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法器角色轻击消耗修复
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@@ -229,9 +229,11 @@ func (t *TickManager) onTickSecond(now int64) {
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func (t *TickManager) onTick200MilliSecond(now int64) {
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// 耐力消耗
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for _, player := range USER_MANAGER.GetAllOnlineUserList() {
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GAME_MANAGER.SustainStaminaHandler(player)
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GAME_MANAGER.VehicleRestoreStaminaHandler(player)
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for _, world := range WORLD_MANAGER.worldMap {
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for _, player := range world.playerMap {
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GAME_MANAGER.SustainStaminaHandler(player)
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GAME_MANAGER.VehicleRestoreStaminaHandler(player)
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}
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}
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}
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@@ -58,8 +58,14 @@ func (g *GameManager) HandleAbilityStamina(player *model.Player, entry *proto.Ab
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if avatarAbility == nil {
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return
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}
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// 重击对应的耐力消耗
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g.ChargedAttackStamina(player, worldAvatar, avatarAbility)
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// 距离技能开始过去的时间
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pastTime := time.Now().UnixMilli() - player.StaminaInfo.LastSkillTime
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// 法器角色轻击也会算触发重击消耗
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// 所以通过策略判断 必须距离技能开始过去200ms才算重击
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if player.StaminaInfo.LastSkillId == uint32(avatarAbility.AvatarSkillId) && pastTime > 200 {
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// 重击对应的耐力消耗
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g.ChargedAttackStamina(player, worldAvatar, avatarAbility)
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}
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default:
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break
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}
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