初始化英雄
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@ -65,7 +65,15 @@ const (
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)
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const (
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PropertyHp = 1 //生命
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PropertyAtk = 2 //攻击
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PropertyDef = 3 //防御
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PropertyHp int32 = 1 //生命
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PropertyAtk int32 = 2 //攻击
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PropertyDef int32 = 3 //防御
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)
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const (
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CardTypeHero int32 = 1 //英雄卡
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CardTypeStar int32 = 2 //升星卡
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CardTypeLevel int32 = 3 //升级卡
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CardTypeSkill int32 = 4 //技能升级卡
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CardTypeMonster int32 = 5 //怪物卡
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)
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@ -34,11 +34,11 @@ type (
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//英雄
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IHero interface {
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//查询用户卡片数量
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QueryCardAmount(uId string, cardId int32) (amount uint32)
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//添加/减少卡片
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AddCard(uId string, cardId int32, add int32) (code pb.ErrorCode)
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QueryHeroAmount(uId string, heroCfgId int32) (amount uint32)
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//消耗卡片
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ChangeCard(uId string, heroCfgId int32, count int32) (code pb.ErrorCode)
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//创建新英雄
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CreatMultiHero(uid string, heroCfgId ...int32) error
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CreatHero(uid string, heroCfgId ...int32) error
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// 获取英雄
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// heroId 英雄ID
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@ -1,14 +1,14 @@
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package core
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type S_Category string //服务类别 例如 网关服务 游戏服务 业务服务 主要用于服务功能分类
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type M_Modules string //模块类型
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type S_Comps string //服务器组件类型
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type ErrorCode int32 //错误码
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type Event_Key string //事件Key
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type Rpc_Key string //RPC
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type Redis_Key string //Redis缓存
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type SqlTable string //数据库表定义
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type CustomRoute uint8 //自定义网关
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type S_Category string //服务类别 例如 网关服务 游戏服务 业务服务 主要用于服务功能分类
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type M_Modules string //模块类型
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type S_Comps string //服务器组件类型
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type ErrorCode int32 //错误码
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type Event_Key string //事件Key
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type Rpc_Key string //RPC
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type Redis_Key string //Redis缓存
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type SqlTable string //数据库表定义
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type CustomRoute uint8 //自定义网关
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const (
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AutoIp = "0.0.0.0" //自动ip 可以匹配任意ip地址
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@ -7,8 +7,8 @@ import (
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type Api_Comp struct {
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modules.MComp_GateComp
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service core.IService
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module *Hero
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service core.IService
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moduleHero *Hero
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}
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const ( //消息回复的头名称
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@ -20,7 +20,7 @@ const ( //消息回复的头名称
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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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this.MComp_GateComp.Init(service, module, comp, options)
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this.module = module.(*Hero)
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this.moduleHero = module.(*Hero)
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this.service = service
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return
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}
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@ -11,12 +11,12 @@ func (this *Api_Comp) StrengthenUplv_Check(session comm.IUserSession, req *pb.He
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code.Code = pb.ErrorCode_ReqParameterError
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return
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}
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_hero, err := this.module.model_hero.moduleHero.GetHeroInfoByObjID(req.HeroObjID) // 校验升级的对象是否存在
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_hero, err := this.moduleHero.model_hero.moduleHero.GetHeroInfoByObjID(req.HeroObjID) // 校验升级的对象是否存在
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if err != 0 {
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code.Code = pb.ErrorCode_HeroNoExist
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return
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}
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_expHero, err := this.module.model_hero.moduleHero.GetHeroInfoByObjID(req.ExpCardID) // 校验需要消耗经验卡牌的对象是否存在
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_expHero, err := this.moduleHero.model_hero.moduleHero.GetHeroInfoByObjID(req.ExpCardID) // 校验需要消耗经验卡牌的对象是否存在
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if err != 0 {
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code.Code = pb.ErrorCode_HeroNoExist
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return
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@ -30,7 +30,7 @@ func (this *Api_Comp) StrengthenUplv_Check(session comm.IUserSession, req *pb.He
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var costGold int32 // 当前需要消耗金币的数量
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var addExp int32 // 需要增加的经验
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// 查询 本次消耗会获得多少经验
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expConf := this.module.configure_comp.GetHeroExp(_expHero.HeroID)
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expConf := this.moduleHero.configure_comp.GetHeroExp(_expHero.HeroID)
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if expConf != nil {
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addExp = expConf.Heroexp * req.Amount
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}
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@ -44,7 +44,7 @@ func (this *Api_Comp) StrengthenUplv_Check(session comm.IUserSession, req *pb.He
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code.Code = pb.ErrorCode_HeroMaxLv
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return
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}
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if _data := this.module.configure_comp.GetHeroLv(curLv); _data != nil {
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if _data := this.moduleHero.configure_comp.GetHeroLv(curLv); _data != nil {
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costGold += _data.Gold[0].N
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curExp += addExp // 先把经验加上
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// 当前升级需要消耗的经验
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@ -53,7 +53,7 @@ func (this *Api_Comp) StrengthenUplv_Check(session comm.IUserSession, req *pb.He
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curExp = _data.Heroexp[0].N
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if curExp >= 0 { // 大于下一级经验
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curLv += 1 // 经验够了 那么等级+1
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if _data := this.module.configure_comp.GetHeroLv(curLv); _data != nil {
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if _data := this.moduleHero.configure_comp.GetHeroLv(curLv); _data != nil {
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if _data.Heroexp[0].N > curExp { // 经验不足则 直接返回
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break
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}
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@ -83,7 +83,7 @@ func (this *Api_Comp) StrengthenUplv(session comm.IUserSession, agrs map[string]
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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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session.SendMsg(string(this.moduleHero.GetType()), StrengthenUplv, &pb.Hero_StrengthenUplv_Resp{})
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}
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}()
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@ -8,7 +8,7 @@ import (
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//参数校验
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func (this *Api_Comp) Info_Check(session comm.IUserSession, req *pb.Hero_Info_Req) (result map[string]interface{}, code comm.ErrorCode) {
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result = map[string]interface{}{}
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hero := this.module.model_hero.getOneHero(session.GetUserId(), req.HeroId)
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hero := this.moduleHero.model_hero.getOneHero(session.GetUserId(), req.HeroId)
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if hero == nil {
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code = comm.ErrorCode{Code: pb.ErrorCode_HeroNoExist}
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}
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@ -19,7 +19,7 @@ func (this *Api_Comp) Info_Check(session comm.IUserSession, req *pb.Hero_Info_Re
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func (this *Api_Comp) Info(session comm.IUserSession, result map[string]interface{}, req *pb.Hero_Info_Req) (code pb.ErrorCode) {
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rsp := &pb.Hero_Info_Rsp{}
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defer func() {
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err := session.SendMsg(string(this.module.GetType()), Hero_SubType_Info, rsp)
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err := session.SendMsg(string(this.moduleHero.GetType()), Hero_SubType_Info, rsp)
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if err != nil {
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code = pb.ErrorCode_SystemError
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return
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@ -14,13 +14,13 @@ func (this *Api_Comp) List(session comm.IUserSession, result map[string]interfac
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rsp := &pb.Hero_List_Rsp{}
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defer func() {
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err := session.SendMsg(this.module.api_comp.service.GetType(), Hero_SubType_List, rsp)
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err := session.SendMsg(this.moduleHero.api_comp.service.GetType(), Hero_SubType_List, rsp)
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if err != nil {
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code = pb.ErrorCode_SystemError
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}
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}()
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list, err := this.module.model_hero.getHeroList(session.GetUserId())
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list, err := this.moduleHero.model_hero.getHeroList(session.GetUserId())
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if err != nil {
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code = pb.ErrorCode_DBError
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return
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@ -37,11 +37,12 @@ func (this *ModelHero) initHero(uid string, heroCfgId int32) *pb.DB_HeroData {
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Id: objId,
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Uid: uid,
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HeroID: heroCfg.Hid,
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Star: heroCfg.Star,
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Lv: 1, //初始等级
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NormalSkill: []*pb.SkillData{},
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Star: heroCfg.Star, //初始星级
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Lv: 1, //初始等级
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NormalSkill: []*pb.SkillData{}, //初始技能
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Skins: []int32{},
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EquipID: make([]string, 6),
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EquipID: make([]string, 6), //初始装备
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AddProperty: make(map[int32]int32),
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Energy: make(map[int32]int32),
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Property: make(map[int32]int32),
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@ -58,10 +59,10 @@ func (this *ModelHero) createOneHero(uid string, heroCfgId int32) error {
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return nil
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}
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//创建多个指定的英雄
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func (this *ModelHero) createMultiHero(uid string, heroCfgId ...int32) error {
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//创建多个指定的英雄 heroCfgIds可填入多个英雄ID
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func (this *ModelHero) createMultiHero(uid string, heroCfgIds ...int32) error {
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data := make(map[string]interface{})
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for _, v := range heroCfgId {
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for _, v := range heroCfgIds {
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hero := this.initHero(uid, v)
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if hero != nil {
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data[hero.Id] = hero
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@ -80,6 +81,16 @@ func (this *ModelHero) getOneHero(uid, heroId string) *pb.DB_HeroData {
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return hero
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}
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//消耗一张英雄卡
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func (this *ModelHero) consumeOneHeroCard(uid, heroId string) error {
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return this.moduleHero.model_hero.DelListlds(uid, heroId)
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}
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func (this *Hero) ModifyHero(heroId *pb.DB_HeroData) (*pb.DB_HeroData, pb.ErrorCode) {
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return nil, pb.ErrorCode_HeroNoExist
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}
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//获取玩家的英雄列表
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func (this *ModelHero) getHeroList(uid string) ([]*pb.DB_HeroData, error) {
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herokeys := make(map[string]string)
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@ -45,10 +45,33 @@ func (this *Hero) GetHeroInfoByObjID(id string) (*pb.DB_HeroData, pb.ErrorCode)
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}
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//创建新英雄
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func (this *Hero) CreatMultiHero(uid string, heroCfgId ...int32) error {
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func (this *Hero) CreatHero(uid string, heroCfgId ...int32) error {
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return this.model_hero.createMultiHero(uid, heroCfgId...)
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}
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//消耗英雄卡
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func (this *Hero) ChangeCard(uId string, heroCfgId int32, count int32) (code pb.ErrorCode) {
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heroes := this.GetHeroList(uId)
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var curList []*pb.DB_HeroData
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for _, v := range heroes {
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if heroCfgId == v.HeroID {
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curList = append(curList, v)
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}
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}
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if int32(len(curList)) < count {
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return pb.ErrorCode_HeroNoEnough
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}
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for _, v := range curList {
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err := this.model_hero.consumeOneHeroCard(uId, v.Id)
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if err != nil {
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return pb.ErrorCode_DBError
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}
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}
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return pb.ErrorCode_Success
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}
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//获取英雄
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func (this *Hero) GetHero(uid, heroId string) (*pb.DB_HeroData, pb.ErrorCode) {
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hero := this.model_hero.getOneHero(uid, heroId)
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@ -58,11 +81,6 @@ func (this *Hero) GetHero(uid, heroId string) (*pb.DB_HeroData, pb.ErrorCode) {
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return hero, pb.ErrorCode_Success
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}
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func (this *Hero) ModifyHero(heroId *pb.DB_HeroData) (*pb.DB_HeroData, pb.ErrorCode) {
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return nil, pb.ErrorCode_HeroNoExist
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}
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//佩戴装备
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func (this *Hero) UpdateEquipment(hero *pb.DB_HeroData, equip []*pb.DB_Equipment) (code pb.ErrorCode) {
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equipIds := make([]string, 4)
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@ -81,12 +99,13 @@ func (this *Hero) GetHeroList(uid string) []*pb.DB_HeroData {
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return list
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}
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func (this *Hero) AddCard(uId string, cardId int32, add int32) (code pb.ErrorCode) {
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return
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//查询英雄数量
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func (this *Hero) QueryHeroAmount(uId string, heroCfgId int32) (amount uint32) {
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heroes := this.GetHeroList(uId)
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for _, v := range heroes {
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if v.HeroID == heroCfgId {
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amount++
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}
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}
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return amount
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}
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func (this *Hero) QueryCardAmount(uId string, cardId int32) (amount uint32) {
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return 0
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}
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@ -131,7 +131,7 @@ func (this *ModuleBase) CheckConsumeRes(uid string, res []*cfg.Game_atn) (code p
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code = pb.ErrorCode_ConfigurationException
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return
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}
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if amount = int32(hero.QueryCardAmount(uid, int32(resID))); amount < v.N {
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if amount = int32(hero.QueryHeroAmount(uid, int32(resID))); amount < v.N {
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code = pb.ErrorCode_ResNoEnough
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return
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}
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@ -155,7 +155,7 @@ func (this *ModuleBase) CheckConsumeRes(uid string, res []*cfg.Game_atn) (code p
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items.AddItem(source, uid, int32(resID), -1*v.N)
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} else if v.A == comm.CardType { //卡片资源
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resID, _ = strconv.Atoi(v.T)
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hero.AddCard(uid, int32(resID), -1*v.N)
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hero.ChangeCard(uid, int32(resID), -1*v.N)
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} else if v.A == comm.EquipmentType {
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resID, _ = strconv.Atoi(v.T)
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equipment.AddNewEquipments(source, uid, resID, -1*v.N)
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@ -39,8 +39,13 @@ func (this *Api_Comp) Create(session comm.IUserSession, result map[string]interf
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return
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}
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//初始化英雄
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// this.hero.
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//初始化英雄卡
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defaultHero := []int32{15001, 25001} //TODO 从配置中读取
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err = this.hero.CreatHero(session.GetUserId(), defaultHero...)
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if err != nil {
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code = pb.ErrorCode_HeroInitCreat
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return
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}
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return
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}
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@ -65,9 +65,10 @@ const (
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ErrorCode_ItemsGridNumUpper ErrorCode = 1202 //背包格子数量已达上限
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ErrorCode_ItemsGirdAmountUpper ErrorCode = 1203 //背包格子容量已达上限
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// hero
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ErrorCode_HeroNoExist ErrorCode = 1300 //英雄不存在
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ErrorCode_HeroNoEnough ErrorCode = 1301 //英雄数量不足
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ErrorCode_HeroMaxLv ErrorCode = 1302 //英雄达到最大等级
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ErrorCode_HeroNoExist ErrorCode = 1300 //英雄不存在
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ErrorCode_HeroNoEnough ErrorCode = 1301 //英雄数量不足
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ErrorCode_HeroMaxLv ErrorCode = 1302 //英雄达到最大等级
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ErrorCode_HeroInitCreat ErrorCode = 1303 //初始化英雄
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// equipment
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ErrorCode_EquipmentOnFoundEquipment ErrorCode = 1400 // 未找到武器
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ErrorCode_EquipmentLvlimitReached ErrorCode = 1401 // 武器等级已达上限
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@ -117,6 +118,7 @@ var (
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1300: "HeroNoExist",
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1301: "HeroNoEnough",
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1302: "HeroMaxLv",
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1303: "HeroInitCreat",
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1400: "EquipmentOnFoundEquipment",
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1401: "EquipmentLvlimitReached",
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}
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@ -162,6 +164,7 @@ var (
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"HeroNoExist": 1300,
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"HeroNoEnough": 1301,
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"HeroMaxLv": 1302,
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"HeroInitCreat": 1303,
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"EquipmentOnFoundEquipment": 1400,
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"EquipmentLvlimitReached": 1401,
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}
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@ -198,7 +201,7 @@ var File_errorcode_proto protoreflect.FileDescriptor
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var file_errorcode_proto_rawDesc = []byte{
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@ -251,12 +254,13 @@ var file_errorcode_proto_rawDesc = []byte{
|
||||
0x10, 0xb3, 0x09, 0x12, 0x10, 0x0a, 0x0b, 0x48, 0x65, 0x72, 0x6f, 0x4e, 0x6f, 0x45, 0x78, 0x69,
|
||||
0x73, 0x74, 0x10, 0x94, 0x0a, 0x12, 0x11, 0x0a, 0x0c, 0x48, 0x65, 0x72, 0x6f, 0x4e, 0x6f, 0x45,
|
||||
0x6e, 0x6f, 0x75, 0x67, 0x68, 0x10, 0x95, 0x0a, 0x12, 0x0e, 0x0a, 0x09, 0x48, 0x65, 0x72, 0x6f,
|
||||
0x4d, 0x61, 0x78, 0x4c, 0x76, 0x10, 0x96, 0x0a, 0x12, 0x1e, 0x0a, 0x19, 0x45, 0x71, 0x75, 0x69,
|
||||
0x70, 0x6d, 0x65, 0x6e, 0x74, 0x4f, 0x6e, 0x46, 0x6f, 0x75, 0x6e, 0x64, 0x45, 0x71, 0x75, 0x69,
|
||||
0x70, 0x6d, 0x65, 0x6e, 0x74, 0x10, 0xf8, 0x0a, 0x12, 0x1c, 0x0a, 0x17, 0x45, 0x71, 0x75, 0x69,
|
||||
0x70, 0x6d, 0x65, 0x6e, 0x74, 0x4c, 0x76, 0x6c, 0x69, 0x6d, 0x69, 0x74, 0x52, 0x65, 0x61, 0x63,
|
||||
0x68, 0x65, 0x64, 0x10, 0xf9, 0x0a, 0x42, 0x06, 0x5a, 0x04, 0x2e, 0x3b, 0x70, 0x62, 0x62, 0x06,
|
||||
0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
0x4d, 0x61, 0x78, 0x4c, 0x76, 0x10, 0x96, 0x0a, 0x12, 0x12, 0x0a, 0x0d, 0x48, 0x65, 0x72, 0x6f,
|
||||
0x49, 0x6e, 0x69, 0x74, 0x43, 0x72, 0x65, 0x61, 0x74, 0x10, 0x97, 0x0a, 0x12, 0x1e, 0x0a, 0x19,
|
||||
0x45, 0x71, 0x75, 0x69, 0x70, 0x6d, 0x65, 0x6e, 0x74, 0x4f, 0x6e, 0x46, 0x6f, 0x75, 0x6e, 0x64,
|
||||
0x45, 0x71, 0x75, 0x69, 0x70, 0x6d, 0x65, 0x6e, 0x74, 0x10, 0xf8, 0x0a, 0x12, 0x1c, 0x0a, 0x17,
|
||||
0x45, 0x71, 0x75, 0x69, 0x70, 0x6d, 0x65, 0x6e, 0x74, 0x4c, 0x76, 0x6c, 0x69, 0x6d, 0x69, 0x74,
|
||||
0x52, 0x65, 0x61, 0x63, 0x68, 0x65, 0x64, 0x10, 0xf9, 0x0a, 0x42, 0x06, 0x5a, 0x04, 0x2e, 0x3b,
|
||||
0x70, 0x62, 0x62, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x33,
|
||||
}
|
||||
|
||||
var (
|
||||
|
@ -48,10 +48,11 @@ enum ErrorCode {
|
||||
ItemsGirdAmountUpper = 1203; //背包格子容量已达上限
|
||||
|
||||
// hero
|
||||
HeroNoExist = 1300; //英雄不存在
|
||||
HeroNoEnough = 1301; //英雄数量不足
|
||||
HeroMaxLv = 1302; //英雄达到最大等级
|
||||
HeroNoExist = 1300; //英雄不存在
|
||||
HeroNoEnough = 1301; //英雄数量不足
|
||||
HeroMaxLv = 1302; //英雄达到最大等级
|
||||
HeroInitCreat = 1303; //初始化英雄
|
||||
// equipment
|
||||
EquipmentOnFoundEquipment = 1400; // 未找到武器
|
||||
EquipmentLvlimitReached = 1401; // 武器等级已达上限
|
||||
EquipmentLvlimitReached = 1401; // 武器等级已达上限
|
||||
}
|
@ -1,4 +1,3 @@
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
@ -11,19 +10,39 @@ package cfg
|
||||
import "errors"
|
||||
|
||||
type Game_atn struct {
|
||||
A string
|
||||
T string
|
||||
N int32
|
||||
A string //资源类型
|
||||
T string //资源名称
|
||||
N int32 //数量
|
||||
}
|
||||
|
||||
func (Game_atn) GetTypeId() int {
|
||||
return -1770297697
|
||||
return -1770297697
|
||||
}
|
||||
|
||||
func NewGame_atn(_buf map[string]interface{}) (_v *Game_atn, err error) {
|
||||
_v = &Game_atn{}
|
||||
{ var _ok_ bool; if _v.A, _ok_ = _buf["a"].(string); !_ok_ { err = errors.New("a error"); return } }
|
||||
{ var _ok_ bool; if _v.T, _ok_ = _buf["t"].(string); !_ok_ { err = errors.New("t error"); return } }
|
||||
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["n"].(float64); !_ok_ { err = errors.New("n error"); return }; _v.N = int32(_tempNum_) }
|
||||
return
|
||||
_v = &Game_atn{}
|
||||
{
|
||||
var _ok_ bool
|
||||
if _v.A, _ok_ = _buf["a"].(string); !_ok_ {
|
||||
err = errors.New("a error")
|
||||
return
|
||||
}
|
||||
}
|
||||
{
|
||||
var _ok_ bool
|
||||
if _v.T, _ok_ = _buf["t"].(string); !_ok_ {
|
||||
err = errors.New("t error")
|
||||
return
|
||||
}
|
||||
}
|
||||
{
|
||||
var _ok_ bool
|
||||
var _tempNum_ float64
|
||||
if _tempNum_, _ok_ = _buf["n"].(float64); !_ok_ {
|
||||
err = errors.New("n error")
|
||||
return
|
||||
}
|
||||
_v.N = int32(_tempNum_)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user