```
feat(room): 更新房间宠物展示逻辑并优化数据结构 - 修改 `OnGetRoomPetShowInfo` 方法,使用 `pet.PetShortInfo` 替代原有的 `room.PetShowInfo` 结构体 - 引入 `github.com/jinzhu/copier` 实现结构体字段自动复制 - 调整 `SET_Pet` 接口实现逻辑以支持批量设置展示中的宠物 - 更新 `PetRoomListOutboundInfo` 中 Pets 字段类型为 `[]pet.PetShortInfo` - 将 `RoomService.Show` 方法参数由单个 uint32 改为切片 []uint32 以支持多宠物展示 - 修改数据库表名常量 `TableNameBaseHouse` 从 "base_house" 更名为 "room_house
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@@ -4,8 +4,11 @@ import (
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"blazing/common/socket/errorcode"
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"blazing/modules/blazing/model"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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"blazing/logic/service/room"
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"github.com/jinzhu/copier"
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)
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// 获取基地物品
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@@ -24,14 +27,16 @@ func (h Controller) OnFitmentUsering(data *room.FitmentUseringInboundInfo, c *pl
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// 获取基地展示精灵
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func (h Controller) OnGetRoomPetShowInfo(data *room.PetRoomListInboundInfo, c *player.Player) (result *room.PetRoomListOutboundInfo, err errorcode.ErrorCode) {
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result = &room.PetRoomListOutboundInfo{}
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result.Pets = make([]room.PetShowInfo, 0)
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result.Pets = make([]pet.PetShortInfo, 0)
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r := c.Service.Room.Get(data.TargetUserID)
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for _, v := range r.ShowPokemon {
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pet := c.Service.Pet.PetInfo_One_ohter(data.TargetUserID, v)
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if pet.Data.ID == 0 {
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pet12 := c.Service.Pet.PetInfo_One_ohter(data.TargetUserID, v)
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if pet12.Data.ID == 0 {
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continue
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}
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result.Pets = append(result.Pets, room.PetShowInfo{CatchTime: v, TypeId: pet.Data.ID})
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var pet1 pet.PetShortInfo
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copier.Copy(&pet1, &pet12.Data)
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result.Pets = append(result.Pets, pet1)
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}
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