返还对应数量的升星卡
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@ -111,7 +111,7 @@ func (this *apiComp) Resonance(session comm.IUserSession, req *pb.HeroResonanceR
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return
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}
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for k, _ := range szCostHero {
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for k, _ := range _costMaphero {
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if k == _hero.Id {
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_hero.SameCount = _costMaphero[k].SameCount
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break
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@ -129,6 +129,7 @@ func (this *apiComp) Resonance(session comm.IUserSession, req *pb.HeroResonanceR
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_hero.SameCount = 1
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_hero.ResonateNum += count
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_hero.DistributionResonate += resonConfig.Energy * count
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_hero.IsOverlying = false
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_heroMap := map[string]interface{}{
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"resonateNum": _hero.ResonateNum,
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"distributionResonate": _hero.DistributionResonate,
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@ -144,12 +145,10 @@ func (this *apiComp) Resonance(session comm.IUserSession, req *pb.HeroResonanceR
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// 返还对应初始星级的卡
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for _, v := range resonConfig.Prize {
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if v.A == comm.HeroType {
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this.module.modelHero.createHeroOverlying(session.GetUserId(), v.T, v.N)
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this.module.modelHero.createHeroOverlying(session.GetUserId(), v.T, v.N*count)
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}
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}
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//this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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ChangeList = append(ChangeList, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList})
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session.SendMsg(string(this.module.GetType()), Resonance, &pb.HeroResonanceResp{Hero: _hero})
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