```
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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@@ -5,7 +5,7 @@ import (
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)
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// 基地房型表名
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const TableNameBaseHouse = "base_house"
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const TableNameBaseHouse = "room_house"
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// NewBaseHouse 构造函数:创建基地房型实例
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func NewBaseHouse() *BaseHouse {
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@@ -46,12 +46,13 @@ func (s *RoomService) Set(id []model.FitmentShowInfo) {
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m.Save(ttt)
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}
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func (s *RoomService) Show(cactime uint32) {
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func (s *RoomService) Show(cactime []uint32) {
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//todo待测试
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var ttt model.BaseHouseEx
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m := s.GModel(s.Model)
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m.Scan(&ttt)
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ttt.ShowPokemon = append(ttt.ShowPokemon, cactime)
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ttt.ShowPokemon = cactime
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ttt.PlayerID = uint64(s.userid)
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m.Save(ttt)
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