少年修仙传客户端代码仓库
client_Wu Xijin
2019-02-25 55902407d2584d0e1698a6062e314f2e3582acc6
3335 去除未使用的玩家数据字段。
2个文件已修改
85 ■■■■■ 已修改文件
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs 55 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -5,29 +5,22 @@
    public string AccID;    //_KEY_i_帐号名, 该角色所在的帐号的用户名
    public uint PlayerID;    //_IDT_
    public string PlayerName;    //size = 14
    public byte AccState;    //0: 未创建, 1: 创建OK,正常登录 2:封号 3:已删除
    public byte GMLevel;    //GM等级, 0:不是GM  >=1 : GM的等级
    public byte Sex;    //性别
    public byte Job;    //职业, 
    public ushort LV;    //等级
    public ushort LVEx;    //玩家等级副本,用于转生
    public ushort LV2;    //大师等级
    public uint ExpPoint;    //扩充经验点数
    public uint TotalExp;    //总经验
    public uint Family;    //家族
    public uint FamilyId;    //家族
    public string FamilyName;    //家族名称
    public uint Gold;    //仙玉
    public uint GoldPaper;    //绑玉
    public uint Silver;    //铜钱
    public uint SilverPaper;    //银票
    public uint diamond;    //仙玉
    public uint bindDiamond;    //绑玉
    public uint copper;    //铜钱
    public ulong allCopper { get { return (ulong)copper + (ulong)ExAttr6 * 100000000; } }
    public uint FightPoint;    //战斗值
    public uint OffLineHangTime;//脱机外挂时间
    public ushort MapID;    //角色所在地图
    public ushort PosX;    //角色坐标
    public ushort PosY;
    public byte State;    //角色状态   1.封存 2.死亡 3.正常  以后还有陆续添加
    public uint HP;    //当前HP
    public uint XP;    //当前XP
    public uint FreePoint;    //未分配点数
    public uint FreeSkillPoint;    //未分配的技能点
    public int STR;    //力量
@@ -53,7 +46,7 @@
    public uint ExAttr12;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint ServerGroupId;    //服务器组ID
    public uint ExAttr14;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint HappyPoint;//现为脱机挂剩余时间 23
    public uint hangTime;//现为脱机挂剩余时间 23
    public uint faction; //阵营 107
    public uint coinPointTotal;//已充值金额,单位分 112
@@ -76,8 +69,6 @@
    public int godWeaponLV_3;
    public int godWeaponLV_4;
    public ulong allSliver { get { return (ulong)Silver + (ulong)ExAttr6 * 100000000; } }
    public void UpdateData(H0102_tagCDBPlayer _serverInfo)
    {
        if (_serverInfo.socketType == ServerType.Main)
@@ -85,27 +76,20 @@
            AccID = _serverInfo.AccID;
            PlayerID = _serverInfo.PlayerID;
            PlayerName = _serverInfo.PlayerName.Trim().Replace(" ", "");
            AccState = _serverInfo.AccState;
            GMLevel = _serverInfo.GMLevel;
            Sex = _serverInfo.Sex;
            Job = _serverInfo.Job;
            LV = _serverInfo.LV;
            LVEx = _serverInfo.LVEx;
            LV2 = _serverInfo.LV2;
            ExpPoint = _serverInfo.ExpPoint;
            TotalExp = _serverInfo.TotalExp;
            Family = _serverInfo.Family;
            FamilyId = _serverInfo.Family;
            FamilyName = _serverInfo.FamilyName.Trim().Replace(" ", "");
            Gold = _serverInfo.Gold;
            GoldPaper = _serverInfo.GoldPaper;
            Silver = _serverInfo.Silver;
            SilverPaper = _serverInfo.SilverPaper;
            diamond = _serverInfo.Gold;
            bindDiamond = _serverInfo.GoldPaper;
            copper = _serverInfo.Silver;
            MapID = _serverInfo.MapID;
            mainServerMapIdRecord = MapID;
            PosX = _serverInfo.PosX;
            PosY = _serverInfo.PosY;
            State = _serverInfo.State;
            XP = _serverInfo.XP;
            FreePoint = _serverInfo.FreePoint;
            FreeSkillPoint = _serverInfo.FreeSkillPoint;
            STR = _serverInfo.STR;
@@ -130,7 +114,7 @@
            ExAttr12 = _serverInfo.ExAttr12;
            ServerGroupId = _serverInfo.ExAttr13;
            ExAttr14 = _serverInfo.ExAttr14;
            HappyPoint = _serverInfo.HappyPoint;
            hangTime = _serverInfo.HappyPoint;
            faction = _serverInfo.Faction;
            coinPointTotal = _serverInfo.ChangeCoinPointTotal;
            equipShowSwitch = _serverInfo.EquipShowSwitch;
@@ -165,7 +149,7 @@
        if (PlayerDatas.Instance.hero != null)
        {
            PlayerDatas.Instance.hero.ActorInfo.familyID = Family;
            PlayerDatas.Instance.hero.ActorInfo.familyID = FamilyId;
            if (CrossServerUtility.IsCrossServer())
            {
                if (_serverInfo.socketType == ServerType.CrossSever)
@@ -186,21 +170,16 @@
        AccID = serverInfo.AccID;
        PlayerID = serverInfo.PlayerID;
        PlayerName = serverInfo.PlayerName.Trim().Replace(" ", "");
        AccState = serverInfo.AccState;
        GMLevel = serverInfo.GMLevel;
        Sex = serverInfo.Sex;
        Job = serverInfo.Job;
        LV = serverInfo.LV;
        LVEx = serverInfo.LVEx;
        LV2 = serverInfo.LV2;
        ExpPoint = serverInfo.ExpPoint;
        TotalExp = serverInfo.TotalExp;
        Family = serverInfo.Family;
        FamilyId = serverInfo.Family;
        FamilyName = serverInfo.FamilyName.Trim().Replace(" ", "");
        Gold = serverInfo.Gold;
        GoldPaper = serverInfo.GoldPaper;
        Silver = serverInfo.Silver;
        SilverPaper = serverInfo.SilverPaper;
        diamond = serverInfo.Gold;
        bindDiamond = serverInfo.GoldPaper;
        copper = serverInfo.Silver;
        MapID = serverInfo.MapID;
        if (serverInfo.socketType == ServerType.Main)
        {
@@ -234,7 +213,7 @@
        ExAttr12 = serverInfo.ExAttr12;
        ServerGroupId = serverInfo.ExAttr13;
        ExAttr14 = serverInfo.ExAttr14;
        HappyPoint = serverInfo.HappyPoint;
        hangTime = serverInfo.HappyPoint;
        faction = serverInfo.Faction;
        coinPointTotal = serverInfo.ChangeCoinPointTotal;
        godWeaponLV_1 = (int)serverInfo.ExAttr15;
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -24,20 +24,12 @@
    PlayerSkillDatas m_Skill = new PlayerSkillDatas();
    public PlayerSkillDatas skill { get { return m_Skill; } }
    StrengthenModel m_StrengthengModel;
    StrengthenModel strengthengmodel { get { return m_StrengthengModel ?? (m_StrengthengModel = ModelCenter.Instance.GetModel<StrengthenModel>()); } }
    PlayerMethodData M_Method;
    PlayerMethodData method { get { return M_Method ?? (M_Method = ModelCenter.Instance.GetModel<PlayerMethodData>()); } }
    PlayerRankData m_Rank = new PlayerRankData();
    public PlayerRankData rank { get { return m_Rank; } }
    StoreModel m_StoreModel;
    StoreModel StoreModel
    {
        get { return m_StoreModel ?? (m_StoreModel = ModelCenter.Instance.GetModel<StoreModel>()); }
    }
    StrengthenModel strengthengmodel { get { return ModelCenter.Instance.GetModel<StrengthenModel>(); } }
    PlayerMethodData method { get { return  ModelCenter.Instance.GetModel<PlayerMethodData>(); } }
    StoreModel StoreModel { get { return ModelCenter.Instance.GetModel<StoreModel>(); } }
    public int totalExpRate { get; set; }
    public uint worldLv { get; private set; }
@@ -60,7 +52,7 @@
    public void InitPlayerData(H0102_tagCDBPlayer data)
    {
        baseData.UpdateData(data);
        HangUpSetModel.Instance.SetOfflinePluginTime((int)baseData.HappyPoint);
        HangUpSetModel.Instance.SetOfflinePluginTime((int)baseData.hangTime);
        if (InitPlayerInfoEvent != null)
        {
            InitPlayerInfoEvent();
@@ -250,7 +242,6 @@
            case PlayerDataRefresh.PlayerName:
                break;
            case PlayerDataRefresh.Sex:
                baseData.Sex = (byte)value;
                break;
            case PlayerDataRefresh.Job:
                baseData.Job = (byte)value;
@@ -277,7 +268,7 @@
                baseData.TotalExp = value;
                break;
            case PlayerDataRefresh.Family:
                baseData.Family = value;
                baseData.FamilyId = value;
                if (hero != null)
                {
                    hero.ActorInfo.familyID = value;
@@ -297,22 +288,21 @@
            case PlayerDataRefresh.Mate:
                break;
            case PlayerDataRefresh.Gold:
                baseData.Gold = value;
                baseData.diamond = value;
                break;
            case PlayerDataRefresh.GoldPaper:
                baseData.GoldPaper = value;
                baseData.bindDiamond = value;
                break;
            case PlayerDataRefresh.Silver:
                baseData.Silver = value;
                baseData.copper = value;
                strengthengmodel.MoneyData();
                break;
            case PlayerDataRefresh.SilverPaper:
                baseData.SilverPaper = value;
                break;
            case PlayerDataRefresh.FightPoint:
                break;
            case PlayerDataRefresh.HappyPoint:
                baseData.HappyPoint = value;
                baseData.hangTime = value;
                DebugEx.Log("脱机挂时间" + (int)value);
                break;
            case PlayerDataRefresh.MapID:
@@ -329,7 +319,6 @@
                baseData.PosY = (ushort)value;//角色坐标y
                break;
            case PlayerDataRefresh.State:
                baseData.State = (byte)value;
                break;
            case PlayerDataRefresh.MaxHP:
                extersion.MaxHP = (int)value;
@@ -355,7 +344,6 @@
                extersion.MaxMP = (int)value;
                break;
            case PlayerDataRefresh.XP:
                baseData.XP = value;
                break;
            case PlayerDataRefresh.HPRestoreSetting:
                break;