6607 【2.0】【后端】技能升级功能改版(点数变更刷新修改)
| | |
| | | #刷新人物所有状态
|
| | | playerControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playerControl.RefreshPlayerAttrState()
|
| | | |
| | | #更新技能专精
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, resetIDList)
|
| | | return True
|
| | |
|
| | | ## 逻辑实现 //返回值为是否使用成功(外层通知特效)
|
| | |
| | | NotifyPlayerBasePoint(curPlayer, pointAttrIDList)
|
| | | playerControl = PlayerControl.PlayerControl(curPlayer)
|
| | | playerControl.RefreshPlayerAttrState()
|
| | | #更新技能专精
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, pointAttrIDList)
|
| | | return
|
| | |
|
| | | def NotifyPlayerBasePoint(curPlayer, syncAttrIDList=[]):
|
| | |
| | |
|
| | | # 刷新属性
|
| | | __RefreshAttr(curPlayer, funcIndex)
|
| | |
|
| | | # 若是加灵根属性则更新技能专精
|
| | | pointAttrIDList = []
|
| | | for attrID in attrIDList:
|
| | | if attrID in [ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water, |
| | | ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]:
|
| | | pointAttrIDList.append(attrID)
|
| | | if pointAttrIDList:
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, pointAttrIDList)
|
| | | return True, hasUseCnt
|
| | |
|
| | | ## 玩家使用属性果实
|
| | |
| | | beforeMaxHP = curPlayer.GetMaxHP()
|
| | | beforeMoveSpeedValue = GetSpeedValue(curPlayer)
|
| | | beforeMaxProDef = GetMaxProDef(curPlayer)
|
| | | #[金木水火土]
|
| | | beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
|
| | | playerStateDict = {}
|
| | | for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
|
| | |
| | |
|
| | | #通知基础属性
|
| | | self.__SyncBaseAttr(curPlayer, baseAttrList)
|
| | | |
| | | #五行灵根变更需要处理的逻辑
|
| | | afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
|
| | | if beforePointList !=afterPointList:
|
| | | diffPointAttrList = []
|
| | | for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
|
| | | ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
|
| | | if beforePointList[i] != afterPointList[i]:
|
| | | diffPointAttrList.append(attrID)
|
| | | SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
|
| | | |
| | | |
| | | # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
|
| | | self.SendModuleFightPowerPack(curPlayer, mfpDict)
|
| | | billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
|
| | |
| | | skillManager = curPlayer.GetSkillManager()
|
| | | curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
|
| | | curSkillLV = curSkill.GetSkillLV() if curSkill else 0
|
| | | |
| | |
|
| | | if updSkillLV == curSkillLV:
|
| | | return
|
| | | elif updSkillLV < curSkillLV:
|
| | |
| | | def RefreshElementSkillByAttr(curPlayer, attrIDList):
|
| | | #加点、丹药、境界、洗点 会影响灵根点
|
| | | __InitElementSkillInfo()
|
| | |
|
| | | isRefresh = False
|
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillID()
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
|
| | | if not ipyData:
|
| | | continue
|
| | |
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillID()
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
|
| | | if not ipyData:
|
| | | continue
|
| | |
| | | skillManager = curPlayer.GetSkillManager()
|
| | | for i in xrange(skillManager.GetSkillCount()):
|
| | | hasSkill = skillManager.GetSkillByIndex(i)
|
| | | hasSkillID = hasSkill.GetSkillID()
|
| | | hasSkillID = hasSkill.GetSkillTypeID()
|
| | | ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
|
| | | if not ipyData:
|
| | | continue
|