From 55e998b06da2bcbc4fec3949ef35ac96f9e08a74 Mon Sep 17 00:00:00 2001 From: meixiongfeng <766881921@qq.com> Date: Fri, 7 Jul 2023 15:59:29 +0800 Subject: [PATCH] =?UTF-8?q?pro=20=E5=B1=9E=E6=80=A7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- modules/hero/model_hero.go | 79 +++++++++++++++++++++----------------- 1 file changed, 44 insertions(+), 35 deletions(-) diff --git a/modules/hero/model_hero.go b/modules/hero/model_hero.go index 57a466da8..038868632 100644 --- a/modules/hero/model_hero.go +++ b/modules/hero/model_hero.go @@ -221,11 +221,15 @@ func (this *ModelHero) resetJuexingProperty(hero *pb.DBHero) { case comm.Cri: hero.JuexProperty[comm.Cri] += int32(value) case comm.ResonanceHpPro: - hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) + hero.JuexProperty[comm.ResonanceHpPro] += int32(value) + //hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) case comm.ResonanceAtkPro: - hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) + hero.JuexProperty[comm.ResonanceAtkPro] += int32(value) + //hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) case comm.ResonanceDefPro: - hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) + hero.JuexProperty[comm.ResonanceDefPro] += int32(value) + //hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) + default: this.module.Errorf("unkonw Resonance property:%s", v.S) } @@ -248,11 +252,14 @@ func (this *ModelHero) setJuexingProperty(hero *pb.DBHero, key string, value int case comm.Speed: hero.JuexProperty[comm.Speed] += value case comm.ResonanceHpPro: - hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) + hero.JuexProperty[comm.ResonanceHpPro] += value + //hero.JuexProperty[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) case comm.ResonanceAtkPro: - hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) + hero.JuexProperty[comm.ResonanceAtkPro] += value + //hero.JuexProperty[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) case comm.ResonanceDefPro: - hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) + hero.JuexProperty[comm.ResonanceDefPro] += value + //hero.JuexProperty[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) } } @@ -293,16 +300,17 @@ func (this *ModelHero) setEquipProperty(hero *pb.DBHero, equip []*pb.DB_Equipmen } for k, v := range addProperty { - switch k { - case comm.AtkPro: - addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk]))) - case comm.DefPro: - addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def]))) - case comm.HpPro: - addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp]))) - case comm.SpeedPro: - addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed]))) - } + addProperty[k] += v + // switch k { + // case comm.AtkPro: + // addProperty[comm.Atk] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Atk]))) + // case comm.DefPro: + // addProperty[comm.Def] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Def]))) + // case comm.HpPro: + // addProperty[comm.Hp] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Hp]))) + // case comm.SpeedPro: + // addProperty[comm.Speed] += int32(math.Floor((float64(v) / 1000) * float64(hero.Property[comm.Speed]))) + // } } this.mergeAddProperty(hero.Uid, hero, addProperty, equipSkill) } @@ -950,24 +958,25 @@ func (this *ModelHero) SetHeroFetterProperty(hero *pb.DBHero, attr []*cfg.Gameat hero.Fetters = make(map[string]int32, 0) } for _, key := range attr { - value := key.N - switch key.A { - case comm.Hp: - hero.Fetters[comm.Hp] += value - case comm.Def: - hero.Fetters[comm.Def] += value - case comm.Atk: - hero.Fetters[comm.Atk] += value - case comm.Speed: - hero.Fetters[comm.Speed] += value - case comm.HpPro: - hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) - case comm.AtkPro: - hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) - case comm.DefPro: - hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) - default: - this.module.Errorf("unkonw hero fetter property:%v", key) - } + hero.Fetters[key.A] += key.N + // value := key.N + // switch key.A { + // case comm.Hp: + // hero.Fetters[comm.Hp] += value + // case comm.Def: + // hero.Fetters[comm.Def] += value + // case comm.Atk: + // hero.Fetters[comm.Atk] += value + // case comm.Speed: + // hero.Fetters[comm.Speed] += value + // case comm.HpPro: + // hero.Fetters[comm.Hp] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Hp]))) + // case comm.AtkPro: + // hero.Fetters[comm.Atk] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Atk]))) + // case comm.DefPro: + // hero.Fetters[comm.Def] += int32(math.Floor((float64(value) / 1000) * float64(hero.Property[comm.Def]))) + // default: + // this.module.Errorf("unkonw hero fetter property:%v", key) + // } } }