```
feat(fight_boss): 更新BOSS战斗效果逻辑以使用新的服务接口 将原来直接访问xmlres.EffectMAP获取效果信息的方式, 替换为通过service.NewEffectService().Args方法获取EID与参数, 提高代码解耦性与可维护性。 refactor(item_buy): 调整金币商品购买时的价格计算逻辑 修复购买金币商品时价格未正确乘以100的问题, 确保消耗金币数量准确无
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@@ -17,11 +17,11 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *player.Player) (result *info
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c.Info.MapID = data.MapId //登录地图
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c.GetSpace().User.Store(c.Info.UserID, c) //添加玩家
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println("进入地图", c.Info.UserID, c.Info.MapID)
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result = info.NewOutInfo()
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c.Info.Pos = data.Point
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copier.Copy(result, c.Info)
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atomic.StoreUint32(&c.Canmon, 2)
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defer c.GetSpace().EnterMap(c)
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// go func() {
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@@ -72,7 +72,6 @@ func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *player.Play
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result = &info.ListMapPlayerOutboundInfo{
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Player: c.GetSpace().GetInfo(),
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}
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atomic.StoreUint32(&c.Canmon, 2)
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return
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}
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