修复武器升级逻辑代码
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@ -76,8 +76,8 @@ func (this *Api_Comp) Upgrade(session comm.IUserSession, agrs map[string]interfa
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}
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}
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if issucc {
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//没有佩戴的装备
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if equipment.IsInitialState && equipment.OverlayNum > 1 { // 叠加装备 拆分处理
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//叠加装备 拆分处理
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if equipment.IsInitialState && equipment.OverlayNum > 1 {
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equipment.OverlayNum--
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if err = this.module.model_equipment_comp.ChangeList(session.GetUserId(), equipment.Id, map[string]interface{}{
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"overlayNum": equipment.OverlayNum,
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@ -92,7 +92,6 @@ func (this *Api_Comp) Upgrade(session comm.IUserSession, agrs map[string]interfa
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equipment.IsInitialState = false
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equipment.OverlayNum = 1
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equipment.Lv++
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if err = this.module.model_equipment_comp.AddList(session.GetUserId(), equipment.Id, equipment); err != nil {
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log.Errorf("Upgrade err:%v", err)
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code = pb.ErrorCode_SystemError
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@ -101,14 +100,18 @@ func (this *Api_Comp) Upgrade(session comm.IUserSession, agrs map[string]interfa
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} else {
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equipment.IsInitialState = false
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equipment.Lv++
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if err = this.module.model_equipment_comp.ChangeList(session.GetUserId(), equipment.Id, map[string]interface{}{"lv": equipment.Lv}); err != nil {
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if err = this.module.model_equipment_comp.ChangeList(session.GetUserId(), equipment.Id, map[string]interface{}{
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"lv": equipment.Lv,
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"isInitialState": false,
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}); err != nil {
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log.Errorf("Upgrade err:%v", err)
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code = pb.ErrorCode_SystemError
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return
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}
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}
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if equipment.HeroId != "" { //已装备 重新计算属性
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//已装备 重新计算属性
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if equipment.HeroId != "" {
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if hero, code = this.module.hero.GetHero(equipment.HeroId); code != pb.ErrorCode_Success {
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log.Errorf("Upgrade code:%d", code)
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return
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@ -127,12 +130,6 @@ func (this *Api_Comp) Upgrade(session comm.IUserSession, agrs map[string]interfa
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}
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}
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}
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equipment.Lv++
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if err = this.module.model_equipment_comp.ChangeList(session.GetUserId(), equipment.Id, map[string]interface{}{"lv": equipment.Lv}); err != nil {
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log.Errorf("Upgrade err:%v", err)
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code = pb.ErrorCode_SystemError
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return
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}
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code = this.module.hero.UpdateEquipment(hero, equipments)
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}
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}
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