feat(fight): 新增玩家特效配置并优化精灵特效生成逻辑
This commit is contained in:
@@ -31,10 +31,11 @@ var (
|
||||
//Monster MonsterRoot //野怪配置
|
||||
MonsterMap map[int]TMapConfig
|
||||
//Skill MovesTbl //技能配置
|
||||
SkillMap map[int]Move
|
||||
PetMAP map[int]PetInfo //宠物配置
|
||||
NatureRootMap map[int]NatureItem
|
||||
EffectMAP map[int]NewSeIdx
|
||||
SkillMap map[int]Move
|
||||
PetMAP map[int]PetInfo //宠物配置
|
||||
NatureRootMap map[int]NatureItem
|
||||
EffectMAP map[int]NewSeIdx
|
||||
PlayerEffectMAP map[int]NewSeIdx
|
||||
)
|
||||
|
||||
func initfile() {
|
||||
@@ -81,10 +82,15 @@ func initfile() {
|
||||
|
||||
EffectMAP[gconv.Int(v.Idx)] = v
|
||||
}
|
||||
// EffectMAP = utils.ToMap[NewSeIdx, int](EffectMAP1.SeIdxList, func(m NewSeIdx) int {
|
||||
// return gconv.Int(m.Idx)
|
||||
PlayerEffectMAP = make(map[int]NewSeIdx)
|
||||
for _, v := range EffectMAP1.SeIdxList {
|
||||
if gconv.Int(v.Stat) == 1 && gconv.Int(v.StarLevel) == 0 {
|
||||
v.ArgsS = ParseSideEffectArgs(v.Args)
|
||||
|
||||
// })
|
||||
PlayerEffectMAP[gconv.Int(v.Idx)] = v
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user