给英雄加经验接口
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@ -52,6 +52,8 @@ type (
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CleanData(uid string)
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CleanData(uid string)
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// 获取指定星级等级的英雄
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// 获取指定星级等级的英雄
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GetSpecifiedHero(session IUserSession, heroConfId string, star, lv, amount int32) (code pb.ErrorCode)
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GetSpecifiedHero(session IUserSession, heroConfId string, star, lv, amount int32) (code pb.ErrorCode)
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// 英雄加经验
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AddHeroExp(session IUserSession, heroObjID string, exp int32) (code pb.ErrorCode)
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}
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}
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//玩家
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//玩家
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@ -224,3 +224,25 @@ func (this *Hero) CreateRepeatHeros(session comm.IUserSession, heros map[string]
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return
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return
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}
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}
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func (this *ModelHero) AddHeroExp(session comm.IUserSession, heroObjID string, exp int32) (code pb.ErrorCode) {
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var (
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_hero *pb.DBHero
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newhero *pb.DBHero
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_changeHero []*pb.DBHero // 变化的英雄
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)
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_hero, code = this.moduleHero.GetHeroByObjID(session.GetUserId(), heroObjID)
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if code != pb.ErrorCode_Success {
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return
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}
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newhero, code = this.AddCardExp(session.GetUserId(), _hero, exp)
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if code != pb.ErrorCode_Success {
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return
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}
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_changeHero = append(_changeHero, _hero) // 升级后的英雄 hero id 不变
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if newhero != nil {
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_changeHero = append(_changeHero, newhero) // 原来的英雄 只是数量变化了
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}
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_changeHero = append(_changeHero, _hero)
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session.SendMsg(string(this.moduleHero.GetType()), "change", &pb.HeroChangePush{List: _changeHero})
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return
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}
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