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多载具提前兼容
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+14
-3
@@ -278,10 +278,14 @@ func (g *GameManager) VehicleRestoreStaminaHandler(player *model.Player) {
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}
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// 获取玩家创建的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.LastCreateEntityId)
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entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
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if entity == nil {
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return
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}
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 判断玩家处于载具中
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 角色回复耐力
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@@ -303,9 +307,16 @@ func (g *GameManager) SustainStaminaHandler(player *model.Player) {
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}
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// 获取玩家处于的载具实体
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entity := g.GetSceneVehicleEntity(scene, player.VehicleInfo.InVehicleEntityId)
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entity := scene.GetEntity(player.VehicleInfo.InVehicleEntityId)
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if entity == nil {
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return
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}
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// 确保实体类型是否为载具
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if entity.gadgetEntity == nil || entity.gadgetEntity.gadgetVehicleEntity == nil {
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return
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}
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// 根据玩家是否处于载具中更新耐力
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if entity != nil && g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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if g.IsPlayerInVehicle(player, entity.gadgetEntity.gadgetVehicleEntity) {
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// 更新载具耐力
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g.UpdateVehicleStamina(player, entity, player.StaminaInfo.CostStamina)
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} else {
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