初始英雄技能
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@ -198,12 +198,12 @@ func (this *configureComp) GetHeroStargrow() (configure *cfg.Game_heroStargrow,
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}
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//获取英雄配置
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func (this *configureComp) GetHero(heroId int32) *cfg.Game_newHeroData {
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func (this *configureComp) GetHero(heroCfgId int32) *cfg.Game_newHeroData {
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cfg, err := this.getHeroConfigure()
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if err != nil {
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return nil
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}
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if v, ok := cfg.GetDataMap()[heroId]; ok {
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if v, ok := cfg.GetDataMap()[heroCfgId]; ok {
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return v
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}
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return nil
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@ -37,12 +37,11 @@ func (this *ModelHero) initHero(uid string, heroCfgId int32) *pb.DBHero {
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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, //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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IsOverlying: true, //是否允许叠加,
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Block: false, //未锁定
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CardType: heroCfg.Type, //卡片类型
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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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IsOverlying: true, //是否允许叠加,
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Block: false, //未锁定
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CardType: heroCfg.Type, //卡片类型
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Skins: []int32{},
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EquipID: make([]string, 6), //初始装备
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SameCount: 1, //默认叠加数量
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@ -50,9 +49,31 @@ func (this *ModelHero) initHero(uid string, heroCfgId int32) *pb.DBHero {
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Energy: make(map[int32]int32),
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Property: make(map[string]int32),
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}
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this.initHeroSkill(newHero)
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return newHero
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}
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//初始化英雄技能
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func (this *ModelHero) initHeroSkill(hero *pb.DBHero) []*pb.SkillData {
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heroCfg := this.moduleHero.configure.GetHero(hero.HeroID)
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if heroCfg != nil {
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skills := []*pb.SkillData{{
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SkillID: heroCfg.Skill1,
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SkillLv: 1,
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}, {
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SkillID: heroCfg.Skill2,
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SkillLv: 1,
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}, {
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SkillID: heroCfg.Skill3,
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SkillLv: 1,
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}}
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hero.NormalSkill = skills
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hero.CaptainSkill = heroCfg.Skill
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}
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return nil
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}
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//创建一个指定的英雄
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func (this *ModelHero) createOneHero(uid string, heroCfgId int32) (err error) {
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hero := this.initHero(uid, heroCfgId)
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