| Core/GameEngine/Model/Player/Character/PlayerBaseData.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/Player/PlayerDatas.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActorPlayerBase.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Equip/EquipModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WorldMap/LocalMapEventPointToggle.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/WorldMap/LocalMapFindPath.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/EnumHelper.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -42,6 +42,7 @@ public uint spExtend; //扩展属性8,各项目专用 public uint bubbleId; //扩展属性10,各项目专用 public uint ExAttr11; //预留的扩展属性字段,用来存放项目特定的属性 public uint ExAttr16; //预留的扩展属性字段,用来存放项目特定的属性 全身特效 public uint ServerGroupId; //服务器组ID public uint hangTime;//现为脱机挂剩余时间 23 public uint faction; //阵营 107 @@ -85,6 +86,7 @@ public int skillReducePerF; //嗜天斧技能减伤百分比 public int skillReducePerG; //射日神弓技能减伤百分比 public int mapRealmSelect; //地图境界难度 public long treasurePotentialSp { get @@ -92,10 +94,6 @@ return spExtend * (long)100000000 + sp; } } public int godWeaponLV_1; public int godWeaponLV_2; public int godWeaponLV_3; public int godWeaponLV_4; public int reikiRootEffectId { @@ -155,15 +153,13 @@ spExtend = _serverInfo.ExAttr8; bubbleId = _serverInfo.ExAttr10; ExAttr11 = _serverInfo.ExAttr11; ExAttr16 = _serverInfo.ExAttr16; ServerGroupId = _serverInfo.ExAttr13; hangTime = _serverInfo.HappyPoint; faction = _serverInfo.Faction; coinPointTotal = _serverInfo.ChangeCoinPointTotal; equipShowSwitch = _serverInfo.EquipShowSwitch; godWeaponLV_1 = (int)_serverInfo.ExAttr15; godWeaponLV_2 = (int)_serverInfo.ExAttr16; godWeaponLV_3 = (int)_serverInfo.ExAttr17; godWeaponLV_4 = (int)_serverInfo.ExAttr18; mapRealmSelect = (int)_serverInfo.ExAttr18; } else { @@ -249,19 +245,17 @@ spExtend = serverInfo.ExAttr8; bubbleId = serverInfo.ExAttr10; ExAttr11 = serverInfo.ExAttr11; ExAttr16 = serverInfo.ExAttr16; ServerGroupId = serverInfo.ExAttr13; hangTime = serverInfo.HappyPoint; faction = serverInfo.Faction; coinPointTotal = serverInfo.ChangeCoinPointTotal; godWeaponLV_1 = (int)serverInfo.ExAttr15; godWeaponLV_2 = (int)serverInfo.ExAttr16; godWeaponLV_3 = (int)serverInfo.ExAttr17; godWeaponLV_4 = (int)serverInfo.ExAttr18; HP = serverInfo.HP + serverInfo.HPEx * Constants.ExpPointValue; if (PlayerDatas.Instance.hero != null) { PlayerDatas.Instance.hero.ActorInfo.ResetHp((long)HP); } mapRealmSelect = (int)serverInfo.ExAttr18; } Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -801,16 +801,12 @@ extersion.talentPoint = (int)value; break; case PlayerDataType.CDBPlayerRefresh_GodWeaponLV_1: baseData.godWeaponLV_1 = (int)value; break; case PlayerDataType.CDBPlayerRefresh_GodWeaponLV_2: baseData.godWeaponLV_2 = (int)value; break; case PlayerDataType.CDBPlayerRefresh_GodWeaponLV_3: baseData.godWeaponLV_3 = (int)value; break; case PlayerDataType.CDBPlayerRefresh_GodWeaponLV_4: baseData.godWeaponLV_4 = (int)value; break; case PlayerDataType.CDBPlayerRefresh_SoulDust: extersion.soulDust = value; @@ -825,6 +821,7 @@ extersion.honorValue = (int)value; break; case PlayerDataType.CDBPlayerRefresh_ZhuxianRate: baseData.ExAttr16 = value; break; case PlayerDataType.CDBPlayerRefresh_Mater: baseData.mater = (int)value; Fight/GameActor/GActorPlayerBase.cs
@@ -62,6 +62,7 @@ public JobSetupConfig JobSetup { get; set; } DungeonModel dungeonModel { get { return ModelCenter.Instance.GetModel<DungeonModel>(); } } EquipModel equipModel { get { return ModelCenter.Instance.GetModel<EquipModel>(); } } public override int NextAction { @@ -382,6 +383,7 @@ SystemSetting.Instance.qualityLevelChangeEvent -= OnGameQualityChange; dungeonModel.updateMissionEvent -= CheckAncientHeadUp; RlsLingGenEffect(); ReleaseShediaoEffect(); base.OnUnit(); } @@ -494,6 +496,10 @@ if (LingGenNode) { LingGenNode.transform.position = Root.transform.position; } if (shediaoNode) { shediaoNode.transform.position = Root.transform.position; } } @@ -2724,6 +2730,7 @@ ReleaseShadow(); RlsLingGenEffect(); ReleaseShediaoEffect(); } GA_Player _player = this as GA_Player; @@ -3047,4 +3054,48 @@ lingGenEffectList.Add(_sfx); } } //射雕装备特效 private List<SFXController> shediaoEffectList = new List<SFXController>(); private GameObject shediaoNode; private void ReleaseShediaoEffect() { if (shediaoEffectList.Count > 0) { for (int i = 0; i < shediaoEffectList.Count; ++i) { SFXPlayUtility.Instance.Release(shediaoEffectList[i]); } } shediaoEffectList.Clear(); UnityEngine.Object.Destroy(shediaoNode); shediaoNode = null; } //功能决定如何显示特效 public void RefreshShediaoEffect(uint effectMark) { Debug.LogFormat("装备特效 RefreshShediaoEffect {0}", effectMark); //改成强化大师特效 id为强化大师等级 ReleaseShediaoEffect(); if (!equipModel.equipAddEffect.ContainsKey((int)effectMark)) { return; } if (!shediaoNode) { shediaoNode = new GameObject(); GameObject.DontDestroyOnLoad(shediaoNode); } var _sfx = SFXPlayUtility.Instance.PlayBattleEffect(equipModel.equipAddEffect[(int)effectMark], shediaoNode.transform, 1); _sfx.duration = 0; shediaoEffectList.Add(_sfx); } } System/Equip/EquipModel.cs
@@ -39,6 +39,7 @@ Dictionary<int, EquipSet> equipSets = new Dictionary<int, EquipSet>(); List<int> sortedLevels = new List<int>(); public uint[] suitActiveState; //套装手动点击激活状态 public Dictionary<int, int> equipAddEffect = new Dictionary<int, int>(); //额外的全身特效 PackModel packModel { get { return ModelCenter.Instance.GetModel<PackModel>(); } } EquipStarModel starModel { get { return ModelCenter.Instance.GetModel<EquipStarModel>(); } } @@ -1118,6 +1119,13 @@ equipSetNames[level] = name; } ParseEquipLevelFuncID(); var equipEff = FuncConfigConfig.Get("shediaoEffect"); json = JsonMapper.ToObject(equipEff.Numerical1); foreach (var key in json.Keys) { equipAddEffect[int.Parse(key)] = int.Parse(json[key].ToString()); } } public static int GetItemServerEquipPlace(int itemId) System/WorldMap/LocalMapEventPointToggle.cs
@@ -54,7 +54,6 @@ this.m_FlyBoot.SetListener(FlyToEventPoint); } [IFix.Patch] private void DisplayEventInfo() { var config = MapEventPointConfig.Get(this.m_EventId); System/WorldMap/LocalMapFindPath.cs
@@ -437,7 +437,6 @@ } } [IFix.Patch] private void FoucsEventPoint(int _eventPoint) { if (ILRuntimeUtility.Instance.ModelInvoke<int>("MapLevelModel", "GetSelectIndex") != 0) Utility/EnumHelper.cs
@@ -767,7 +767,7 @@ default6, // 234灵石负数 default7, default8, default9, default9, // 237 地图境界难度 default10, default11, // 239 代表魅力等级 default12,