Main/Core/GameEngine/Player/PlayerBaseData.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Core/GameEngine/Player/PlayerDatas.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0403_tagPlayerLoginLoadOK.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Core/NetworkPackage/ServerPack/H01_System/H0102_tagCDBPlayer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/SDK/SDKUtils.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Chat/ChatManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Main/AutoFightModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Main/MainWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Message/RichNormalEvent.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Utility/EnumHelper.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Core/GameEngine/Player/PlayerBaseData.cs
@@ -18,7 +18,7 @@ public uint bindDiamond; //灵石 public uint copper; //铜钱 public long allCopper { get { return copper + copperExtend * Constants.ExpPointValue; } } public long FightPoint; //战斗值 public long UseHarmerCount; //消耗锤子个数(倍数) public ushort MapID; //角色所在地图 地图规则:C/S一一对应的常规地图,C假地图(ExAttr14),多C一个S地图(ExAttr3) public ushort PosX; //角色坐标 public ushort PosY; @@ -52,10 +52,13 @@ uint m_coinPointTotal; public int face;//头像 public int facePic;//头像外框 public long FightPower; //战斗力 public uint coinPointTotal { public uint coinPointTotal { private get { return m_coinPointTotal; } set { set { CoinChangeEvent?.Invoke((int)m_coinPointTotal, (int)value); m_coinPointTotal = value; } @@ -189,6 +192,7 @@ HP = _serverInfo.HP + _serverInfo.HPEx * Constants.ExpPointValue; AttackMode = _serverInfo.AttackMode; UseHarmerCount = (int)_serverInfo.FightPoint; //锤子倍数,非战斗力 } Main/Core/GameEngine/Player/PlayerDatas.cs
@@ -200,9 +200,12 @@ break; case PlayerDataType.TeamLV: break; case PlayerDataType.UseHarmerCount: baseData.UseHarmerCount = value; break; case PlayerDataType.FightPower: baseData.FightPoint = value + valueEx * Constants.ExpPointValue; PlayerMainDate.Instance.PowerAdd(baseData.FightPoint); baseData.FightPower = value + valueEx * Constants.ExpPointValue; PlayerMainDate.Instance.PowerAdd(baseData.FightPower); break; case PlayerDataType.Tick: #if UNITY_EDITOR Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0403_tagPlayerLoginLoadOK.cs
@@ -31,8 +31,9 @@ playerLoginOkEvent?.Invoke(); } finishedLogin = true; if (PlayerDatas.Instance.baseData.FightPoint == 0) if (PlayerDatas.Instance.baseData.UseHarmerCount == 0) { //防范请求 BattleManager.Instance.MainFightRequest(1, 1); } //if (mapInitOkEvent != null) Main/Core/NetworkPackage/ServerPack/H01_System/H0102_tagCDBPlayer.cs
@@ -1,6 +1,6 @@ using UnityEngine; using System.Collections; using UnityEngine; using System.Collections; //01 02 玩家初始化#tagCDBPlayer public class H0102_tagCDBPlayer : GameNetPackBasic { @@ -30,7 +30,7 @@ public uint GoldPaper; //金票 public uint Silver; //银子 public uint SilverPaper; //银票 public uint FightPoint; //战斗值 public uint FightPoint; //锤子倍数,非战斗力 public uint HappyPoint; // public byte LineID; //角色所在线路 public ushort MapID; //角色所在地图 Main/SDK/SDKUtils.cs
@@ -1054,7 +1054,7 @@ // m_Json["vipLevel"] = PlayerDatas.Instance.baseData.VIPLv.ToString(); // m_Json["createTime"] = TimeUtility.CreateSeconds.ToString(); // m_Json["familyID"] = PlayerDatas.Instance.baseData.FamilyId.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPoint.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPower.ToString(); // #if UNITY_IOS // m_Json["identifier"] = VersionConfig.Get().bundleIdentifier; @@ -1252,7 +1252,7 @@ // m_Json["vipLevel"] = PlayerDatas.Instance.baseData.VIPLv.ToString(); // m_Json["createTime"] = time; // m_Json["familyID"] = PlayerDatas.Instance.baseData.FamilyId.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPoint.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPower.ToString(); // SendMessageToSDK(m_Json); } @@ -1289,7 +1289,7 @@ // m_Json["vipLevel"] = PlayerDatas.Instance.baseData.VIPLv.ToString(); // m_Json["createTime"] = TimeUtility.CreateSeconds.ToString(); // m_Json["familyID"] = PlayerDatas.Instance.baseData.FamilyId.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPoint.ToString(); // m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPower.ToString(); // SendMessageToSDK(m_Json); } @@ -1311,7 +1311,7 @@ m_Json["levelUpTime"] = TimeUtility.AllSeconds.ToString(); m_Json["createTime"] = TimeUtility.CreateSeconds.ToString(); m_Json["familyID"] = PlayerDatas.Instance.baseData.FamilyId.ToString(); m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPoint.ToString(); m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPower.ToString(); SendMessageToSDK(m_Json); } @@ -1340,7 +1340,7 @@ m_Json["levelUpTime"] = TimeUtility.AllSeconds.ToString(); m_Json["createTime"] = TimeUtility.CreateSeconds.ToString(); m_Json["familyID"] = PlayerDatas.Instance.baseData.FamilyId.ToString(); m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPoint.ToString(); m_Json["fightPower"] = PlayerDatas.Instance.baseData.FightPower.ToString(); SendMessageToSDK(m_Json); } Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs
@@ -38,9 +38,9 @@ // 检查一下锤子的消耗 //FightPoint 用于记录消耗战锤倍数,小于等于1时默认1倍,大于1时为对应消耗倍值,0418刷新类型22 //useHarmerCount 用于记录消耗战锤倍数,小于等于1时默认1倍,大于1时为对应消耗倍值,0418刷新类型22 BattleDebug.LogError("HandModeOperationAgent DoNext 2"); long costRate = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.FightPoint); long costRate = PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.UseHarmerCount); long cost = (costRate > 1 ? costRate : 1) * 1; // 1是默认消耗 Main/System/Battle/BattleManager.cs
@@ -371,7 +371,7 @@ // 目前支持 BYTE ReqType; // 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗; // 0-停止战斗回城 - 玩家主动点击回城时发送 // 1-设置消耗倍值 - 玩家设置消耗倍值,对应到玩家FightPoint的值 // 1-设置消耗倍值 - 玩家设置消耗倍值,对应到玩家useHarmerCount的值 // 2-挑战关卡小怪 - 玩家点击开始战斗时发送,仅从休息状态到开始战斗时发送即可 // 3-挑战关卡boss - 玩家请求挑战该关卡boss时发送 // 4-继续战斗 - 玩家主线战斗中(包含主线小怪、主线boss),前端表现完后端同步的战斗片段后,可再回复该值,后端会根据战斗逻辑及流程自动回复下一段的战斗片段封包,一直循环 Main/System/Chat/ChatManager.cs
@@ -1235,7 +1235,7 @@ } else { return Language.Get(dungeonRandomChats[1], PlayerDatas.Instance.baseData.FightPoint); return Language.Get(dungeonRandomChats[1], PlayerDatas.Instance.baseData.FightPower); } case ChatInfoType.Fairy: return Language.Get(realmRandomChats[_index]); Main/System/Main/AutoFightModel.cs
@@ -99,6 +99,11 @@ public void SaveAutoFightSetting() { if (PlayerDatas.Instance.baseData.UseHarmerCount != fightCost) { PlayerDatas.Instance.baseData.UseHarmerCount = fightCost; BattleManager.Instance.MainFightRequest(1, (uint)fightCost); } QuickSetting.Instance.SendPackage(); ChangeAutoEvent?.Invoke(); } Main/System/Main/MainWin.cs
@@ -63,7 +63,7 @@ } // 更新当前选中的标签索引 functionOrder = index; functionOrder = index; // 关闭当前打开的子界面 CloseCurrentSubUI(); @@ -85,7 +85,7 @@ PlayerDatas.Instance.baseData.facePic)); playerNameText.text = PlayerDatas.Instance.baseData.PlayerName; powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint); powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPower); officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID); } @@ -95,7 +95,7 @@ switch (type) { case PlayerDataType.FightPower: powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint); powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPower); break; case PlayerDataType.RealmLevel: officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID); @@ -132,6 +132,7 @@ { if (currentSubUI != null && currentSubUI.name == "HomeWin") { Debug.Log("点击主界面按钮"); //打开主界面的情况下再点击按钮,执行攻击逻辑 if (AutoFightModel.Instance.isAutoAttackSet) { Main/System/Message/RichNormalEvent.cs
@@ -336,7 +336,7 @@ // { // colorType = RichTextMgr.Inst.presentRichText.colorType == RichText.ColorType.Dark ? 0 : 1; // } // var fightPoint = PlayerDatas.Instance.baseData.FightPoint; // var fightPoint = PlayerDatas.Instance.baseData.FightPower; // ulong targetValue = 0; // var infoArray = dic["myfightpoint"].Split('_'); // if (infoArray.Length > 1) Main/Utility/EnumHelper.cs
@@ -453,7 +453,7 @@ GoldPaper = 19, //金票 19, Silver = 20, //银子 20, SilverPaper = 21, //银票 21, FightPoint = 22, //战斗值(锤子) 22, UseHarmerCount = 22, //锤子消耗倍数 22, HappyPoint = 23, //娱乐值 23, MapID = 24, //角色所在地图 24, PosX = 25, //角色坐标 25,