mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
掉落场景物件初步
This commit is contained in:
@@ -9,7 +9,6 @@ type GadgetData struct {
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GadgetId int32 `csv:"ID"`
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Type int32 `csv:"类型,omitempty"`
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DefaultCamp int32 `csv:"默认阵营,omitempty"`
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CanInteract int32 `csv:"能否交互,omitempty"`
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}
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func (g *GameDataConfig) loadGadgetData() {
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@@ -326,7 +326,7 @@ func UpdateFrame(rgb bool) {
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X: leftTopPos.X - float64(w)*SCREEN_DPI,
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Y: leftTopPos.Y - float64(h)*SCREEN_DPI,
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Z: leftTopPos.Z,
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}, new(model.Vector), uint32(FRAME_COLOR[w][h]), 271003, uint32(constant.GADGET_STATE_DEFAULT), 0)
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}, new(model.Vector), uint32(FRAME_COLOR[w][h]), uint32(constant.GADGET_STATE_DEFAULT), nil, 0, 0)
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SCREEN_ENTITY_ID_LIST = append(SCREEN_ENTITY_ID_LIST, entityId)
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} else {
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if !FRAME[w][h] {
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@@ -334,7 +334,7 @@ func UpdateFrame(rgb bool) {
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X: leftTopPos.X - float64(w)*SCREEN_DPI,
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Y: leftTopPos.Y - float64(h)*SCREEN_DPI,
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Z: leftTopPos.Z,
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}, new(model.Vector), uint32(GADGET_ID), 271003, uint32(constant.GADGET_STATE_DEFAULT), 0)
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}, new(model.Vector), uint32(GADGET_ID), uint32(constant.GADGET_STATE_DEFAULT), nil, 0, 0)
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SCREEN_ENTITY_ID_LIST = append(SCREEN_ENTITY_ID_LIST, entityId)
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}
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}
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@@ -182,6 +182,7 @@ func (g *GMCmd) GMForceFinishAllQuest(userId uint32) {
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GAME_MANAGER.AcceptQuest(player, true)
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}
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// GMUnlockAllPoint 解锁场景全部传送点
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func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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@@ -205,6 +206,20 @@ func (g *GMCmd) GMUnlockAllPoint(userId uint32, sceneId uint32) {
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})
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}
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// GMCreateGadget 在玩家附近创建物件实体
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func (g *GMCmd) GMCreateGadget(userId uint32, gadgetId uint32, posX, posY, posZ float64, itemId uint32) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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GAME_MANAGER.CreateGadget(player, gadgetId, &model.Vector{
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X: posX,
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Y: posY,
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Z: posZ,
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}, itemId)
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}
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// 系统级GM指令
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func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {
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@@ -21,7 +21,6 @@ func (g *GameManager) SceneRegionTriggerCheck(player *model.Player, scene *Scene
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for _, regionConfigId := range suiteConfig.RegionConfigIdList {
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regionConfig := groupConfig.RegionMap[regionConfigId]
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if regionConfig == nil {
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logger.Error("get region config is nil, regionConfigId: %v, uid: %v", regionConfigId, player.PlayerID)
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continue
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}
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shape := alg.NewShape()
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@@ -262,7 +262,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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// 旧有新没有的group即为卸载的
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if !world.GetMultiplayer() {
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// 处理多人世界不同玩家不同位置的group卸载情况
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g.RemoveGroup(player, scene, groupConfig)
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g.RemoveSceneGroup(player, scene, groupConfig)
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}
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}
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for groupId, groupConfig := range newNeighborGroupMap {
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@@ -41,6 +41,10 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
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delEntityIdList = append(delEntityIdList, entityId)
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}
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
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// 卸载旧位置附近的group
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for _, groupConfig := range g.GetNeighborGroup(ctx.OldSceneId, ctx.OldPos) {
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g.RemoveSceneGroup(player, oldScene, groupConfig)
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}
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}
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enterScenePeerNotify := &proto.EnterScenePeerNotify{
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@@ -543,10 +547,14 @@ func (g *GameManager) KillEntity(player *model.Player, scene *Scene, entityId ui
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if entity == nil {
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return
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}
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if entity.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
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// 设置血量
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entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 0
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g.EntityFightPropUpdateNotifyBroadcast(scene.world, entity)
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// TODO
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g.CreateGadget(player, 70600055, entity.pos, 104003)
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}
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entity.lifeState = constant.LIFE_STATE_DEAD
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// 设置血量
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entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 0
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g.EntityFightPropUpdateNotifyBroadcast(scene.world, entity)
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ntf := &proto.LifeStateChangeNotify{
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EntityId: entity.id,
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LifeState: uint32(entity.lifeState),
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@@ -640,7 +648,7 @@ func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupCon
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g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
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func (g *GameManager) RemoveSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
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group := scene.GetGroupById(uint32(groupConfig.Id))
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if group == nil {
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logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
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@@ -656,6 +664,24 @@ func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfi
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g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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func (g *GameManager) CreateGadget(player *model.Player, gadgetId uint32, pos *model.Vector, itemId uint32) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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entityId := scene.CreateEntityGadgetNormal(
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pos, new(model.Vector),
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gadgetId,
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constant.GADGET_STATE_DEFAULT,
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&GadgetNormalEntity{
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itemId: itemId,
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},
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0, 0,
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)
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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}
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var SceneTransactionSeq uint32 = 0
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func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {
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@@ -1019,10 +1045,6 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
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sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
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Gadget: g.PacketSceneGadgetInfoNormal(entity),
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}
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case GADGET_TYPE_GATHER:
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sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
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Gadget: g.PacketSceneGadgetInfoGather(entity),
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}
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case GADGET_TYPE_CLIENT:
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sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
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Gadget: g.PacketSceneGadgetInfoClient(gadgetEntity.GetGadgetClientEntity()),
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@@ -1109,23 +1131,9 @@ func (g *GameManager) PacketSceneNpcInfo(entity *NpcEntity) *proto.SceneNpcInfo
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func (g *GameManager) PacketSceneGadgetInfoNormal(entity *Entity) *proto.SceneGadgetInfo {
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gadgetEntity := entity.GetGadgetEntity()
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sceneGadgetInfo := &proto.SceneGadgetInfo{
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GadgetId: gadgetEntity.GetGadgetId(),
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GroupId: entity.GetGroupId(),
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ConfigId: entity.GetConfigId(),
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GadgetState: gadgetEntity.GetGadgetState(),
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IsEnableInteract: true,
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AuthorityPeerId: 1,
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}
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return sceneGadgetInfo
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}
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func (g *GameManager) PacketSceneGadgetInfoGather(entity *Entity) *proto.SceneGadgetInfo {
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gadgetEntity := entity.GetGadgetEntity()
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gatherEntity := gadgetEntity.GetGadgetGatherEntity()
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gatherDataConfig := gdconf.GetGatherDataById(int32(gatherEntity.GetGatherId()))
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if gatherDataConfig == nil {
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logger.Error("gather data error, gatherId: %v", gatherEntity.GetGatherId())
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gadgetDataConfig := gdconf.GetGadgetDataById(int32(gadgetEntity.GetGadgetId()))
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if gadgetDataConfig == nil {
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logger.Error("get gadget data config is nil, gadgetId: %v", gadgetEntity.GetGadgetId())
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return new(proto.SceneGadgetInfo)
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}
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sceneGadgetInfo := &proto.SceneGadgetInfo{
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@@ -1135,12 +1143,16 @@ func (g *GameManager) PacketSceneGadgetInfoGather(entity *Entity) *proto.SceneGa
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GadgetState: gadgetEntity.GetGadgetState(),
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IsEnableInteract: true,
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AuthorityPeerId: 1,
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Content: &proto.SceneGadgetInfo_GatherGadget{
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}
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switch gadgetDataConfig.Type {
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case constant.GADGET_TYPE_GATHER_OBJECT:
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gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
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sceneGadgetInfo.Content = &proto.SceneGadgetInfo_GatherGadget{
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GatherGadget: &proto.GatherGadgetInfo{
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ItemId: uint32(gatherDataConfig.ItemId),
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ItemId: gadgetNormalEntity.GetItemId(),
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IsForbidGuest: false,
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},
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},
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}
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}
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return sceneGadgetInfo
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}
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@@ -307,28 +307,30 @@ func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Mess
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logger.Error("get gadget data config is nil, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
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return
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}
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if gadgetDataConfig.CanInteract == 0 {
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logger.Error("gadget can not be interact, gadgetId: %v, uid: %v", gadgetEntity.GetGadgetId(), player.PlayerID)
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return
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}
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interactType := proto.InteractType_INTERACT_NONE
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switch gadgetDataConfig.Type {
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case constant.GADGET_TYPE_GADGET:
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logger.Debug("==========GADGET_TYPE_GADGET==========")
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// 掉落物捡起
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interactType = proto.InteractType_INTERACT_PICK_ITEM
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gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
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g.AddUserItem(player.PlayerID, []*ChangeItem{{
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ItemId: gadgetNormalEntity.GetItemId(),
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ChangeCount: 1,
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}}, true, 0)
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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case constant.GADGET_TYPE_ENERGY_BALL:
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logger.Debug("==========GADGET_TYPE_ENERGY_BALL==========")
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// 元素能量球吸收
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// TODO 元素能量球吸收
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interactType = proto.InteractType_INTERACT_PICK_ITEM
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case constant.GADGET_TYPE_GATHER_OBJECT:
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logger.Debug("==========GADGET_TYPE_GATHER_OBJECT==========")
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// 采集物摘取
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interactType = proto.InteractType_INTERACT_GATHER
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gadgetNormalEntity := gadgetEntity.GetGadgetNormalEntity()
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g.AddUserItem(player.PlayerID, []*ChangeItem{{
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ItemId: gadgetNormalEntity.GetItemId(),
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ChangeCount: 1,
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}}, true, 0)
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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case constant.GADGET_TYPE_CHEST:
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logger.Debug("==========GADGET_TYPE_CHEST==========")
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// 宝箱开启
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interactType = proto.InteractType_INTERACT_OPEN_CHEST
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if req.OpType == proto.InterOpType_INTER_OP_FINISH {
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@@ -338,6 +340,8 @@ func (g *GameManager) GadgetInteractReq(player *model.Player, payloadMsg pb.Mess
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SceneId: scene.GetId(),
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ConfigId: entity.GetConfigId(),
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})
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// TODO
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g.CreateGadget(player, 70600055, entity.pos, 104003)
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g.ChangeGadgetState(player, scene.GetId(), constant.GADGET_STATE_CHEST_OPENED)
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g.KillEntity(player, scene, entity.GetId(), proto.PlayerDieType_PLAYER_DIE_NONE)
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}
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@@ -190,7 +190,7 @@ func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQue
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return entity.id
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}
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func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadgetState, configId, groupId uint32) uint32 {
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func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadgetState uint32, gadgetNormalEntity *GadgetNormalEntity, configId, groupId uint32) uint32 {
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entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
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entity := &Entity{
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id: entityId,
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@@ -208,41 +208,10 @@ func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId, gadge
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},
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entityType: constant.ENTITY_TYPE_GADGET,
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gadgetEntity: &GadgetEntity{
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gadgetId: gadgetId,
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gadgetState: gadgetState,
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gadgetType: GADGET_TYPE_NORMAL,
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},
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configId: configId,
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groupId: groupId,
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}
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s.CreateEntity(entity)
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return entity.id
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}
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func (s *Scene) CreateEntityGadgetGather(pos, rot *model.Vector, gadgetId, gadgetState, gatherId, configId, groupId uint32) uint32 {
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entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_GADGET)
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entity := &Entity{
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id: entityId,
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scene: s,
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lifeState: constant.LIFE_STATE_ALIVE,
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pos: pos,
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rot: rot,
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moveState: uint16(proto.MotionState_MOTION_NONE),
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lastMoveSceneTimeMs: 0,
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lastMoveReliableSeq: 0,
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fightProp: map[uint32]float32{
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constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
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constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
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constant.FIGHT_PROP_BASE_HP: float32(1),
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},
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entityType: constant.ENTITY_TYPE_GADGET,
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gadgetEntity: &GadgetEntity{
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gadgetId: gadgetId,
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gadgetState: gadgetState,
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gadgetType: GADGET_TYPE_GATHER,
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gadgetGatherEntity: &GadgetGatherEntity{
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gatherId: gatherId,
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},
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gadgetId: gadgetId,
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gadgetState: gadgetState,
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gadgetType: GADGET_TYPE_NORMAL,
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gadgetNormalEntity: gadgetNormalEntity,
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},
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configId: configId,
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groupId: groupId,
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@@ -407,26 +376,18 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
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switch entityConfig.(type) {
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case *gdconf.Monster:
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monster := entityConfig.(*gdconf.Monster)
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return s.CreateEntityMonster(&model.Vector{
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X: float64(monster.Pos.X),
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Y: float64(monster.Pos.Y),
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Z: float64(monster.Pos.Z),
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}, &model.Vector{
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X: float64(monster.Rot.X),
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Y: float64(monster.Rot.Y),
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Z: float64(monster.Rot.Z),
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}, uint32(monster.MonsterId), uint8(monster.Level), getTempFightPropMap(), uint32(monster.ConfigId), groupId)
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return s.CreateEntityMonster(
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&model.Vector{X: float64(monster.Pos.X), Y: float64(monster.Pos.Y), Z: float64(monster.Pos.Z)},
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&model.Vector{X: float64(monster.Rot.X), Y: float64(monster.Rot.Y), Z: float64(monster.Rot.Z)},
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uint32(monster.MonsterId), uint8(monster.Level), getTempFightPropMap(), uint32(monster.ConfigId), groupId,
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)
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case *gdconf.Npc:
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npc := entityConfig.(*gdconf.Npc)
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return s.CreateEntityNpc(&model.Vector{
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X: float64(npc.Pos.X),
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Y: float64(npc.Pos.Y),
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Z: float64(npc.Pos.Z),
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}, &model.Vector{
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X: float64(npc.Rot.X),
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Y: float64(npc.Rot.Y),
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Z: float64(npc.Rot.Z),
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}, uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId)
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return s.CreateEntityNpc(
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&model.Vector{X: float64(npc.Pos.X), Y: float64(npc.Pos.Y), Z: float64(npc.Pos.Z)},
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&model.Vector{X: float64(npc.Rot.X), Y: float64(npc.Rot.Y), Z: float64(npc.Rot.Z)},
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uint32(npc.NpcId), 0, 0, 0, uint32(npc.ConfigId), groupId,
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)
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case *gdconf.Gadget:
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gadget := entityConfig.(*gdconf.Gadget)
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// 70500000并不是实际的物件id 根据节点类型对应采集物配置表
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@@ -435,25 +396,27 @@ func (s *Scene) createConfigEntity(groupId uint32, entityConfig any) uint32 {
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if gatherDataConfig == nil {
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return 0
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}
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return s.CreateEntityGadgetGather(&model.Vector{
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X: float64(gadget.Pos.X),
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Y: float64(gadget.Pos.Y),
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Z: float64(gadget.Pos.Z),
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}, &model.Vector{
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X: float64(gadget.Rot.X),
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Y: float64(gadget.Rot.Y),
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Z: float64(gadget.Rot.Z),
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}, uint32(gatherDataConfig.GadgetId), uint32(constant.GADGET_STATE_DEFAULT), uint32(gatherDataConfig.GatherId), uint32(gadget.ConfigId), groupId)
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return s.CreateEntityGadgetNormal(
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&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
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&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
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uint32(gatherDataConfig.GadgetId),
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uint32(constant.GADGET_STATE_DEFAULT),
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&GadgetNormalEntity{
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itemId: uint32(gatherDataConfig.ItemId),
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},
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uint32(gadget.ConfigId),
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groupId,
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)
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} else {
|
||||
return s.CreateEntityGadgetNormal(&model.Vector{
|
||||
X: float64(gadget.Pos.X),
|
||||
Y: float64(gadget.Pos.Y),
|
||||
Z: float64(gadget.Pos.Z),
|
||||
}, &model.Vector{
|
||||
X: float64(gadget.Rot.X),
|
||||
Y: float64(gadget.Rot.Y),
|
||||
Z: float64(gadget.Rot.Z),
|
||||
}, uint32(gadget.GadgetId), uint32(gadget.State), uint32(gadget.ConfigId), groupId)
|
||||
return s.CreateEntityGadgetNormal(
|
||||
&model.Vector{X: float64(gadget.Pos.X), Y: float64(gadget.Pos.Y), Z: float64(gadget.Pos.Z)},
|
||||
&model.Vector{X: float64(gadget.Rot.X), Y: float64(gadget.Rot.Y), Z: float64(gadget.Rot.Z)},
|
||||
uint32(gadget.GadgetId),
|
||||
uint32(gadget.State),
|
||||
nil,
|
||||
uint32(gadget.ConfigId),
|
||||
groupId,
|
||||
)
|
||||
}
|
||||
default:
|
||||
return 0
|
||||
@@ -663,12 +626,18 @@ type NpcEntity struct {
|
||||
BlockId uint32
|
||||
}
|
||||
|
||||
const (
|
||||
GADGET_TYPE_NORMAL = iota
|
||||
GADGET_TYPE_CLIENT
|
||||
GADGET_TYPE_VEHICLE // 载具
|
||||
)
|
||||
|
||||
type GadgetEntity struct {
|
||||
gadgetType int
|
||||
gadgetId uint32
|
||||
gadgetState uint32
|
||||
gadgetNormalEntity *GadgetNormalEntity
|
||||
gadgetClientEntity *GadgetClientEntity
|
||||
gadgetGatherEntity *GadgetGatherEntity
|
||||
gadgetVehicleEntity *GadgetVehicleEntity
|
||||
}
|
||||
|
||||
@@ -684,28 +653,29 @@ func (g *GadgetEntity) GetGadgetState() uint32 {
|
||||
return g.gadgetState
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) SetGadgetState(v uint32) {
|
||||
g.gadgetState = v
|
||||
func (g *GadgetEntity) SetGadgetState(state uint32) {
|
||||
g.gadgetState = state
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetNormalEntity() *GadgetNormalEntity {
|
||||
return g.gadgetNormalEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetClientEntity() *GadgetClientEntity {
|
||||
return g.gadgetClientEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetGatherEntity() *GadgetGatherEntity {
|
||||
return g.gadgetGatherEntity
|
||||
}
|
||||
|
||||
func (g *GadgetEntity) GetGadgetVehicleEntity() *GadgetVehicleEntity {
|
||||
return g.gadgetVehicleEntity
|
||||
}
|
||||
|
||||
const (
|
||||
GADGET_TYPE_NORMAL = iota
|
||||
GADGET_TYPE_GATHER
|
||||
GADGET_TYPE_CLIENT
|
||||
GADGET_TYPE_VEHICLE // 载具
|
||||
)
|
||||
type GadgetNormalEntity struct {
|
||||
itemId uint32
|
||||
}
|
||||
|
||||
func (g *GadgetNormalEntity) GetItemId() uint32 {
|
||||
return g.itemId
|
||||
}
|
||||
|
||||
type GadgetClientEntity struct {
|
||||
configId uint32
|
||||
@@ -740,14 +710,6 @@ func (g *GadgetClientEntity) GetPropOwnerEntityId() uint32 {
|
||||
return g.propOwnerEntityId
|
||||
}
|
||||
|
||||
type GadgetGatherEntity struct {
|
||||
gatherId uint32
|
||||
}
|
||||
|
||||
func (g *GadgetGatherEntity) GetGatherId() uint32 {
|
||||
return g.gatherId
|
||||
}
|
||||
|
||||
type GadgetVehicleEntity struct {
|
||||
vehicleId uint32
|
||||
owner *model.Player
|
||||
|
||||
Reference in New Issue
Block a user