fix(fight): 修复战斗中属性变化与暴击判定逻辑
- 调整能力提升计算时机,确保命中后再恢复原始属性 - 暴击判断前置,仅在命中时计算暴击翻倍及破防逻辑 - 优化回合结束效果清除逻辑,增加状态存活判断 refactor(controller): 重构擂台相关接口返回结构体类型 - 将 ARENA_SET_OWENR、ARENA_FIGHT_OWENR 等函数的返回值统一改为 NullOutboundInfo,并移除冗余字段返回 - 广播逻辑调整,统一使用 Broadcast
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@@ -48,3 +48,32 @@ type ChangeNONOColorOutboundInfo struct {
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Color uint32 `codec:"color"` // 前端发来的更改的颜色rgb值 (对应Java的@UInt long)
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}
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// C2SDanceAction 前端发送给后端的舞蹈动作请求结构体
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// 对应 C# 的 C2S_DANCE_ACTION
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type C2SDanceAction struct {
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Head common.TomeeHeader `cmd:"2103" struc:"[0]pad"`
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// Reserve 固定参数(值为 10001)
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Reserve uint32 `struc:"uint32,big"`
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// Type 动作类型(3 = 蹲下)
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Type uint32 `struc:"uint32,big"`
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}
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type S2CDanceAction struct {
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// UserID 玩家ID
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UserID uint32 `struc:"uint32,big"`
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// Type 动作类型(透传前端的 type,3 = 蹲下)
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Type uint32 `struc:"uint32,big"`
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}
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type C2SPEOPLE_TRANSFROM struct {
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Head common.TomeeHeader `cmd:"2111" struc:"[0]pad"`
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// Reserve 固定参数(值为 10001)
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SuitID uint32 `struc:"uint32,big"`
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}
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type S2CPEOPLE_TRANSFROM struct {
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// UserID 玩家ID
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UserID uint32 `struc:"uint32,big"`
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// Type 动作类型(透传前端的 type,3 = 蹲下)
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SuitID uint32 `struc:"uint32,big"`
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}
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