayerPackModel>(); } }
        PackModelInterface modelInterface { get { return ModelCenter.Instance.GetModel<PackModelInterface>(); } }
System/BetterItemGet/ItemUseModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class ItemUseModel : Model, IBeforePlayerDataInitialize, ISwitchAccount
    [XLua.LuaCallCSharp]
    public class ItemUseModel : Model, IBeforePlayerDataInitialize, ISwitchAccount
    {
        Dictionary<string, UseItem> itemStack = new Dictionary<string, UseItem>();
        List<string> itemGuids = new List<string>();
System/BetterItemGet/PreciousItemGetModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class PreciousItemGetModel : Model, IBeforePlayerDataInitialize,ISwitchAccount,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class PreciousItemGetModel : Model, IBeforePlayerDataInitialize,ISwitchAccount,IPlayerLoginOk
    {
        Dictionary<string, PreciousItem> itemStack = new Dictionary<string, PreciousItem>();
        List<string> itemGuids = new List<string>();
System/BetterItemGet/RealmBetterEquipModel .cs
@@ -10,7 +10,8 @@
namespace Snxxz.UI
{
    public class RealmBetterEquipModel : Model, IBeforePlayerDataInitialize, ISwitchAccount,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RealmBetterEquipModel : Model, IBeforePlayerDataInitialize, ISwitchAccount,IPlayerLoginOk
    {
        PlayerPackModel playerPack { get { return ModelCenter.Instance.GetModel<PlayerPackModel>(); } }
        PackModelInterface modelInterface { get { return ModelCenter.Instance.GetModel<PackModelInterface>(); } }
System/BlastFurnace/BlastFurnaceModel.cs
@@ -7,6 +7,7 @@
using UnityEngine;
using LitJson;
[XLua.LuaCallCSharp]
public class BlastFurnaceModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
{
    public BlastFurnaceFuncTitle funcTitle = BlastFurnaceFuncTitle.MakeDan;
@@ -14,10 +15,8 @@
    public Action<AlchemySpecConfig> RefreshAddSpecMatEvent;
    private TreasureModel _model;
    public TreasureModel sTreasureModel
    {
        get
        {
    public TreasureModel sTreasureModel {
        get {
            return _model ?? (_model = ModelCenter.Instance.GetModel<TreasureModel>());
        }
    }
@@ -36,8 +35,7 @@
    public event Action blastFurnacePromoteUpdate;
    PlayerPackModel _playerPack;
    PlayerPackModel playerPack
    {
    PlayerPackModel playerPack {
        get { return _playerPack ?? (_playerPack = ModelCenter.Instance.GetModel<PlayerPackModel>()); }
    }
    ItemTipsModel tipsModel { get { return ModelCenter.Instance.GetModel<ItemTipsModel>(); } }
@@ -68,7 +66,7 @@
        alchemyModellist = Config.Instance.GetAllValues<AlchemyConfig>();
        FuncConfigConfig alchemyRedPoint = Config.Instance.Get<FuncConfigConfig>("AlchemyRedPoint");
        int.TryParse(alchemyRedPoint.Numerical1,out makeDrugRedLv);
        int.TryParse(alchemyRedPoint.Numerical1, out makeDrugRedLv);
        SetDandrugRedPointlist();
        GlobalTimeEvent.Instance.secondEvent += SecondUpdate;
    }
@@ -101,7 +99,7 @@
    public void OnAfterPlayerDataInitialize()
    {
    }
    private void RefreshFuncOpenState(int funcId)
@@ -146,14 +144,14 @@
    }
    public bool isMakeDan { get; set; }
    public bool isFirstGet { get; private set;}
    public bool isFirstGet { get; private set; }
    private void SecondUpdate()
    {
        if (makerItemID == 0) return;
        if(isMakeDan)
        if (isMakeDan)
        {
            if(!WindowCenter.Instance.IsOpen<MakerDrugSuccessWin>())
            if (!WindowCenter.Instance.IsOpen<MakerDrugSuccessWin>())
            {
                WindowCenter.Instance.Open<MakerDrugSuccessWin>();
            }
@@ -192,10 +190,10 @@
        _stoveExp = (int)data.StoveExp;
        makerItemID = (int)data.ItemID;
        CheckMakerDandrugCondition();
        if(!isFirstGet)
        if (!isFirstGet)
        {
            isMakeDan = true;
            if(preStoveLv < data.StoveLV)
            if (preStoveLv < data.StoveLV)
            {
                preStoveLv = data.StoveLV;
                StoveIsUpGrade = true;
@@ -275,11 +273,11 @@
    /// <summary>
    /// 得到炼丹和铸炼的结果
    /// </summary>
    public event Action<MakeType,int> RefreshMakeItemAnswerAct;
    public event Action<MakeType, int> RefreshMakeItemAnswerAct;
    public void GetMakerResult(H0721_tagMakeItemAnswer answer)
    {
        DebugEx.Log("GetMakerResult" + answer.Result);
        switch((MakeType)answer.MakeType)
        switch ((MakeType)answer.MakeType)
        {
            case MakeType.Def_mitRefine:
                if (answer.Result == 1)
@@ -317,15 +315,15 @@
                }
                break;
        }
        if(RefreshMakeItemAnswerAct != null)
        if (RefreshMakeItemAnswerAct != null)
        {
            RefreshMakeItemAnswerAct((MakeType)answer.MakeType,answer.Result);
            RefreshMakeItemAnswerAct((MakeType)answer.MakeType, answer.Result);
        }
    }
    #region 丹药筛选
    public List<int> sortDruglist = new List<int>();
    public void SetSortDruglist(int lv,bool isAdd,int sumNum)
    public void SetSortDruglist(int lv, bool isAdd, int sumNum)
    {
        if (lv != 0)
        {
@@ -335,10 +333,10 @@
                {
                    sortDruglist.Add(lv);
                }
                if(sortDruglist.Count >= sumNum - 1)
                if (sortDruglist.Count >= sumNum - 1)
                {
                    if(!sortDruglist.Contains(0))
                    if (!sortDruglist.Contains(0))
                    {
                        sortDruglist.Add(0);
                    }
@@ -351,7 +349,7 @@
                    sortDruglist.Remove(lv);
                }
                if(sortDruglist.Contains(0))
                if (sortDruglist.Contains(0))
                {
                    sortDruglist.Remove(0);
                }
@@ -360,7 +358,7 @@
        else
        {
            sortDruglist.Clear();
            if(isAdd)
            if (isAdd)
            {
                sortDruglist.Add(lv);
            }
@@ -457,17 +455,17 @@
        {
            for (int i = 0; i < jsonData.Count; i++)
            {
                if(jsonData[i].IsArray)
                if (jsonData[i].IsArray)
                {
                    int itemId = int.Parse(jsonData[i][0].ToString());
                    if (jsonData[i].Count > 1)
                    {
                        int effectId = int.Parse(jsonData[i][1].ToString());
                        PreviewItemDict.Add(itemId,effectId);
                        PreviewItemDict.Add(itemId, effectId);
                    }
                    else
                    {
                        PreviewItemDict.Add(itemId,0);
                        PreviewItemDict.Add(itemId, 0);
                    }
                }
            }
@@ -478,7 +476,7 @@
    public int GetEffectIdByItemId(int itemId)
    {
        int effectId = 0;
        PreviewItemDict.TryGetValue(itemId,out effectId);
        PreviewItemDict.TryGetValue(itemId, out effectId);
        return effectId;
    }
@@ -794,7 +792,7 @@
    private void RefreshItemUsce(int id)
    {
        if(playerPack.CheckIsDrugById(id))
        if (playerPack.CheckIsDrugById(id))
        {
            CheckMakerDandrugCondition();
            CheckRecycleStoreRed();
@@ -818,22 +816,22 @@
            blastFurnacePromoteUpdate();
        }
    }
    public bool IsMakeDrugWin { get;set; }
    public void CheckMakeDrugRedPoint(bool isLogin = false,bool isClick = false)
    public bool IsMakeDrugWin { get; set; }
    public void CheckMakeDrugRedPoint(bool isLogin = false, bool isClick = false)
    {
        bool isCheckRed = false;
        if(!isClick)
        if (!isClick)
        {
            if(PlayerDatas.Instance.baseData.LV <= makeDrugRedLv)
            if (PlayerDatas.Instance.baseData.LV <= makeDrugRedLv)
            {
                isCheckRed = true;
            }
            else if(PlayerDatas.Instance.baseData.LV > makeDrugRedLv && !isLogin && !IsMakeDrugWin)
            else if (PlayerDatas.Instance.baseData.LV > makeDrugRedLv && !isLogin && !IsMakeDrugWin)
            {
                isCheckRed = true;
            }
            if(isCheckRed)
            if (isCheckRed)
            {
                List<AttrFruitConfig> list = playerPack.makeDruglist;
                if (list != null)
@@ -857,7 +855,7 @@
        }
        else
        {
            if(PlayerDatas.Instance.baseData.LV > makeDrugRedLv)
            if (PlayerDatas.Instance.baseData.LV > makeDrugRedLv)
            {
                MakeDrugRedpoint.state = RedPointState.None;
            }
@@ -923,7 +921,7 @@
        {
            if (StoveLV >= alchemyModellist[i].BlastFurnaceLV)
            {
                if(!CheckNormalAlchemyIsReachMaxUse(alchemyModellist[i]))
                if (!CheckNormalAlchemyIsReachMaxUse(alchemyModellist[i]))
                {
                    if (IsNormalMatEnough(alchemyModellist[i]) && !IsHaveReachFull(alchemyModellist[i]))
                    {
@@ -941,9 +939,9 @@
        if (alchemyConfig == null) return true;
        Dictionary<int, List<int>> specDrugDict = null;
        IsSpecMatEnough(alchemyConfig,out specDrugDict);
        IsSpecMatEnough(alchemyConfig, out specDrugDict);
        foreach(var key in specDrugDict.Keys)
        foreach (var key in specDrugDict.Keys)
        {
            List<int> idlist = specDrugDict[key];
            for (int i = 0; i < idlist.Count; i++)
@@ -955,7 +953,7 @@
                    if (!petmodel._DicPetBack.ContainsKey(petInfo.ID))
                    {
                        return false;
                    }
                    }
                }
                if (tipsModel.unlockMountDict.ContainsKey(idlist[i]))
@@ -992,7 +990,7 @@
        return isEnough;
    }
    public bool IsSpecMatEnough(AlchemyConfig alchemyConfig,out Dictionary<int,List<int>> specDurgDict)
    public bool IsSpecMatEnough(AlchemyConfig alchemyConfig, out Dictionary<int, List<int>> specDurgDict)
    {
        specDurgDict = new Dictionary<int, List<int>>();
        if (alchemyConfig == null) return false;
@@ -1008,7 +1006,7 @@
            {
                isEnough = true;
                List<int> specIdlist = GetPreviewSpecMakeDruglist(specConfig).Keys.ToList();
                specDurgDict.Add(specConfig.SpecialMaterialD,specIdlist);
                specDurgDict.Add(specConfig.SpecialMaterialD, specIdlist);
            }
        }
        return isEnough;
@@ -1035,12 +1033,12 @@
    {
        if (alchemyConfig == null) return false;
        List<int> previewlist = GetPreviewMakeDruglist(alchemyConfig).Keys.ToList();
        for(int i = 0; i < previewlist.Count; i++)
        for (int i = 0; i < previewlist.Count; i++)
        {
            if(playerPack.CheckIsDrugById(previewlist[i]))
            if (playerPack.CheckIsDrugById(previewlist[i]))
            {
                AttrFruitConfig fruitConfig = Config.Instance.Get<AttrFruitConfig>(previewlist[i]);
                if(!playerPack.IsReachMaxUseDrug(fruitConfig))
                if (!playerPack.IsReachMaxUseDrug(fruitConfig))
                {
                    return false;
                }
@@ -1054,12 +1052,12 @@
        if (alchemyConfig == null) return false;
        List<int> previewlist = GetPreviewMakeDruglist(alchemyConfig).Keys.ToList();
        for(int i = 0; i < previewlist.Count; i++)
        for (int i = 0; i < previewlist.Count; i++)
        {
            if(playerPack.CheckIsDrugById(previewlist[i]))
            if (playerPack.CheckIsDrugById(previewlist[i]))
            {
                AttrFruitConfig fruitConfig = Config.Instance.Get<AttrFruitConfig>(previewlist[i]);
                if(!playerPack.IsReachMaxUseDrug(fruitConfig))
                if (!playerPack.IsReachMaxUseDrug(fruitConfig))
                {
                    return false;
                }
@@ -1087,7 +1085,7 @@
    {
        if (!FuncOpen.Instance.IsFuncOpen((int)FuncOpenEnum.BlastFurnace)) return;
        if(IsRecycleDanDrug())
        if (IsRecycleDanDrug())
        {
            recycleBtnRedpoint.state = RedPointState.Simple;
        }
@@ -1100,7 +1098,7 @@
    public bool IsRecycleDanDrug()
    {
        List<ItemModel> itemModels = GetRecycleDanlist();
        if(itemModels != null && itemModels.Count > 0)
        if (itemModels != null && itemModels.Count > 0)
        {
            return true;
        }
@@ -1125,7 +1123,7 @@
    public void PlayRecycleGuid()
    {
        if (IsRecycleDanDrug()
        if (IsRecycleDanDrug()
            && !NewBieCenter.Instance.completeGuidesBuf.Contains(93)
            && !StoveIsUpGrade)
        {
@@ -1140,38 +1138,38 @@
    /// 回收丹药
    /// </summary>
    /// <param name="itemId"></param>
    public void RecycleDrug(int itemId,int exp)
    public void RecycleDrug(int itemId, int exp)
    {
        ItemConfig itemConfig = Config.Instance.Get<ItemConfig>(itemId);
        if (isOpenPrompting)
        {
            int recycleNum = playerPack.GetItemCountByID(PackType.rptItem,itemId);
            ConfirmCancel.IconConfirmCancel(Language.Get("Mail101"), Language.Get("BlastFurnace114",recycleNum ,UIHelper.GetTextColorByItemColor(itemConfig.ItemColor, itemConfig.ItemName),exp*recycleNum), itemConfig.ID,
             playerPack.GetItemCountByID(PackType.rptItem, itemConfig.ID), 0,"", Language.Get("ConfirmCancel102"), (bool isOk, bool isToggle) =>
             {
                 if (isOk)
                 {
                     int noBindNum = 0;
                     List<int> indexs = null;
                     List<int> nums = null;
                     if(CheckIsNoBindDrug(itemId,out noBindNum,out indexs,out nums))
                     {
                         ConfirmCancel.ShowPopConfirm(Language.Get("Mail101"),Language.Get("BlastFurnace115",noBindNum, UIHelper.GetTextColorByItemColor(itemConfig.ItemColor, itemConfig.ItemName)),
                             (bool isRecycle)=>
                             {
                                 if(isRecycle)
                                 {
                                     SendRecycleDrugQuest(indexs,nums);
                                 }
                             });
                     }
                     else
                     {
                         SendRecycleDrugQuest(indexs, nums);
                     }
                 }
                 isOpenPrompting = !isToggle;
             });
            int recycleNum = playerPack.GetItemCountByID(PackType.rptItem, itemId);
            ConfirmCancel.IconConfirmCancel(Language.Get("Mail101"), Language.Get("BlastFurnace114", recycleNum, UIHelper.GetTextColorByItemColor(itemConfig.ItemColor, itemConfig.ItemName), exp * recycleNum), itemConfig.ID,
             playerPack.GetItemCountByID(PackType.rptItem, itemConfig.ID), 0, "", Language.Get("ConfirmCancel102"), (bool isOk, bool isToggle) =>
              {
                  if (isOk)
                  {
                      int noBindNum = 0;
                      List<int> indexs = null;
                      List<int> nums = null;
                      if (CheckIsNoBindDrug(itemId, out noBindNum, out indexs, out nums))
                      {
                          ConfirmCancel.ShowPopConfirm(Language.Get("Mail101"), Language.Get("BlastFurnace115", noBindNum, UIHelper.GetTextColorByItemColor(itemConfig.ItemColor, itemConfig.ItemName)),
                              (bool isRecycle) =>
                              {
                                  if (isRecycle)
                                  {
                                      SendRecycleDrugQuest(indexs, nums);
                                  }
                              });
                      }
                      else
                      {
                          SendRecycleDrugQuest(indexs, nums);
                      }
                  }
                  isOpenPrompting = !isToggle;
              });
        }
        else
        {
@@ -1197,17 +1195,17 @@
    }
    private bool CheckIsNoBindDrug(int itemId,out int nobindNums,out List<int> indexs,out List<int> nums)
    private bool CheckIsNoBindDrug(int itemId, out int nobindNums, out List<int> indexs, out List<int> nums)
    {
        indexs = new List<int>();
        nums = new List<int>();
        nobindNums = 0;
       SinglePackModel singlePack = playerPack.GetSinglePackModel(PackType.rptItem);
       if (singlePack == null) return false;
        SinglePackModel singlePack = playerPack.GetSinglePackModel(PackType.rptItem);
        if (singlePack == null) return false;
        List<ItemModel> items;
        singlePack.GetItemCountByID(itemId,out items);
        for(int i = 0; i < items.Count; i++)
        singlePack.GetItemCountByID(itemId, out items);
        for (int i = 0; i < items.Count; i++)
        {
            indexs.Add(items[i].itemInfo.ItemPlace);
            nums.Add(items[i].itemInfo.ItemCount);
@@ -1216,7 +1214,7 @@
                nobindNums += items[i].itemInfo.ItemCount;
            }
        }
        if(nobindNums > 0)
        if (nobindNums > 0)
        {
            return true;
        }
@@ -1252,7 +1250,7 @@
    }
    Dictionary<string, List<ItemModel>> lookRecycleDict = new Dictionary<string, List<ItemModel>>();
    public Dictionary<string,List<ItemModel>> GetLookRecycleDanlist()
    public Dictionary<string, List<ItemModel>> GetLookRecycleDanlist()
    {
        lookRecycleDict.Clear();
        recycleStrlist.Clear();
@@ -1261,15 +1259,15 @@
        itemModels.Sort(CompareByDanBindAndLv);
        for(int i = 0; i < itemModels.Count; i++)
        for (int i = 0; i < itemModels.Count; i++)
        {
            string key = StringUtility.Contact(itemModels[i].itemId,"IsBind",itemModels[i].itemInfo.IsBind);
            if(!lookRecycleDict.ContainsKey(key))
            string key = StringUtility.Contact(itemModels[i].itemId, "IsBind", itemModels[i].itemInfo.IsBind);
            if (!lookRecycleDict.ContainsKey(key))
            {
                List<ItemModel> modellist = new List<ItemModel>();
                modellist.Add(itemModels[i]);
                lookRecycleDict.Add(key,modellist);
                if(itemModels[i].itemInfo.IsBind == 1)
                lookRecycleDict.Add(key, modellist);
                if (itemModels[i].itemInfo.IsBind == 1)
                {
                    AddSelectRecycleDan(itemModels[i]);
                }
@@ -1283,7 +1281,7 @@
        return lookRecycleDict;
    }
    private int CompareByDanBindAndLv(ItemModel start,ItemModel end)
    private int CompareByDanBindAndLv(ItemModel start, ItemModel end)
    {
        bool isBindStart = start.itemInfo.IsBind == 1 ? true : false;
        bool isBindEnd = end.itemInfo.IsBind == 1 ? true : false;
@@ -1302,12 +1300,12 @@
    public void AddSelectRecycleDan(ItemModel itemModel)
    {
        string key = StringUtility.Contact(itemModel.itemId, "IsBind", itemModel.itemInfo.IsBind);
        if(!recycleStrlist.Contains(key))
        if (!recycleStrlist.Contains(key))
        {
            recycleStrlist.Add(key);
        }
        if(RefreshSelectRecycleAct != null)
        if (RefreshSelectRecycleAct != null)
        {
            RefreshSelectRecycleAct();
        }
@@ -1330,12 +1328,12 @@
    public int GetRecycleMoney()
    {
        int money = 0;
        foreach(var key in lookRecycleDict.Keys)
        foreach (var key in lookRecycleDict.Keys)
        {
            if(recycleStrlist.Contains(key))
            if (recycleStrlist.Contains(key))
            {
                List<ItemModel> itemModels = lookRecycleDict[key];
                for(int i = 0; i < itemModels.Count; i++)
                for (int i = 0; i < itemModels.Count; i++)
                {
                    AttrFruitConfig fruitConfig = Config.Instance.Get<AttrFruitConfig>(itemModels[i].itemId);
                    money = money + fruitConfig.RecycleExp * itemModels[i].itemInfo.ItemCount;
@@ -1347,7 +1345,7 @@
    public void SetSelectRecycleDan()
    {
        if(recycleStrlist.Count < 1)
        if (recycleStrlist.Count < 1)
        {
            SysNotifyMgr.Instance.ShowTip("AlchemyRecycling");
            return;
@@ -1360,26 +1358,26 @@
        for (int i = 0; i < recycleStrlist.Count; i++)
        {
            List<ItemModel> modellist = null;
            lookRecycleDict.TryGetValue(recycleStrlist[i],out modellist);
            if(modellist != null)
            lookRecycleDict.TryGetValue(recycleStrlist[i], out modellist);
            if (modellist != null)
            {
                for(int j = 0; j < modellist.Count; j++)
                for (int j = 0; j < modellist.Count; j++)
                {
                    sumCnt += modellist[j].itemInfo.ItemCount;
                    if(modellist[j].itemInfo.IsBind == 0)
                    if (modellist[j].itemInfo.IsBind == 0)
                    {
                        unBindCnt += modellist[j].itemInfo.ItemCount;
                    }
                    if(playerPack.CheckIsDrugById(modellist[j].itemId))
                    if (playerPack.CheckIsDrugById(modellist[j].itemId))
                    {
                        AttrFruitConfig fruitConfig = Config.Instance.Get<AttrFruitConfig>(modellist[j].itemId);
                        getMoney = getMoney + fruitConfig.RecycleExp * modellist[j].itemInfo.ItemCount;
                    }
                    if(!recycleDanDict.ContainsKey(modellist[j].itemInfo.ItemPlace))
                    if (!recycleDanDict.ContainsKey(modellist[j].itemInfo.ItemPlace))
                    {
                        recycleDanDict.Add(modellist[j].itemInfo.ItemPlace,modellist[j].itemInfo.ItemCount);
                        recycleDanDict.Add(modellist[j].itemInfo.ItemPlace, modellist[j].itemInfo.ItemCount);
                    }
                    else
                    {
@@ -1437,7 +1435,7 @@
    }
    public void SendRecycleDrugQuest(List<int> indexs,List<int> nums)
    public void SendRecycleDrugQuest(List<int> indexs, List<int> nums)
    {
        CA32A_tagCMRecycleAttrFruit recycleAttrFruit = new CA32A_tagCMRecycleAttrFruit();
        recycleAttrFruit.IndexCount = (byte)indexs.Count;
System/BlastFurnace/GetItemPathModel.cs
@@ -4,7 +4,8 @@
using System.Collections.Generic;
using UnityEngine;
public class GetItemPathModel : Model
[XLua.LuaCallCSharp]
    public class GetItemPathModel : Model
{
    public ItemConfig chinItemModel { get; private set; }
    public int isBind { get; private set;}
System/BlastFurnace/PrayForDurgModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class PrayForDurgModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class PrayForDurgModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        BlastFurnaceModel blastModel { get { return ModelCenter.Instance.GetModel<BlastFurnaceModel>(); } }
        PlayerPackModel playerPack { get { return ModelCenter.Instance.GetModel<PlayerPackModel>(); } }
System/BossReborn/BossRebornModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class BossRebornModel : Model, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class BossRebornModel : Model, IOpenServerActivity
    {
        int m_BossRebornIntegral = 0;
        public int bossRebornIntegral {
System/Chat/ChatCenter.cs
@@ -7,6 +7,7 @@
using UnityEngine;
namespace Snxxz.UI
{
    [XLua.LuaCallCSharp]
    public class ChatCenter : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, ISwitchAccount
    {
        RealmModel realmModel { get { return ModelCenter.Instance.GetModel<RealmModel>(); } }
@@ -929,10 +930,8 @@
            }
        }
        public bool IsChatBanned
        {
            get
            {
        public bool IsChatBanned {
            get {
                var value = PlayerDatas.Instance.extersion.forbidenTalk;
                var serverBanned = value == 1;
                return serverBanned;
System/Compose/New/ComposeWinModel.cs
@@ -6,7 +6,8 @@
using TableConfig;
using LitJson;
public class ComposeWinModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class ComposeWinModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
{
    private Dictionary<int, Dictionary<int, List<ItemCompoundConfig>>> firstTypeDict = null;
    private Dictionary<int, List<ItemCompoundConfig>> secondTypeDict = null;
System/Compose/New/SelectEquipModel.cs
@@ -5,7 +5,8 @@
using TableConfig;
using UnityEngine;
public class SelectEquipModel : Model
[XLua.LuaCallCSharp]
    public class SelectEquipModel : Model
{
    ComposeWinModel _composeWinModel;
    ComposeWinModel composeWinModel
System/DailyQuest/DailyQuestModel.cs
@@ -11,7 +11,8 @@
namespace Snxxz.UI
{
    public class DailyQuestModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IMapInitOk
    [XLua.LuaCallCSharp]
    public class DailyQuestModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IMapInitOk
    {
        const int DAILYQUEST_REDPOINTID = 78000;
System/DailyQuest/ResourcesBackModel.cs
@@ -66,7 +66,8 @@
        item,
        sp,
    }
    public class ResourcesBackModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class ResourcesBackModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public Dictionary<int, ResourcesBackClass> ResourcesBackDic = new Dictionary<int, ResourcesBackClass>();
System/Dogz/DogzModel.cs
@@ -6,7 +6,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class DogzModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class DogzModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        PlayerPackModel playerPack { get { return ModelCenter.Instance.GetModel<PlayerPackModel>(); } }
        GodBeastModel beastModel { get { return ModelCenter.Instance.GetModel<GodBeastModel>(); } }
System/Dogz/DogzPackModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class DogzPackModel : Model
    [XLua.LuaCallCSharp]
    public class DogzPackModel : Model
    {
        PlayerPackModel m_PlayerPackModel
        {
System/DogzDungeon/DogzDungeonModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class DogzDungeonModel : Model, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class DogzDungeonModel : Model, IPlayerLoginOk
    {
        public const int DOGZDUNGEON_REDPOINT = 77002;
System/Dungeon/DungeonLiquidModel.cs
@@ -4,7 +4,8 @@
using TableConfig;
namespace Snxxz.UI
{
    public class DungeonLiquidModel : Model
    [XLua.LuaCallCSharp]
    public class DungeonLiquidModel : Model
    {
        public Dictionary<int, Dictionary<int, StoreConfig>> liquidStoreDict = new Dictionary<int, Dictionary<int, StoreConfig>>();
        public List<ItemModel> liquidItemList = new List<ItemModel>();
System/Dungeon/DungeonModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class DungeonModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class DungeonModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize
    {
        Dictionary<int, Dictionary<int, int>> dungeonMap = new Dictionary<int, Dictionary<int, int>>();//mapid,lineId,DungeonId;
        Dictionary<int, Dictionary<int, int>> dungeonHintMap = new Dictionary<int, Dictionary<int, int>>();
System/Dungeon/TrialDungeonModel.cs
@@ -6,7 +6,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class TrialDungeonModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TrialDungeonModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        Dictionary<int, List<TrialExchangeConfig>> trialTokenExchangeDict = new Dictionary<int, List<TrialExchangeConfig>>();
        Dictionary<int, int> lineToTokenClassDict;
System/FairyAu/FairyBossModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class FairyBossModel : Model
    [XLua.LuaCallCSharp]
    public class FairyBossModel : Model
    {
        public override void Init()
        {
System/FairyAu/FairyGrabBossModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class FairyGrabBossModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class FairyGrabBossModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        public List<int> bosses { get; private set; }
        Dictionary<int, List<Item>> dropItemDict = new Dictionary<int, List<Item>>();
System/FairyAu/FairyLeagueModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class FairyLeagueModel : Model, IAfterPlayerDataInitialize, IBeforePlayerDataInitialize, IPlayerLoginOk,IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class FairyLeagueModel : Model, IAfterPlayerDataInitialize, IBeforePlayerDataInitialize, IPlayerLoginOk,IOpenServerActivity
    {
        public event Action OnRefreshFairyLeagueEvent;
System/FairyAu/FairyModel.cs
@@ -6,7 +6,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class FairyModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class FairyModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        DungeonModel dungeonModel { get { return ModelCenter.Instance.GetModel<DungeonModel>(); } }
        public override void Init()
System/FairyAu/KingFairyModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class KingFairyModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class KingFairyModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public override void Init()
        {
System/FairyAu/UnionTaskModel.cs
@@ -3,7 +3,8 @@
using System.Collections.Generic;
using TableConfig;
public class UnionTaskModel : Model,IBeforePlayerDataInitialize
[XLua.LuaCallCSharp]
    public class UnionTaskModel : Model,IBeforePlayerDataInitialize
{
    private FuncConfigConfig _tagFuncModel;
    public Action RefreshLivenScoreEvent;
System/FairylandCeremony/FairylandCeremonyModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class FairylandCeremonyModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class FairylandCeremonyModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        public ReceiveState receiveState { get; private set; }
        Dictionary<CeremonyType, Dictionary<int, List<int>>> typeLvDict = new Dictionary<CeremonyType, Dictionary<int, List<int>>>();
System/FindPrecious/BossHomeModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class BossHomeModel : Model, IMapInitOk
    [XLua.LuaCallCSharp]
    public class BossHomeModel : Model, IMapInitOk
    {
        public const int BOSSHOME_MAPID = 31020;
        public const int BOSSHOME_REDPOINT = 76002;
System/FindPrecious/DemonJarModel.cs
@@ -11,7 +11,8 @@
namespace Snxxz.UI
{
    public class DemonJarModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, ISwitchAccount, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class DemonJarModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, ISwitchAccount, IPlayerLoginOk
    {
        public const int TOTALTIME_LIMIT = 5;
System/FindPrecious/ElderGodAreaModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class ElderGodAreaModel : Model, IMapInitOk
    [XLua.LuaCallCSharp]
    public class ElderGodAreaModel : Model, IMapInitOk
    {
        public const int ELDERGODAREA_MAPID = 31150;
System/FindPrecious/FindPreciousModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class FindPreciousModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IMapInitOk, ISwitchAccount
    [XLua.LuaCallCSharp]
    public class FindPreciousModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IMapInitOk, ISwitchAccount
    {
        public const int PREPOSE_SECONDS = 300;
        public const int FINDPRECIOUS_REDPOINTID = 76000;
System/FindPrecious/PersonalBossModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class PersonalBossModel : Model, IMapInitOk
    [XLua.LuaCallCSharp]
    public class PersonalBossModel : Model, IMapInitOk
    {
        public const int PERSONALBOSS_MAPID = 31240;
        public const int PERSONAL_REDPOINTID = 76003;
System/FindPrecious/WorldBossModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class WorldBossModel : Model
    [XLua.LuaCallCSharp]
    public class WorldBossModel : Model
    {
        public const int WORLDBOSS_REDPOINT = 76001;
System/FriendSystem/New/FriendsModel.cs
@@ -36,7 +36,8 @@
    None,
}
public class FriendsModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize
[XLua.LuaCallCSharp]
    public class FriendsModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize
{
    TeamModel _teamModel;
    public TeamModel TeamModel
System/GMCommand/GMCmdModel.cs
@@ -4,7 +4,8 @@
using System.Text;
using System;
public class GMCmdModel : Model
[XLua.LuaCallCSharp]
    public class GMCmdModel : Model
{
    public const string Record_CmdKey = "Record_CmdKey";
    private List<string> recordCmdlist = new List<string>();
System/Guard/GuardModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class GuardModel : Model, IAfterPlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class GuardModel : Model, IAfterPlayerDataInitialize, IPlayerLoginOk
    {
        List<int> fairyLandGuardItems = new List<int>();
System/HappyXB/HappyXBModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class HappyXBModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class HappyXBModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        private Dictionary<string, XBGetItemConfig> xbGetItemDict = new Dictionary<string, XBGetItemConfig>();
        private Dictionary<int, List<XBGetItemConfig>> xbTypeItemDict = new Dictionary<int, List<XBGetItemConfig>>();
System/HeavenBattle/HeavenBattleModel.cs
@@ -7,7 +7,8 @@
using System.Collections;
using System.Linq;
public class HeavenBattleModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class HeavenBattleModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
{
    public const int HEAVEBATTLE_MAPID = 31010;
    public const int HEAVEBATTLE_TargetID = 38;
System/KnapSack/Logic/BoxGetItemModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class BoxGetItemModel : Model,IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class BoxGetItemModel : Model,IBeforePlayerDataInitialize
    {
        public string guid { get; private set; }
        public int itemId { get; private set;}
System/KnapSack/Logic/ItemOverdueModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class ItemOverdueModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk, ISwitchAccount
    [XLua.LuaCallCSharp]
    public class ItemOverdueModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk, ISwitchAccount
    {
        private List<ItemModel> overdueGuardPushlist = new List<ItemModel>();
        private Dictionary<int, List<int>> itemOverdueDict;
System/KnapSack/Logic/ItemTipsModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class ItemTipsModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class ItemTipsModel : Model, IBeforePlayerDataInitialize
    {
        FuncConfigConfig exhaustedFunc;
System/KnapSack/Logic/PackModelInterface.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class PackModelInterface : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
   [XLua.LuaCallCSharp]
     public class PackModelInterface : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        private ItemConfig tagChinModel;
        private FuncConfigConfig _equipGSFormula;
System/KnapSack/Logic/PlayerPackModels.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class PlayerPackModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class PlayerPackModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        public Dictionary<int, int> DrugToDungeonDict { get; private set; }   //key 丹药ID,value副本ID
System/KnapSack/Logic/TreasureEffectModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class TreasureEffectModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TreasureEffectModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        public List<int> treasureAddAtklist { get; private set; }
        public List<string> treasureIdlist { get; private set; }
System/Login/LoginModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class LoginModel : Model
    [XLua.LuaCallCSharp]
    public class LoginModel : Model
    {
        public const uint DwVersionNo = 153518004;
        public readonly static string USER_ACCOUNT = Application.dataPath + "UserAccount";
System/LoginAd/LoginAdModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class LoginAdModel : Model, IPlayerLoginOk,IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class LoginAdModel : Model, IPlayerLoginOk,IBeforePlayerDataInitialize
    {
        FairyJadeInvestmentModel moneyInvestModel { get { return ModelCenter.Instance.GetModel<FairyJadeInvestmentModel>(); } }
        VipInvestModel vipInvestModel { get { return ModelCenter.Instance.GetModel<VipInvestModel>(); } }
System/MainInterfacePanel/CapacityDelayModel.cs
@@ -10,7 +10,8 @@
using TableConfig;
using System.Collections.Generic;
//用于获得法宝技能的战斗力延迟
public class CapacityDelayModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class CapacityDelayModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    TreasureModel m_treasureModel;
    TreasureModel treasureModel { get { return m_treasureModel ?? (m_treasureModel = ModelCenter.Instance.GetModel<TreasureModel>()); } }
System/MainInterfacePanel/CoinTaskTipModel.cs
@@ -10,7 +10,8 @@
using Snxxz.UI;
using System;
public class CoinTaskTipModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class CoinTaskTipModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    public bool IsPopup = false;//赏金
System/MainInterfacePanel/FeatureNoticeModel.cs
@@ -11,7 +11,8 @@
using Snxxz.UI;
//功能预告红点
public class FeatureNoticeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class FeatureNoticeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    public List<FunctionForecastConfig> FunctionList = new List<FunctionForecastConfig>();
    private const int Redpoint_key1 = 38;
System/MainInterfacePanel/OffLineOnHookModel.cs
@@ -24,7 +24,8 @@
    }
    public class OffLineOnHookModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class OffLineOnHookModel : Model, IBeforePlayerDataInitialize
    {
        public MCTJGInfoClass mCTJGInfoClass = new MCTJGInfoClass();
       public  Dictionary<int, int> DicItem = new Dictionary<int, int>();
System/MainInterfacePanel/PKModel.cs
@@ -12,7 +12,8 @@
namespace Snxxz.UI {
    
  
    public class PKModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class PKModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize
    {
        PlayerBuffDatas m_BuffModel;
        PlayerBuffDatas Buffmodel
System/MainInterfacePanel/StoryMissionsModel.cs
@@ -20,7 +20,8 @@
        public int TaskID;
        public int TaskType;//(0,未完成,1,正在进行中)
    }
    public class StoryMissionsModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class StoryMissionsModel : Model, IBeforePlayerDataInitialize
    {
        public Dictionary<int, int> StoryMissionsDic = new Dictionary<int, int>();//(value,0未完成,1完成)
        public Dictionary<int, List<TaskListConfig>> TaskCfgDict = new Dictionary<int, List<TaskListConfig>>();
System/Message/GMNotify.cs
@@ -4,7 +4,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class GMNotify : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
   [XLua.LuaCallCSharp]
     public class GMNotify : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public override void Init()
System/OffLineTime/OffLineTimeLackModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class OffLineTimeLackModel : Model, ISwitchAccount, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class OffLineTimeLackModel : Model, ISwitchAccount, IPlayerLoginOk
    {
        public bool hasRemindOffLineTimeLack { get; set; }
System/OpenServerActivity/FlashRushToBuyModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class FlashRushToBuyModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk,IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class FlashRushToBuyModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk,IOpenServerActivity
    {
        StoreModel storeModel { get { return ModelCenter.Instance.GetModel<StoreModel>(); } }
        HeavenBattleModel battleModel { get { return ModelCenter.Instance.GetModel<HeavenBattleModel>(); } }
System/OpenServerActivity/FlashSaleModel.cs
@@ -4,7 +4,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class FlashSaleModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class FlashSaleModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    {
        StoreModel storeModel { get { return ModelCenter.Instance.GetModel<StoreModel>(); } }
        public override void Init()
System/OpenServerActivity/ImpactRankModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class ImpactRankModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class ImpactRankModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        public override void Init()
        {
System/OpenServerActivity/InSevenDayModel.cs
@@ -16,7 +16,8 @@
    public int Money;//奖励价值
}
public class InSevenDayModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class InSevenDayModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    public static event Action AwardMessageUpdate;
System/OpenServerActivity/MonthlyInvestmentModel.cs
@@ -17,7 +17,8 @@
        public int NeedLv;//需要等级
        public MonthlyInvestmentModel.MonthlyInvestmentItem monthlyInvestmentItem;//奖励
    }
    public class MonthlyInvestmentModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class MonthlyInvestmentModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public Dictionary<int, MonthlyInvestmentClass> MonthlyInvestmentDic = new Dictionary<int, MonthlyInvestmentClass>();
        public Dictionary<int, int> InfoSeriors = new Dictionary<int, int>();//奖励领取信息
System/OpenServerActivity/OSGiftModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class OSGiftModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class OSGiftModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    {
        public override void Init()
        {
System/OpenServerActivity/OSRedEnvelopeModel.cs
@@ -5,7 +5,8 @@
using TableConfig;
namespace Snxxz.UI
{
    public class OSRedEnvelopeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class OSRedEnvelopeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        AchievementModel m_AchievementModel;
        AchievementModel achieveModel
System/OpenServerActivity/OpenServerActivityNotifyModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class OpenServerActivityNotifyModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class OpenServerActivityNotifyModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    {
      
        public override void Init()
System/OpenServerActivity/RedEnvelopeModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class RedEnvelopeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RedEnvelopeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        PlayerRedPacketDatas redPackdata { get { return ModelCenter.Instance.GetModel<PlayerRedPacketDatas>(); } }
        OSRedEnvelopeModel envelopeModel { get { return ModelCenter.Instance.GetModel<OSRedEnvelopeModel>(); } }
System/OpenServerActivity/WishingPoolModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class WishingPoolModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class WishingPoolModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        public event Action<int> UpdateWishingDataEvent;
        public event Action<int> UpdatePoolDataEvent;
System/Pet/RidingAndPetActivationModel.cs
@@ -12,7 +12,8 @@
namespace Snxxz.UI
{
    public class RidingAndPetActivationModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RidingAndPetActivationModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public RidingAndPetActivation RidingAndPetActivation1;
System/PlayerDead/PlayerDeadModel.cs
@@ -6,7 +6,8 @@
using System.Collections;
using System.Text;
public class PlayerDeadModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class PlayerDeadModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
{
    public int[]dungeonKillArray { get; private set; }
    public override void Init()
System/Rank/RankModel.cs
@@ -3,7 +3,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class RankModel : Model
    [XLua.LuaCallCSharp]
    public class RankModel : Model
    {
        private int m_RankType = 0;
        public int rankType {
System/Realm/RealmPracticeModel.cs
@@ -6,7 +6,8 @@
using UnityEngine;
using System.Text;
public class RealmPracticeModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class RealmPracticeModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
{
    private Dictionary<int, Dictionary<int, List<RealmPracticeConfig>>> OpenRealmPraDict = new Dictionary<int, Dictionary<int, List<RealmPracticeConfig>>>(); 
    private SuccessConfig _tagAchievementModel = null;
System/Role/MagicianModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class MagicianModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class MagicianModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        PlayerPackModel _playerPack;
        PlayerPackModel playerPack
System/Role/RoleModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class RoleModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RoleModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        FriendsModel friendsModel { get { return ModelCenter.Instance.GetModel<FriendsModel>(); } }
        public string RecordPlayerNameKey;
System/Role/TitleModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class TitleModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TitleModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        const string TITLEKEY = "Title";
System/RoleParticulars/RoleParticularModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class RoleParticularModel : Model
    [XLua.LuaCallCSharp]
    public class RoleParticularModel : Model
    {
        public override void Init()
System/RolePromote/RolePromoteModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class RolePromoteModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RolePromoteModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    {
        PlayerPackModel _playerPack;
        PlayerPackModel playerPack
System/Rune/RuneComposeModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class RuneComposeModel : Model, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RuneComposeModel : Model, IPlayerLoginOk
    {
        public override void Init()
        {
System/Rune/RuneModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class RuneModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RuneModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        RuneComposeModel m_RuneComposeModel;
        RuneComposeModel runeComposeModel {
System/RuneTower/RuneTowerModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class RuneTowerModel : Model, IMapInitOk, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class RuneTowerModel : Model, IMapInitOk, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public const int RUNETOWER_MAPID = 31130;
System/Skill/SkillModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class SkillModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class SkillModel : Model, IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        public override void Init()
        {
System/Skill/TalentModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class TalentModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class TalentModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    {
        Dictionary<int, TalentSkill> talentSkills = new Dictionary<int, TalentSkill>();
        Dictionary<int, TalentTree> talentTreeDict = new Dictionary<int, TalentTree>();
System/Store/StoreModel.cs
@@ -28,7 +28,8 @@
    }
}
public class StoreModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class StoreModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
{
    public int[] normalBuyCoinsTypes { get; private set; }
    public string UNIONSTORESAVE_KEY { get; private set; }
System/Strengthening/EquipSuit/PlayerSuitModel.cs
@@ -14,7 +14,8 @@
        HighSuit = 2, //强化套装
    }
    public class PlayerSuitModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class PlayerSuitModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    {
        public List<int> suitPartlist { get; private set; }
        private Dictionary<int, Dictionary<int, int>> suitMaxLvDict = new Dictionary<int, Dictionary<int, int>>();
System/Strengthening/EquipWashModel.cs
@@ -38,7 +38,8 @@
    public WashProValue[] proValuelist = null;        // 属性列表,索引0的代表属性1,依次递增
}
public class EquipWashModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class EquipWashModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
{
    public delegate void OnRefreshWashModel();
System/Strengthening/GemModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class GemModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class GemModel : Model, IBeforePlayerDataInitialize
    {
        PlayerPackModel _playerPack;
        PlayerPackModel playerPack
System/Strengthening/GodBeastModel.cs
@@ -11,7 +11,8 @@
using UnityEngine;
// 关于神兽强化
public class GodBeastModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class GodBeastModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    public Dictionary<int, int> Absorption_Dic = new Dictionary<int, int>();//获取选择的物品
    public event Action AbsorbEvent;
System/Strengthening/HowToPlayModel.cs
@@ -1,6 +1,7 @@
using Snxxz.UI;
public class HowToPlayModel : Model
[XLua.LuaCallCSharp]
    public class HowToPlayModel : Model
{
    public override void Init()
    {
System/Strengthening/WashProModel.cs
@@ -3,7 +3,8 @@
using System.Collections.Generic;
using TableConfig;
public class WashProModel : Model
[XLua.LuaCallCSharp]
    public class WashProModel : Model
{
    EquipWashModel _equipWashModel;
    public EquipWashModel equipWashModel
System/Strengthening/WingsRedDot.cs
@@ -13,7 +13,8 @@
namespace Snxxz.UI
{
    public class WingsRedDot : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
   [XLua.LuaCallCSharp]
     public class WingsRedDot : Model, IPlayerLoginOk, IBeforePlayerDataInitialize
    {
        private const int Redpoint_key = 10603;
        public Redpoint redPointStre = new Redpoint(MainRedDot.RedPoint_key1, Redpoint_key);
System/SystemSetting/ActivitiesPushMgr.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class ActivitiesPushMgr : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
   [XLua.LuaCallCSharp]
     public class ActivitiesPushMgr : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        public const int WholePeopleRankStart = 2091000; //全民冲榜开始
        public const int WholePeopleRankEnd = 20910000; //全民冲榜截止
System/SystemSetting/SetPrivateModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class SetPrivateModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class SetPrivateModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    {
        DailyQuestModel dailyModel { get { return ModelCenter.Instance.GetModel<DailyQuestModel>(); } }
        VipModel vipModel { get { return ModelCenter.Instance.GetModel<VipModel>(); } }
System/TaiChi/TaiChiModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
using System.Collections.Generic;
public class TaiChiModel : Model,IBeforePlayerDataInitialize
[XLua.LuaCallCSharp]
    public class TaiChiModel : Model,IBeforePlayerDataInitialize
{
    //日常活动
    DailyQuestModel _dailyQuestModel;
System/Team/TeamModel.cs
@@ -7,7 +7,8 @@
namespace Snxxz.UI
{
    public class TeamModel : Model, IAfterPlayerDataInitialize, ISwitchAccount, IPlayerLoginOk, IMapInitOk
    [XLua.LuaCallCSharp]
    public class TeamModel : Model, IAfterPlayerDataInitialize, ISwitchAccount, IPlayerLoginOk, IMapInitOk
    {
        public const int NONE_MISSION = 0;
        public const int CURRENTMAP_MISSION = 1;
System/Treasure/TreasureModel.cs
@@ -12,7 +12,8 @@
namespace Snxxz.UI
{
    public class TreasureModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TreasureModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk
    {
        public const int TREASURE_DATAMAPID = 41110;
        public const int TREASURE_MAPID = 41110;
System/Treasure/TreasureSoulModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class TreasureSoulModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TreasureSoulModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public const int TREASURE_SOUL_ID = 115;
        Redpoint treasureSoulRedpoint = new Redpoint(1, TREASURE_SOUL_ID);
System/TreasureFindHost/TreasureFindHostModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class TreasureFindHostModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class TreasureFindHostModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        private Dictionary<int, List<FindTreasureInfo>> findTreasureDict = new Dictionary<int, List<FindTreasureInfo>>();
        PlayerPackModel playerPack { get { return ModelCenter.Instance.GetModel<PlayerPackModel>(); } }
System/Vip/FairyJadeInvestmentModel.cs
@@ -16,7 +16,8 @@
    public int NeedLv;//需要等级
    public MonthlyInvestmentModel.MonthlyInvestmentItem FairyJadeInvestmentItem;//奖励
}
public class FairyJadeInvestmentModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
[XLua.LuaCallCSharp]
    public class FairyJadeInvestmentModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
{
    public Dictionary<int, FairyJadeInvestmentClass> FairyJadeInvestmentDic = new Dictionary<int, FairyJadeInvestmentClass>();//等级
    public Dictionary<int, int> InfoSeriors = new Dictionary<int, int>();//奖励领取信息//key为索引,Value(0,未领,其他值未领的钱数)
System/Vip/FirstTimeRechargeModel.cs
@@ -12,7 +12,8 @@
namespace Snxxz.UI
{
    public class FirstTimeRechargeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class FirstTimeRechargeModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public bool IsOk = false;
System/Vip/LimitedTimePackageModel.cs
@@ -10,7 +10,8 @@
using TableConfig;
using UnityEngine;
public class LimitedTimePackageItemClassModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
[XLua.LuaCallCSharp]
    public class LimitedTimePackageItemClassModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
{
    public Dictionary<int, int> DicBuyPackage = new Dictionary<int, int>();
    public event Action UpdateLimitedTimePackageItem;
System/Vip/NeedForWhiteModel.cs
@@ -25,7 +25,8 @@
    public DateTime dateTime;
}
public class NeedForWhiteModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
[XLua.LuaCallCSharp]
    public class NeedForWhiteModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
{
    public Dictionary<int, NeedForWhiteClass> NeedForWhiteDic = new Dictionary<int, NeedForWhiteClass>();
    public Dictionary<int, BuySateClass> BuySate = new Dictionary<int, BuySateClass>();//领奖信息0-未购买,1-已领取,其他time值-购买时间
System/Vip/OSTimeLimitGiftModel.cs
@@ -5,7 +5,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class OSTimeLimitGiftModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class OSTimeLimitGiftModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    {
        Dictionary<int, List<StoreConfig>> m_OSTimeLimitGifts = new Dictionary<int, List<StoreConfig>>();
System/Vip/VipInvest/VipInvestModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class VipInvestModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class VipInvestModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        private Dictionary<string, Dictionary<string, List<InvestReward>>> vipInvestDict = new Dictionary<string, Dictionary<string, List<InvestReward>>>();
        private Dictionary<int, List<InvestConfig>> investCycleDict = new Dictionary<int, List<InvestConfig>>(); //每周期数据
System/Vip/VipInvest/WheelOfFortuneModel.cs
@@ -12,7 +12,8 @@
namespace Snxxz.UI
{
    public class WheelOfFortuneModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class WheelOfFortuneModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public class AngleClass
        {
System/Vip/VipModel.cs
@@ -8,7 +8,8 @@
namespace Snxxz.UI
{
    public class VipModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class VipModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        private Dictionary<int, VipGiftData> vipGiftDics = new Dictionary<int, VipGiftData>();
        private Dictionary<int, int> vipExpDic = null;
System/Welfare/AwardExchangeModel.cs
@@ -5,7 +5,8 @@
namespace Snxxz.UI
{
    public class AwardExchangeModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class AwardExchangeModel : Model,IBeforePlayerDataInitialize,IAfterPlayerDataInitialize,IPlayerLoginOk
    {
        public MailItemModel[] getItems { get; private set; }
System/Welfare/ConsumeRebateModel.cs
@@ -4,7 +4,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class ConsumeRebateModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class ConsumeRebateModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    {
        public event Action consumeRebateUpdateEvent;
        public event Action<int> onStateUpate;
System/Welfare/LevelGiftModel.cs
@@ -6,7 +6,8 @@
namespace Snxxz.UI
{
    public class LevelGiftModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    [XLua.LuaCallCSharp]
    public class LevelGiftModel : Model,IBeforePlayerDataInitialize,IPlayerLoginOk
    {
        public override void Init()
        {
System/Welfare/MultipleExpModel.cs
@@ -4,7 +4,8 @@
using UnityEngine;
namespace Snxxz.UI
{
    public class MultipleExpModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class MultipleExpModel : Model, IPlayerLoginOk, IBeforePlayerDataInitialize, IOpenServerActivity
    {
        private bool showTip = false;
        private bool todayRemind = false;
System/Welfare/MultipleRealmPointModel.cs
@@ -3,7 +3,8 @@
namespace Snxxz.UI
{
    public class MultipleRealmPointModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    [XLua.LuaCallCSharp]
    public class MultipleRealmPointModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IOpenServerActivity
    {
        public Redpoint multipleRed = new Redpoint(MainRedDot.REDPOINT_OPENSERVER, 20908);
        public string LocalRecord_Key;
System/Welfare/PrayerModel.cs
@@ -9,7 +9,8 @@
namespace Snxxz.UI
{
    public class PrayerModel : Model
    [XLua.LuaCallCSharp]
    public class PrayerModel : Model
    {
        public event Action OnCoinPrayerEvent;
        public event Action OnExpPrayerEvent;
System/Welfare/SignInModel.cs
@@ -5,7 +5,8 @@
using TableConfig;
namespace Snxxz.UI
{
    public class SignInModel : Model, IBeforePlayerDataInitialize
    [XLua.LuaCallCSharp]
    public class SignInModel : Model, IBeforePlayerDataInitialize
    {
        private void OnFuncStateChangeEvent(int func)
        {
System/WorldMap/MapModel.cs
@@ -11,7 +11,8 @@
namespace Snxxz.UI
{
    public class MapModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IMapInitOk
    [XLua.LuaCallCSharp]
    public class MapModel : Model, IBeforePlayerDataInitialize, IAfterPlayerDataInitialize, IPlayerLoginOk, IMapInitOk
    {
        Dictionary<int, WorldMapArea> worldMapAreas = new Dictionary<int, WorldMapArea>();
        Dictionary<int, bool> worldMapUnLockStates = new Dictionary<int, bool>();