```
feat(fight): 调整战斗逻辑与精灵切换机制 - 优化精灵切换时的效果处理,增加切换事件支持 - 修复战斗中超时逻辑和技能CD计算问题 - 增强状态效果在精灵上下场时的清理机制 - 修改伤害计算逻辑以提高准确性 - 更新战斗池初始化参数提升并发性能 此外,同步更新了宠物放生字段命名及逻辑处理方式,并调整网络通信中的限流策略。 ```
This commit is contained in:
@@ -74,7 +74,7 @@ func (h *Controller) PetRelease(
|
||||
if v.CatchTime == uint32(data.CatchTime) {
|
||||
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
|
||||
t.Data = v
|
||||
t.InBag = 0
|
||||
//t.InBag = 0
|
||||
|
||||
})
|
||||
|
||||
@@ -88,9 +88,18 @@ func (h *Controller) PetRelease(
|
||||
case 1:
|
||||
//todo 背包
|
||||
c.Service.PetInfo_One_exec(data.CatchTime, func(t *model.PetEX) {
|
||||
t.InBag = 1
|
||||
c.Info.PetList = append(c.Info.PetList, t.Data)
|
||||
result.PetInfo = t.Data
|
||||
|
||||
_, _, ok := utils.FindWithIndex(c.Info.PetList, func(item model.PetInfo) bool {
|
||||
return item.CatchTime == uint32(data.CatchTime)
|
||||
|
||||
})
|
||||
|
||||
//如果背包没找到,再放入背包
|
||||
if !ok && t.CatchTime != 0 {
|
||||
//t.InBag = 1
|
||||
c.Info.PetList = append(c.Info.PetList, t.Data)
|
||||
result.PetInfo = t.Data
|
||||
}
|
||||
|
||||
})
|
||||
|
||||
|
||||
Reference in New Issue
Block a user