| | |
| | | Help_helpCount = 'helpCount' #该副本今日已助战次数
|
| | | Help_relation = 'relation' #该副本关系加成信息 [优先关系, 总加成]
|
| | | Help_robotJob = 'robotJob' #机器人职业 {"ObjID":job, ...}
|
| | | Help_isAuto = 'isAuto' #是否自动召唤
|
| | | Help_hasRefreshBoss = 'hasRefreshBoss' #是否已刷新boss
|
| | | Help_gsItemInfo = 'gsItemInfo' #聚魂副本物品信息 {"波数":[[{"ItemID":101, "ItemCount":10}]]}
|
| | |
|
| | | #副本结算信息通用key
|
| | | Over_dataMapID = 'dataMapID' #数据地图ID
|
| | |
| | | #---------------------------------------------------------------------
|
| | | def SyncDynamicBarrierState(barrierPointList, state, curPlayer=None):
|
| | | '''同步动态障碍物是否有效性
|
| | | @param barrierPointList: 障碍物点列表 [[aPosX,aPosY,bPosX,bPosY], [aPosX,aPosY,bPosX,bPosY], ...]
|
| | | @param barrierPointList: 障碍物点列表 [[aPosX,aPosY,bPosX,bPosY,angle可选], [aPosX,aPosY,bPosX,bPosY,angle可选], ...]
|
| | | @param state: 是否有效
|
| | | @param curPlayer: 指定通知目标玩家,为None时广播本地图所有玩家
|
| | | '''
|
| | |
| | | barrierStatePack.Clear()
|
| | | barrierStatePack.State = state
|
| | | barrierStatePack.BarrierList = []
|
| | | for aPosX, aPosY, bPosX, bPosY in barrierPointList:
|
| | | for posInfo in barrierPointList:
|
| | | aPosX, aPosY, bPosX, bPosY = posInfo[:4]
|
| | | angle = posInfo[4] if len(posInfo) > 4 else 0
|
| | | barrier = ChPyNetSendPack.tagMCDynamicBarrier()
|
| | | barrier.APosX = aPosX
|
| | | barrier.APosY = aPosY
|
| | | barrier.BPosX = bPosX
|
| | | barrier.BPosY = bPosY
|
| | | barrier.Angle = angle
|
| | | barrierStatePack.BarrierList.append(barrier)
|
| | | barrierStatePack.Count = len(barrierStatePack.BarrierList)
|
| | | if curPlayer:
|