- 将 `OnHit`、`AfterHit` 等方法重命名为 `AfterSkill` 和 `Attacked`,统一触发时机命名 - 调整 `BeforeSkill` 与 `PreSkill` 的职责,明确技能前处理逻辑 - 修改 `UseSkill` 为 `CanSkill`,增强语义清晰度 - 补充精灵切换时的触发方法 `OnSwitchOut` 与 `OnOwnerSwitchIn` - 修复战斗中属性拷贝逻辑及状态持续回合计算的安全检查 - 增加捕获精灵后的日志输出,便于调试追踪 - 完善默认伤害效果节点的初始化逻辑
46 lines
1.0 KiB
Go
46 lines
1.0 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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)
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// 获取精灵信息 0是仓库,1是背包,2是放生
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func (s *UserService) PetInfo(flag int) []model.PetEX {
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var tt []model.PetEX
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err := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("in_bag", flag).Scan(&tt)
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if err != nil {
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return []model.PetEX{}
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}
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return tt
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}
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func (s *UserService) PetInfo_One_exec(cachetime uint32, t func(*model.PetEX)) {
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m := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("catch_time", cachetime)
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var tt model.PetEX
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m.Scan(&tt)
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t(&tt)
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m.Update(tt)
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}
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func (s *UserService) PetInfo_One(cachetime uint32) model.PetEX {
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m := cool.DBM(s.pet.Model).Where("player_id", s.userid).Where("catch_time", cachetime)
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var tt model.PetEX
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m.Scan(&tt)
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return tt
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}
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func (s *UserService) PetAdd(y model.PetInfo) {
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m1 := cool.DBM(s.pet.Model).Where("player_id", s.userid)
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var player model.PetEX
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player.PlayerID = s.userid
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player.Data = y
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player.CatchTime = y.CatchTime
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player.InBag = 0
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m1.Insert(player)
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}
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