商店购买打折
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@ -29,7 +29,7 @@ func (this *apiComp) Buy(session comm.IUserSession, req *pb.HeroBuyReq) (code pb
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totalCount int32 // 当前购买的总次数
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totalCount int32 // 当前购买的总次数
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update map[string]interface{}
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update map[string]interface{}
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price []int32 // 购买所需的价钱
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price []int32 // 购买所需的价钱
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totalCost float32 // 购买打折系数
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totalCost float64 // 购买打折系数
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udata *pb.DBUser
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udata *pb.DBUser
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)
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)
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update = make(map[string]interface{})
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update = make(map[string]interface{})
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@ -75,16 +75,17 @@ func (this *apiComp) Buy(session comm.IUserSession, req *pb.HeroBuyReq) (code pb
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for i := record.Onebuy; i < req.BuyCount; i++ {
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for i := record.Onebuy; i < req.BuyCount; i++ {
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if i >= int32(len(price)) {
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if i >= int32(len(price)) {
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totalCost += float32(price[len(price)-1]) / 1000
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totalCost += float64(price[len(price)-1]) / 1000
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continue
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}
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}
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totalCost += float32(price[i]) / 1000
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totalCost += float64(price[i]) / 1000
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}
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}
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need = make([]*cfg.Gameatn, len(conf.Need))
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need = make([]*cfg.Gameatn, len(conf.Need))
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for i, v := range conf.Need {
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for i, v := range conf.Need {
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need[i] = &cfg.Gameatn{
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need[i] = &cfg.Gameatn{
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A: v.A,
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A: v.A,
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T: v.T,
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T: v.T,
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N: int32(math.Ceil(float64(v.N) * float64(totalCost))),
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N: int32(math.Ceil(float64(v.N) * totalCost)),
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}
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}
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}
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}
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// 消耗
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// 消耗
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