diff --git a/modules/hero/api_skillUp.go b/modules/hero/api_skillUp.go index f3349e347..e2bf98d94 100644 --- a/modules/hero/api_skillUp.go +++ b/modules/hero/api_skillUp.go @@ -16,8 +16,8 @@ func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.H } var ( - tagColor int32 - costColor int32 + tagColor int32 // 目标卡品质 + costColor int32 // 消耗卡品质 ) _hero, err := this.moduleHero.GetHero(session.GetUserId(), req.HeroObjID) // 查询目标卡是否存在 if err != 0 { @@ -47,7 +47,6 @@ func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.H return } result = map[string]interface{}{ - "heroid": _hero.HeroID, "heroObj": _hero, } return @@ -56,7 +55,6 @@ func (this *apiComp) StrengthenUpSkillCheck(session comm.IUserSession, req *pb.H /// 英雄技能升级 func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, agrs map[string]interface{}, req *pb.HeroStrengthenUpSkillReq) (code pb.ErrorCode) { var ( - tagHero int32 // 操作的英雄(configid) tmpUpSkillID map[int32]*pb.SkillData // 即将要升级的技能id probability map[int32]int32 // 即将升级技能的权重 upSkillPos int32 // 升级的技能位置 @@ -65,7 +63,6 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, agrs map[strin ) tmpUpSkillID = make(map[int32]*pb.SkillData, 0) probability = make(map[int32]int32, 0) - tagHero = agrs["heroid"].(int32) _hero := agrs["heroObj"].(*pb.DBHero) if _hero == nil { code = pb.ErrorCode_HeroNoExist @@ -77,7 +74,7 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, agrs map[strin session.SendMsg(string(this.moduleHero.GetType()), StrengthenUpSkill, &pb.HeroStrengthenUpSkillResp{Hero: _hero}) } }() - log.Debugf("英雄:%d 技能升级", tagHero) + config, err := this.moduleHero.configure.GetHeroSkillUpConfig() if err != nil { return @@ -97,7 +94,7 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, agrs map[strin // 获取权重 for k, v := range tmpUpSkillID { for _, v2 := range config.GetDataList() { - if v2.Hid == tagHero && k == v2.Skillpos && v.SkillLv == v2.Skilllevel { + if v2.Hid == _hero.HeroID && k == v2.Skillpos && v.SkillLv == v2.Skilllevel { probability[k] = v2.Probability // 设置权重 } }