少年修仙传客户端代码仓库
client_Wu Xijin
2018-12-21 cd3581ae1eaab36c21c66b61fe26093f6d9c70be
5398 子 【开发】【1.4】跨服竞技场 / 【前端】【1.4】跨服竞技场开发
2个文件已修改
46 ■■■■■ 已修改文件
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs 34 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 12 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -159,6 +159,40 @@
        HP = mainServerDataBuf.HP;
    }
    public void RecordMainServerData(bool isMainServerData, PlayerDataRefresh playerDataType, uint value)
    {
        if (!isMainServerData)
        {
            return;
        }
        switch (playerDataType)
        {
            case PlayerDataRefresh.PlayerName:
                break;
            case PlayerDataRefresh.MapID:
                mainServerDataBuf.MapID = (ushort)value;
                break;
            case PlayerDataRefresh.FBID:
                mainServerDataBuf.FBID = (byte)value;
                break;
            case PlayerDataRefresh.ExAttr3:
                mainServerDataBuf.dungeonLineId = (byte)value;
                break;
            case PlayerDataRefresh.PosX:
                mainServerDataBuf.PosX = (ushort)value;
                break;
            case PlayerDataRefresh.PosY:
                mainServerDataBuf.PosY = (ushort)value;
                break;
            case PlayerDataRefresh.HP:
                mainServerDataBuf.HP = value;
                break;
            default:
                break;
        }
    }
    public class PartDataBuf
    {
        public string PlayerName;
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -67,7 +67,7 @@
    public void FightRefreshPlayerHp(uint hp)
    {
        RefreshProperty(PlayerDataRefresh.HP, hp);
        RefreshProperty(false, PlayerDataRefresh.HP, hp);
        if (RefreshPlayerInfoEvent != null)
        {
@@ -161,7 +161,7 @@
                recordSp = baseData.treasurePotentialSp;
            }
            RefreshProperty((PlayerDataRefresh)vNetData.RefreshType, vNetData.Value);
            RefreshProperty(vNetData.socketType == GameNetSystem.SocketType.Main, (PlayerDataRefresh)vNetData.RefreshType, vNetData.Value);
            if (recordSp > 0 && spNewGetEvent != null)
            {
@@ -193,7 +193,7 @@
        }
    }
    public void RefreshProperty(PlayerDataRefresh _type, uint value)
    public void RefreshProperty(bool isMainServerData, PlayerDataRefresh _type, uint value)
    {
        switch (_type)
        {
@@ -275,12 +275,15 @@
                break;
            case PlayerDataRefresh.MapID:
                baseData.MapID = (ushort)value;
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.PosX:
                baseData.PosX = (ushort)value;//角色坐标x
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.PosY:
                baseData.PosY = (ushort)value;//角色坐标y
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.State:
                baseData.State = (byte)value;
@@ -299,6 +302,7 @@
                    hero.ActorInfo.SyncServerHp = value;
                    hero.ActorInfo.ResetHp((int)value);
                }
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.MaxMP:
                extersion.MaxMP = (int)value;
@@ -412,6 +416,7 @@
                break;
            case PlayerDataRefresh.FBID:
                baseData.FBID = (byte)value;
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.FamilyLV:
                break;
@@ -494,6 +499,7 @@
                break;
            case PlayerDataRefresh.ExAttr3:
                baseData.dungeonLineId = (int)value;
                baseData.RecordMainServerData(isMainServerData, _type, value);
                break;
            case PlayerDataRefresh.ExAttr4:
                baseData.ExAttr4 = value;