hch
2025-08-29 df326b8d0c5cf2c3953819018eb4abf722234e9e
0312 修复战斗力 和 消耗锤子倍数的定义命名
12个文件已修改
62 ■■■■■ 已修改文件
Main/Core/GameEngine/Player/PlayerBaseData.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/GameEngine/Player/PlayerDatas.cs 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0403_tagPlayerLoginLoadOK.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/ServerPack/H01_System/H0102_tagCDBPlayer.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/SDK/SDKUtils.cs 10 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleManager.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Chat/ChatManager.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/AutoFightModel.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/MainWin.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Message/RichNormalEvent.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Utility/EnumHelper.cs 2 ●●● 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,