```
feat(fight): 实现精灵切换时的出战和下场触发机制 - 新增SwitchOut接口方法用于精灵下场时触发 - 重命名Switch为SwitchIn用于精灵出战时触发 - 在战斗流程中添加精灵下场时的广播调用 - 修改EffectDefeatTrigger等效果的切换逻辑 refactor(effects): 优化战斗效果的切换处理逻辑 - 修改Effect147和Effect148的触发条件判断逻辑 -
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@@ -20,7 +20,7 @@ type MineralCollectionConfig struct {
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DailyCollectCount uint32 `gorm:"column:daily_collect_count;not null;comment:每日可采集次数" json:"daily_collect_count"`
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// ItemID 物品编号(对应道具系统ID)
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ItemID []uint32 `gorm:"column:item_id; not null;index:idx_mineral_collection_config_item_id;comment:物品编号(对应道具系统ID)" json:"item_id"`
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ItemIDS []uint32 `gorm:"column:item_ids;type:jsonb;index:idx_mineral_collection_config_item_id;comment:物品编号(对应道具系统ID)" json:"item_ids"`
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// ItemMinCount 单次采集最小产出数量
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// ItemMinCount uint32 `gorm:"column:item_min_count;not null;comment:单次采集最小产出数量" json:"item_min_count"`
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// // ItemMaxCount 单次采集最大产出数量
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@@ -2,7 +2,7 @@ package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/config/model"
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)
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type BossService struct {
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@@ -2,7 +2,7 @@ package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"blazing/modules/config/model"
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)
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type MELEEService struct {
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@@ -16,9 +16,9 @@ func NewMELEEService() *MELEEService {
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},
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}
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}
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func (s *MELEEService) Def() []model.MeleeConfig {
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func (s *MELEEService) Def() []model.PetBaseConfig {
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var pets []model.MeleeConfig
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var pets []model.PetBaseConfig
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m := cool.DBM(s.Model)
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m.OrderRandom().Limit(3).Scan(&pets)
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