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技能开始耐力消耗
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@@ -137,7 +137,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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// 处理耐力消耗
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g.HandleStamina(player, motionInfo.State)
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g.ImmediateStamina(player, motionInfo.State)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
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@@ -280,8 +280,8 @@ func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.M
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}
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logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
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// 记录耐力消耗的技能id 技能持续消耗需要这个获取到技能id
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player.StaminaInfo.SetLastSkill(req.CasterId, req.SkillId)
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// 处理技能开始的耐力消耗
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g.SkillStartStamina(player, req.CasterId, req.SkillId)
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}
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func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg pb.Message) {
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