命名规范 协议接口定义
This commit is contained in:
parent
b7e83a6371
commit
41989713a7
@ -11,6 +11,10 @@ type Api_Comp struct {
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module *Hero
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module *Hero
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}
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}
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const ( //消息回复的头名称
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StrengthenUplv = "strengthenherolv"
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)
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//组件初始化接口
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//组件初始化接口
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func (this *Api_Comp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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func (this *Api_Comp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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this.MComp_GateComp.Init(service, module, comp, options)
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this.MComp_GateComp.Init(service, module, comp, options)
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23
modules/hero/api_hero.go
Normal file
23
modules/hero/api_hero.go
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@ -0,0 +1,23 @@
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package hero
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import (
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"go_dreamfactory/comm"
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"go_dreamfactory/pb"
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)
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//参数校验
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func (this *Api_Comp) Hero_Check(session comm.IUserSession, req *pb.Hero_StrengthenUplv_Req) (result map[string]interface{}, code comm.ErrorCode) {
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return
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}
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/// 英雄升级
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func (this *Api_Comp) HeroLv(session comm.IUserSession, agrs map[string]interface{}, req *pb.Hero_StrengthenUplv_Req) (code pb.ErrorCode) {
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defer func() {
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if code == pb.ErrorCode_Success {
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session.SendMsg(string(this.module.GetType()), StrengthenUplv, &pb.Hero_StrengthenUplv_Resp{})
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}
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}()
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return
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}
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@ -24,7 +24,7 @@ type DB_Comp struct {
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func (this *DB_Comp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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func (this *DB_Comp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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this.Model_Comp.Init(service, module, comp, options)
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this.Model_Comp.Init(service, module, comp, options)
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this.TableName = "mail"
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//创建uid索引
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//创建uid索引
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this.DB.CreateIndex(core.SqlTable(DB_MailTable), mongo.IndexModel{
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this.DB.CreateIndex(core.SqlTable(DB_MailTable), mongo.IndexModel{
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Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}},
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Keys: bsonx.Doc{{Key: "uid", Value: bsonx.Int32(1)}},
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124
pb/hero_db.pb.go
124
pb/hero_db.pb.go
@ -20,6 +20,61 @@ const (
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_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)
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_ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20)
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)
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)
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type PropertyType int32
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const (
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PropertyType_Hp PropertyType = 0 //血量
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PropertyType_Atk PropertyType = 1 //攻击
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PropertyType_Def PropertyType = 2 //防御
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PropertyType_Speed PropertyType = 3 //速度
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PropertyType_Crit PropertyType = 4 //暴击
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)
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// Enum value maps for PropertyType.
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var (
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PropertyType_name = map[int32]string{
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0: "Hp",
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1: "Atk",
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2: "Def",
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3: "Speed",
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4: "Crit",
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}
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PropertyType_value = map[string]int32{
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"Hp": 0,
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"Atk": 1,
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"Def": 2,
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"Speed": 3,
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"Crit": 4,
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}
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)
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func (x PropertyType) Enum() *PropertyType {
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p := new(PropertyType)
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*p = x
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return p
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}
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func (x PropertyType) String() string {
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return protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x))
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}
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func (PropertyType) Descriptor() protoreflect.EnumDescriptor {
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return file_hero_hero_db_proto_enumTypes[0].Descriptor()
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}
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func (PropertyType) Type() protoreflect.EnumType {
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return &file_hero_hero_db_proto_enumTypes[0]
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}
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func (x PropertyType) Number() protoreflect.EnumNumber {
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return protoreflect.EnumNumber(x)
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}
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// Deprecated: Use PropertyType.Descriptor instead.
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func (PropertyType) EnumDescriptor() ([]byte, []int) {
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return file_hero_hero_db_proto_rawDescGZIP(), []int{0}
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}
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type SkillData struct {
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type SkillData struct {
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state protoimpl.MessageState
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state protoimpl.MessageState
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sizeCache protoimpl.SizeCache
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sizeCache protoimpl.SizeCache
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@ -82,25 +137,25 @@ type DB_HeroData struct {
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Id string `protobuf:"bytes,1,opt,name=id,proto3" json:"id" bson:"_id"` //ID
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Id string `protobuf:"bytes,1,opt,name=id,proto3" json:"id" bson:"_id"` //ID
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Uid string `protobuf:"bytes,2,opt,name=uid,proto3" json:"uid"`
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Uid string `protobuf:"bytes,2,opt,name=uid,proto3" json:"uid"`
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HeroID int32 `protobuf:"varint,3,opt,name=heroID,proto3" json:"heroID"` // 英雄的配置表ID
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HeroID int32 `protobuf:"varint,3,opt,name=heroID,proto3" json:"heroID" bson:"heroID"` // 英雄的配置表ID
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Star int32 `protobuf:"varint,4,opt,name=star,proto3" json:"star"` // 英雄星级
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Star int32 `protobuf:"varint,4,opt,name=star,proto3" json:"star"` // 英雄星级
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Lv int32 `protobuf:"varint,5,opt,name=lv,proto3" json:"lv"` // 英雄等级
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Lv int32 `protobuf:"varint,5,opt,name=lv,proto3" json:"lv"` // 英雄等级
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Exp int32 `protobuf:"varint,6,opt,name=exp,proto3" json:"exp"` // 英雄经验
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Exp int32 `protobuf:"varint,6,opt,name=exp,proto3" json:"exp"` // 英雄经验
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JuexingLv int32 `protobuf:"varint,7,opt,name=juexingLv,proto3" json:"juexingLv"` // 觉醒等级
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JuexingLv int32 `protobuf:"varint,7,opt,name=juexingLv,proto3" json:"juexingLv" bson:"juexingLv"` //觉醒等级
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CaptainSkill int32 `protobuf:"varint,8,opt,name=captainSkill,proto3" json:"captainSkill"` // 队长技能
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CaptainSkill int32 `protobuf:"varint,8,opt,name=captainSkill,proto3" json:"captainSkill" bson:"captainSkill"` //队长技能
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NormalSkill []*SkillData `protobuf:"bytes,9,rep,name=normalSkill,proto3" json:"normalSkill"` // 普通技能
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NormalSkill []*SkillData `protobuf:"bytes,9,rep,name=normalSkill,proto3" json:"normalSkill" bson:"normalSkill"` //普通技能
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Property map[int32]int32 `protobuf:"bytes,10,rep,name=property,proto3" json:"property" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 属性相关
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Property map[int32]int32 `protobuf:"bytes,10,rep,name=property,proto3" json:"property" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 属性相关
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AddProperty map[int32]int32 `protobuf:"bytes,11,rep,name=addProperty,proto3" json:"addProperty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 附加属性相关
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AddProperty map[int32]int32 `protobuf:"bytes,11,rep,name=addProperty,proto3" json:"addProperty" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3" bson:"addProperty"` //附加属性相关
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Formation int32 `protobuf:"varint,12,opt,name=formation,proto3" json:"formation"` // 阵型类型
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Formation int32 `protobuf:"varint,12,opt,name=formation,proto3" json:"formation"` // 阵型类型
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CardType int32 `protobuf:"varint,13,opt,name=cardType,proto3" json:"cardType"` // 卡片类型(升星卡、经验卡、技能升级卡)
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CardType int32 `protobuf:"varint,13,opt,name=cardType,proto3" json:"cardType" bson:"cardType"` //卡片类型(升星卡、经验卡、技能升级卡)
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CurSkin int32 `protobuf:"varint,14,opt,name=curSkin,proto3" json:"curSkin"` // 当前装备的皮肤ID
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CurSkin int32 `protobuf:"varint,14,opt,name=curSkin,proto3" json:"curSkin" bson:"curSkin"` //当前装备的皮肤ID
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Skins []int32 `protobuf:"varint,15,rep,packed,name=skins,proto3" json:"skins"` // 所有皮肤ID
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Skins []int32 `protobuf:"varint,15,rep,packed,name=skins,proto3" json:"skins"` // 所有皮肤ID
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Block bool `protobuf:"varint,16,opt,name=block,proto3" json:"block"` // 锁定
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Block bool `protobuf:"varint,16,opt,name=block,proto3" json:"block"` // 锁定
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EquipID []string `protobuf:"bytes,17,rep,name=equipID,proto3" json:"equipID"` // 装备 objID
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EquipID []string `protobuf:"bytes,17,rep,name=equipID,proto3" json:"equipID" bson:"equipID"` //装备 objID
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ResonateNum int32 `protobuf:"varint,18,opt,name=resonateNum,proto3" json:"resonateNum"` // 共鸣次数
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ResonateNum int32 `protobuf:"varint,18,opt,name=resonateNum,proto3" json:"resonateNum" bson:"resonateNum"` //共鸣次数
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DistributionResonate int32 `protobuf:"varint,19,opt,name=distributionResonate,proto3" json:"distributionResonate"` // 分配的共鸣能量
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DistributionResonate int32 `protobuf:"varint,19,opt,name=distributionResonate,proto3" json:"distributionResonate" bson:"distributionResonate"` //分配的共鸣能量
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Energy map[int32]int32 `protobuf:"bytes,20,rep,name=energy,proto3" json:"energy" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 能量分配到哪里
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Energy map[int32]int32 `protobuf:"bytes,20,rep,name=energy,proto3" json:"energy" protobuf_key:"varint,1,opt,name=key,proto3" protobuf_val:"varint,2,opt,name=value,proto3"` // 能量分配到哪里
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Count int32 `protobuf:"varint,21,opt,name=count,proto3" json:"count"` // 数量
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Count int32 `protobuf:"varint,21,opt,name=count,proto3" json:"count"` // 数量
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}
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}
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func (x *DB_HeroData) Reset() {
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func (x *DB_HeroData) Reset() {
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@ -343,8 +398,12 @@ var file_hero_hero_db_proto_rawDesc = []byte{
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0x02, 0x38, 0x01, 0x1a, 0x39, 0x0a, 0x0b, 0x45, 0x6e, 0x65, 0x72, 0x67, 0x79, 0x45, 0x6e, 0x74,
|
0x02, 0x38, 0x01, 0x1a, 0x39, 0x0a, 0x0b, 0x45, 0x6e, 0x65, 0x72, 0x67, 0x79, 0x45, 0x6e, 0x74,
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0x72, 0x79, 0x12, 0x10, 0x0a, 0x03, 0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52,
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0x72, 0x79, 0x12, 0x10, 0x0a, 0x03, 0x6b, 0x65, 0x79, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52,
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0x03, 0x6b, 0x65, 0x79, 0x12, 0x14, 0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20,
|
0x03, 0x6b, 0x65, 0x79, 0x12, 0x14, 0x0a, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x18, 0x02, 0x20,
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0x01, 0x28, 0x05, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, 0x38, 0x01, 0x42, 0x06,
|
0x01, 0x28, 0x05, 0x52, 0x05, 0x76, 0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, 0x38, 0x01, 0x2a, 0x3d,
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0x5a, 0x04, 0x2e, 0x3b, 0x70, 0x62, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
0x0a, 0x0c, 0x50, 0x72, 0x6f, 0x70, 0x65, 0x72, 0x74, 0x79, 0x54, 0x79, 0x70, 0x65, 0x12, 0x06,
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|
0x0a, 0x02, 0x48, 0x70, 0x10, 0x00, 0x12, 0x07, 0x0a, 0x03, 0x41, 0x74, 0x6b, 0x10, 0x01, 0x12,
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0x07, 0x0a, 0x03, 0x44, 0x65, 0x66, 0x10, 0x02, 0x12, 0x09, 0x0a, 0x05, 0x53, 0x70, 0x65, 0x65,
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0x64, 0x10, 0x03, 0x12, 0x08, 0x0a, 0x04, 0x43, 0x72, 0x69, 0x74, 0x10, 0x04, 0x42, 0x06, 0x5a,
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0x04, 0x2e, 0x3b, 0x70, 0x62, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
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}
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}
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var (
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var (
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@ -359,19 +418,21 @@ func file_hero_hero_db_proto_rawDescGZIP() []byte {
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return file_hero_hero_db_proto_rawDescData
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return file_hero_hero_db_proto_rawDescData
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}
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}
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var file_hero_hero_db_proto_enumTypes = make([]protoimpl.EnumInfo, 1)
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var file_hero_hero_db_proto_msgTypes = make([]protoimpl.MessageInfo, 5)
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var file_hero_hero_db_proto_msgTypes = make([]protoimpl.MessageInfo, 5)
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var file_hero_hero_db_proto_goTypes = []interface{}{
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var file_hero_hero_db_proto_goTypes = []interface{}{
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(*SkillData)(nil), // 0: SkillData
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(PropertyType)(0), // 0: PropertyType
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(*DB_HeroData)(nil), // 1: DB_HeroData
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(*SkillData)(nil), // 1: SkillData
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nil, // 2: DB_HeroData.PropertyEntry
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(*DB_HeroData)(nil), // 2: DB_HeroData
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nil, // 3: DB_HeroData.AddPropertyEntry
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nil, // 3: DB_HeroData.PropertyEntry
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nil, // 4: DB_HeroData.EnergyEntry
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nil, // 4: DB_HeroData.AddPropertyEntry
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nil, // 5: DB_HeroData.EnergyEntry
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}
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}
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var file_hero_hero_db_proto_depIdxs = []int32{
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var file_hero_hero_db_proto_depIdxs = []int32{
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0, // 0: DB_HeroData.normalSkill:type_name -> SkillData
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1, // 0: DB_HeroData.normalSkill:type_name -> SkillData
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2, // 1: DB_HeroData.property:type_name -> DB_HeroData.PropertyEntry
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3, // 1: DB_HeroData.property:type_name -> DB_HeroData.PropertyEntry
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3, // 2: DB_HeroData.addProperty:type_name -> DB_HeroData.AddPropertyEntry
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4, // 2: DB_HeroData.addProperty:type_name -> DB_HeroData.AddPropertyEntry
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4, // 3: DB_HeroData.energy:type_name -> DB_HeroData.EnergyEntry
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5, // 3: DB_HeroData.energy:type_name -> DB_HeroData.EnergyEntry
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4, // [4:4] is the sub-list for method output_type
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4, // [4:4] is the sub-list for method output_type
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4, // [4:4] is the sub-list for method input_type
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4, // [4:4] is the sub-list for method input_type
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4, // [4:4] is the sub-list for extension type_name
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4, // [4:4] is the sub-list for extension type_name
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@ -415,13 +476,14 @@ func file_hero_hero_db_proto_init() {
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File: protoimpl.DescBuilder{
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File: protoimpl.DescBuilder{
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GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
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GoPackagePath: reflect.TypeOf(x{}).PkgPath(),
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RawDescriptor: file_hero_hero_db_proto_rawDesc,
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RawDescriptor: file_hero_hero_db_proto_rawDesc,
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NumEnums: 0,
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NumEnums: 1,
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NumMessages: 5,
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NumMessages: 5,
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NumExtensions: 0,
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NumExtensions: 0,
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NumServices: 0,
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NumServices: 0,
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},
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},
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GoTypes: file_hero_hero_db_proto_goTypes,
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GoTypes: file_hero_hero_db_proto_goTypes,
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DependencyIndexes: file_hero_hero_db_proto_depIdxs,
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DependencyIndexes: file_hero_hero_db_proto_depIdxs,
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EnumInfos: file_hero_hero_db_proto_enumTypes,
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MessageInfos: file_hero_hero_db_proto_msgTypes,
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MessageInfos: file_hero_hero_db_proto_msgTypes,
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}.Build()
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}.Build()
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File_hero_hero_db_proto = out.File
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File_hero_hero_db_proto = out.File
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@ -1,38 +1,38 @@
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syntax = "proto3";
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syntax = "proto3";
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option go_package = ".;pb";
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option go_package = ".;pb";
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// enum PropertyType{
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enum PropertyType{
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// Hp = 0; //血量
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Hp = 0; //血量
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// Atk = 1; //攻击
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Atk = 1; //攻击
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// Def = 2; //防御
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Def = 2; //防御
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// Speed = 3; //速度
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Speed = 3; //速度
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// Crit = 4; //暴击
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Crit = 4; //暴击
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// }
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}
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message SkillData{
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message SkillData{
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int32 skillID = 1;
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int32 skillID = 1;
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int32 skillLv = 2;
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int32 skillLv = 2;
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}
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}
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message DB_HeroData {
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message DB_HeroData {
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string id = 1; //@go_tags(`bson:"_id"`) ID
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string id = 1; //@go_tags(`bson:"_id"`) ID
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string uid = 2;
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string uid = 2;
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int32 heroID = 3; // 英雄的配置表ID
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int32 heroID = 3; //@go_tags(`bson:"heroID"`) 英雄的配置表ID
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int32 star = 4; // 英雄星级
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int32 star = 4; // 英雄星级
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int32 lv = 5; // 英雄等级
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int32 lv = 5; // 英雄等级
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||||||
int32 exp = 6; // 英雄经验
|
int32 exp = 6; // 英雄经验
|
||||||
int32 juexingLv = 7; // 觉醒等级
|
int32 juexingLv = 7; //@go_tags(`bson:"juexingLv"`) 觉醒等级
|
||||||
int32 captainSkill = 8; // 队长技能
|
int32 captainSkill = 8; //@go_tags(`bson:"captainSkill"`) 队长技能
|
||||||
repeated SkillData normalSkill = 9; // 普通技能
|
repeated SkillData normalSkill= 9; //@go_tags(`bson:"normalSkill"`) 普通技能
|
||||||
map<int32, int32> property = 10; // 属性相关
|
map<int32, int32> property = 10; // 属性相关
|
||||||
map<int32, int32> addProperty = 11; // 附加属性相关
|
map<int32, int32> addProperty = 11; //@go_tags(`bson:"addProperty"`) 附加属性相关
|
||||||
int32 formation = 12; // 阵型类型
|
int32 formation = 12; // 阵型类型
|
||||||
int32 cardType = 13; // 卡片类型(升星卡、经验卡、技能升级卡)
|
int32 cardType = 13; //@go_tags(`bson:"cardType"`) 卡片类型(升星卡、经验卡、技能升级卡)
|
||||||
int32 curSkin = 14; // 当前装备的皮肤ID
|
int32 curSkin = 14; //@go_tags(`bson:"curSkin"`) 当前装备的皮肤ID
|
||||||
repeated int32 skins = 15; // 所有皮肤ID
|
repeated int32 skins = 15; // 所有皮肤ID
|
||||||
bool block = 16;// 锁定
|
bool block = 16; // 锁定
|
||||||
repeated string equipID = 17; // 装备 objID
|
repeated string equipID = 17; //@go_tags(`bson:"equipID"`) 装备 objID
|
||||||
int32 resonateNum = 18; // 共鸣次数
|
int32 resonateNum = 18; //@go_tags(`bson:"resonateNum"`) 共鸣次数
|
||||||
int32 distributionResonate = 19; // 分配的共鸣能量
|
int32 distributionResonate = 19; //@go_tags(`bson:"distributionResonate"`) 分配的共鸣能量
|
||||||
map<int32, int32> energy = 20; // 能量分配到哪里
|
map<int32, int32> energy = 20; // 能量分配到哪里
|
||||||
int32 count = 21; // 数量
|
int32 count = 21; // 数量
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user