Merge branch 'dev' of http://git.legu.cc/liwei_3d/go_dreamfactory into dev
This commit is contained in:
commit
41b33e1e86
@ -12,7 +12,6 @@ import (
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const (
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const (
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game_equipsuit = "game_equipsuit.json" //套装技能表
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game_equipsuit = "game_equipsuit.json" //套装技能表
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game_monsterformat = "game_monsterformat.json" //整容表
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game_monsterformat = "game_monsterformat.json" //整容表
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// game_monster = "game_monster.json" //怪物表
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game_pandamasbuff = "game_pandamasbuff.json" //熊猫buff
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game_pandamasbuff = "game_pandamasbuff.json" //熊猫buff
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game_battletasktesting = "game_battletasktesting.json" //被动技能表
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game_battletasktesting = "game_battletasktesting.json" //被动技能表
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game_skillatk = "game_skillatk" //主技能表
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game_skillatk = "game_skillatk" //主技能表
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@ -20,9 +19,10 @@ const (
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game_skillbuff = "game_skillbuff" //技能buff表
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game_skillbuff = "game_skillbuff" //技能buff表
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game_skillpassive = "game_skillpassive" //被动技能表
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game_skillpassive = "game_skillpassive" //被动技能表
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game_battleready_capskill = "game_battleready_capskill.json" //队长技能激活规则
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game_battleready_capskill = "game_battleready_capskill.json" //队长技能激活规则
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game_battleready = "game_battleready.json" //管卡规则表
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)
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)
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///背包配置管理组件
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// /背包配置管理组件
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type configureComp struct {
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type configureComp struct {
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modules.MCompConfigure
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modules.MCompConfigure
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module *Battle
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module *Battle
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@ -32,7 +32,7 @@ type configureComp struct {
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skillatk map[int32]map[int32]*cfg.GameSkillAtkData //主动技能表
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skillatk map[int32]map[int32]*cfg.GameSkillAtkData //主动技能表
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}
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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 *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) {
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this.MCompConfigure.Init(service, module, comp, options)
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this.MCompConfigure.Init(service, module, comp, options)
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this.module = module.(*Battle)
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this.module = module.(*Battle)
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@ -59,29 +59,11 @@ func (this *configureComp) Init(service core.IService, module core.IModule, comp
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this.mformatlock.Unlock()
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this.mformatlock.Unlock()
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})
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})
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this.LoadConfigure(game_battleready_capskill, cfg.NewGameBattleready_capskill)
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this.LoadConfigure(game_battleready_capskill, cfg.NewGameBattleready_capskill)
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// configure.RegisterConfigure(game_skillatk, cfg.NewGameSkillAtk, func() {
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this.LoadConfigure(game_battleready, cfg.NewGameBattleReady)
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// this.skillatklock.Lock()
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// if v, err := this.GetConfigure(game_skillatk); err != nil {
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// this.module.Errorf("err:%v", err)
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// return
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// } else {
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// this.skillatk = make(map[int32]map[int32]*cfg.GameSkillAtkData)
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// for _, v := range v.(*cfg.GameSkillAtk).GetDataList() {
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// if this.skillatk[v.Id] == nil {
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// this.skillatk[v.Id] = make(map[int32]*cfg.GameSkillAtkData)
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// }
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// this.skillatk[v.Id][v.Level] = v
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// }
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// }
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// this.skillatklock.Unlock()
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// })
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// this.LoadConfigure(game_skillafteratk, cfg.NewGameSkillAfteratk)
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// this.LoadConfigure(game_skillbuff, cfg.NewGameSkillBuff)
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// this.LoadConfigure(game_skillpassive, cfg.NewGameSkillPassive)
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return
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return
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}
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}
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//查询阵容表
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// 查询阵容表
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func (this *configureComp) GetMonsterFormat(id int32) (result []*cfg.GameMonsterFormatData, err error) {
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func (this *configureComp) GetMonsterFormat(id int32) (result []*cfg.GameMonsterFormatData, err error) {
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this.mformatlock.RLock()
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this.mformatlock.RLock()
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defer this.mformatlock.RUnlock()
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defer this.mformatlock.RUnlock()
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@ -113,7 +95,7 @@ func (this *configureComp) GetMonsterFormat(id int32) (result []*cfg.GameMonster
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// return
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// return
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// }
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// }
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//获取全局buff
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// 获取全局buff
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func (this *configureComp) getPandamasBuff(id int32) (configure *cfg.GamePandamasBuffData, err error) {
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func (this *configureComp) getPandamasBuff(id int32) (configure *cfg.GamePandamasBuffData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -132,7 +114,7 @@ func (this *configureComp) getPandamasBuff(id int32) (configure *cfg.GamePandama
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return
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return
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}
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}
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//查询装备套装表
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// 查询装备套装表
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func (this *configureComp) Getequipsuit(id int32) (result *cfg.GameEquipSuitData, err error) {
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func (this *configureComp) Getequipsuit(id int32) (result *cfg.GameEquipSuitData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -149,7 +131,7 @@ func (this *configureComp) Getequipsuit(id int32) (result *cfg.GameEquipSuitData
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return
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return
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}
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}
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//查询队长技激活规则
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// 查询队长技激活规则
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func (this *configureComp) GetBattlereadyCapskill(id int32) (result *cfg.GameBattleready_capskillData, err error) {
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func (this *configureComp) GetBattlereadyCapskill(id int32) (result *cfg.GameBattleready_capskillData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -166,7 +148,7 @@ func (this *configureComp) GetBattlereadyCapskill(id int32) (result *cfg.GameBat
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return
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return
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}
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}
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///获取主动技能配置表
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// /获取主动技能配置表
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func (this *configureComp) GetSkillAtk(skillId int32, skillLv int32) (result *cfg.GameSkillAtkData, err error) {
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func (this *configureComp) GetSkillAtk(skillId int32, skillLv int32) (result *cfg.GameSkillAtkData, err error) {
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if skills, ok := this.skillatk[skillId]; ok {
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if skills, ok := this.skillatk[skillId]; ok {
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if result, ok = skills[skillLv]; ok {
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if result, ok = skills[skillLv]; ok {
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@ -178,7 +160,7 @@ func (this *configureComp) GetSkillAtk(skillId int32, skillLv int32) (result *cf
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return
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return
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}
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}
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//获取子技能配置表
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// 获取子技能配置表
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func (this *configureComp) GetSkillAfteratk(skillId int32) (result *cfg.GameSkillAfteratkData, err error) {
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func (this *configureComp) GetSkillAfteratk(skillId int32) (result *cfg.GameSkillAfteratkData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -195,7 +177,7 @@ func (this *configureComp) GetSkillAfteratk(skillId int32) (result *cfg.GameSkil
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return
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return
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}
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}
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//获取buff表
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// 获取buff表
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func (this *configureComp) GetSkillBuff(skillId int32) (result *cfg.GameSkillBuffData, err error) {
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func (this *configureComp) GetSkillBuff(skillId int32) (result *cfg.GameSkillBuffData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -212,7 +194,7 @@ func (this *configureComp) GetSkillBuff(skillId int32) (result *cfg.GameSkillBuf
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return
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return
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}
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}
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//获取被动技能表
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// 获取被动技能表
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func (this *configureComp) GetSkillPassive(skillId int32) (result *cfg.GameSkillPassiveData, err error) {
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func (this *configureComp) GetSkillPassive(skillId int32) (result *cfg.GameSkillPassiveData, err error) {
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var (
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var (
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v interface{}
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v interface{}
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@ -156,10 +156,11 @@ type BattleEVEReq struct {
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Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
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Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
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Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
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Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
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Format *BattleFormation `protobuf:"bytes,3,opt,name=format,proto3" json:"format"` //布阵信息
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Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
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Sysformat []int32 `protobuf:"varint,4,rep,packed,name=sysformat,proto3" json:"sysformat"` //系统辅助
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Format *BattleFormation `protobuf:"bytes,4,opt,name=format,proto3" json:"format"` //布阵信息
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Backupformat []int32 `protobuf:"varint,5,rep,packed,name=backupformat,proto3" json:"backupformat"` //后援辅助
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Sysformat []int32 `protobuf:"varint,5,rep,packed,name=sysformat,proto3" json:"sysformat"` //系统辅助
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Buleformat []int32 `protobuf:"varint,6,rep,packed,name=buleformat,proto3" json:"buleformat"` //蓝方
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Backupformat []int32 `protobuf:"varint,6,rep,packed,name=backupformat,proto3" json:"backupformat"` //后援辅助
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Buleformat []int32 `protobuf:"varint,7,rep,packed,name=buleformat,proto3" json:"buleformat"` //蓝方
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||||||
}
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}
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func (x *BattleEVEReq) Reset() {
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func (x *BattleEVEReq) Reset() {
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@ -208,6 +209,13 @@ func (x *BattleEVEReq) GetTitle() string {
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return ""
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return ""
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}
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}
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func (x *BattleEVEReq) GetRulesid() int32 {
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|
if x != nil {
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return x.Rulesid
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|
}
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|
return 0
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||||||
|
}
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|
|
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func (x *BattleEVEReq) GetFormat() *BattleFormation {
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func (x *BattleEVEReq) GetFormat() *BattleFormation {
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if x != nil {
|
if x != nil {
|
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return x.Format
|
return x.Format
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@ -244,6 +252,7 @@ type BattlePVEReq struct {
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|||||||
|
|
||||||
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
||||||
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
||||||
|
Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
|
||||||
Format *BattleFormation `protobuf:"bytes,4,opt,name=format,proto3" json:"format"` //布阵信息
|
Format *BattleFormation `protobuf:"bytes,4,opt,name=format,proto3" json:"format"` //布阵信息
|
||||||
Mformat []int32 `protobuf:"varint,5,rep,packed,name=mformat,proto3" json:"mformat"` //敌方增容信息
|
Mformat []int32 `protobuf:"varint,5,rep,packed,name=mformat,proto3" json:"mformat"` //敌方增容信息
|
||||||
}
|
}
|
||||||
@ -294,6 +303,13 @@ func (x *BattlePVEReq) GetTitle() string {
|
|||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (x *BattlePVEReq) GetRulesid() int32 {
|
||||||
|
if x != nil {
|
||||||
|
return x.Rulesid
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
func (x *BattlePVEReq) GetFormat() *BattleFormation {
|
func (x *BattlePVEReq) GetFormat() *BattleFormation {
|
||||||
if x != nil {
|
if x != nil {
|
||||||
return x.Format
|
return x.Format
|
||||||
@ -380,6 +396,7 @@ type BattlePVPReq struct {
|
|||||||
|
|
||||||
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
||||||
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
||||||
|
Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
|
||||||
Redformat *PVPFormation `protobuf:"bytes,4,opt,name=redformat,proto3" json:"redformat"` //布阵信息
|
Redformat *PVPFormation `protobuf:"bytes,4,opt,name=redformat,proto3" json:"redformat"` //布阵信息
|
||||||
Buleformat *PVPFormation `protobuf:"bytes,5,opt,name=buleformat,proto3" json:"buleformat"` //布阵信息
|
Buleformat *PVPFormation `protobuf:"bytes,5,opt,name=buleformat,proto3" json:"buleformat"` //布阵信息
|
||||||
}
|
}
|
||||||
@ -430,6 +447,13 @@ func (x *BattlePVPReq) GetTitle() string {
|
|||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (x *BattlePVPReq) GetRulesid() int32 {
|
||||||
|
if x != nil {
|
||||||
|
return x.Rulesid
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
func (x *BattlePVPReq) GetRedformat() *PVPFormation {
|
func (x *BattlePVPReq) GetRedformat() *PVPFormation {
|
||||||
if x != nil {
|
if x != nil {
|
||||||
return x.Redformat
|
return x.Redformat
|
||||||
@ -452,6 +476,7 @@ type BattleRTPVPReq struct {
|
|||||||
|
|
||||||
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
||||||
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
||||||
|
Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
|
||||||
RedCompId string `protobuf:"bytes,6,opt,name=redCompId,proto3" json:"redCompId"` //红方阵营id
|
RedCompId string `protobuf:"bytes,6,opt,name=redCompId,proto3" json:"redCompId"` //红方阵营id
|
||||||
Redformat []*BattleFormation `protobuf:"bytes,7,rep,name=redformat,proto3" json:"redformat"` //红方阵型列表
|
Redformat []*BattleFormation `protobuf:"bytes,7,rep,name=redformat,proto3" json:"redformat"` //红方阵型列表
|
||||||
BlueCompId string `protobuf:"bytes,8,opt,name=blueCompId,proto3" json:"blueCompId"` //蓝方阵营id
|
BlueCompId string `protobuf:"bytes,8,opt,name=blueCompId,proto3" json:"blueCompId"` //蓝方阵营id
|
||||||
@ -504,6 +529,13 @@ func (x *BattleRTPVPReq) GetTitle() string {
|
|||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (x *BattleRTPVPReq) GetRulesid() int32 {
|
||||||
|
if x != nil {
|
||||||
|
return x.Rulesid
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
func (x *BattleRTPVPReq) GetRedCompId() string {
|
func (x *BattleRTPVPReq) GetRedCompId() string {
|
||||||
if x != nil {
|
if x != nil {
|
||||||
return x.RedCompId
|
return x.RedCompId
|
||||||
@ -540,10 +572,11 @@ type BattleLPVEReq struct {
|
|||||||
|
|
||||||
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
||||||
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
||||||
Scene string `protobuf:"bytes,3,opt,name=scene,proto3" json:"scene"` //战斗场景
|
Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
|
||||||
Format *BattleFormation `protobuf:"bytes,4,opt,name=format,proto3" json:"format"` //布阵信息
|
Scene string `protobuf:"bytes,4,opt,name=scene,proto3" json:"scene"` //战斗场景
|
||||||
Monsterleadpos int32 `protobuf:"varint,5,opt,name=monsterleadpos,proto3" json:"monsterleadpos"` //队长位置
|
Format *BattleFormation `protobuf:"bytes,5,opt,name=format,proto3" json:"format"` //布阵信息
|
||||||
Monsters []*BattleRole `protobuf:"bytes,6,rep,name=monsters,proto3" json:"monsters"` //怪物列表
|
Monsterleadpos int32 `protobuf:"varint,6,opt,name=monsterleadpos,proto3" json:"monsterleadpos"` //队长位置
|
||||||
|
Monsters []*BattleRole `protobuf:"bytes,7,rep,name=monsters,proto3" json:"monsters"` //怪物列表
|
||||||
}
|
}
|
||||||
|
|
||||||
func (x *BattleLPVEReq) Reset() {
|
func (x *BattleLPVEReq) Reset() {
|
||||||
@ -592,6 +625,13 @@ func (x *BattleLPVEReq) GetTitle() string {
|
|||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (x *BattleLPVEReq) GetRulesid() int32 {
|
||||||
|
if x != nil {
|
||||||
|
return x.Rulesid
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
func (x *BattleLPVEReq) GetScene() string {
|
func (x *BattleLPVEReq) GetScene() string {
|
||||||
if x != nil {
|
if x != nil {
|
||||||
return x.Scene
|
return x.Scene
|
||||||
@ -628,6 +668,7 @@ type BattlePVBReq struct {
|
|||||||
|
|
||||||
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
Ptype PlayType `protobuf:"varint,1,opt,name=ptype,proto3,enum=PlayType" json:"ptype"` //玩法类型
|
||||||
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
Title string `protobuf:"bytes,2,opt,name=title,proto3" json:"title"` //战斗标题
|
||||||
|
Rulesid int32 `protobuf:"varint,3,opt,name=rulesid,proto3" json:"rulesid"` //规则id
|
||||||
Format []*BattleFormation `protobuf:"bytes,4,rep,name=format,proto3" json:"format"` //布阵信息
|
Format []*BattleFormation `protobuf:"bytes,4,rep,name=format,proto3" json:"format"` //布阵信息
|
||||||
Mformat []int32 `protobuf:"varint,5,rep,packed,name=mformat,proto3" json:"mformat"` //敌方增容信息
|
Mformat []int32 `protobuf:"varint,5,rep,packed,name=mformat,proto3" json:"mformat"` //敌方增容信息
|
||||||
}
|
}
|
||||||
@ -678,6 +719,13 @@ func (x *BattlePVBReq) GetTitle() string {
|
|||||||
return ""
|
return ""
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (x *BattlePVBReq) GetRulesid() int32 {
|
||||||
|
if x != nil {
|
||||||
|
return x.Rulesid
|
||||||
|
}
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
func (x *BattlePVBReq) GetFormat() []*BattleFormation {
|
func (x *BattlePVBReq) GetFormat() []*BattleFormation {
|
||||||
if x != nil {
|
if x != nil {
|
||||||
return x.Format
|
return x.Format
|
||||||
@ -1742,191 +1790,201 @@ var file_battle_battle_msg_proto_rawDesc = []byte{
|
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|
0x33,
|
||||||
}
|
}
|
||||||
|
|
||||||
var (
|
var (
|
||||||
|
Loading…
Reference in New Issue
Block a user