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优化代码
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@@ -230,10 +230,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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}
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entry.CombatData = newCombatData
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
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AnimatorParamInfo: evtAnimatorParameterInfo,
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ForwardType: entry.ForwardType,
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}, player.PlayerID)
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// g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
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// AnimatorParamInfo: evtAnimatorParameterInfo,
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// ForwardType: entry.ForwardType,
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// }, player.PlayerID)
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case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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@@ -252,10 +252,10 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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}
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entry.CombatData = newCombatData
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
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ForwardType: entry.ForwardType,
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EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
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}, player.PlayerID)
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// g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
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// ForwardType: entry.ForwardType,
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// EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
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// }, player.PlayerID)
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default:
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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}
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