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https://github.com/FlourishingWorld/hk4e.git
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整理场景实体相关,优化同步
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@@ -11,6 +11,27 @@ import (
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"time"
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)
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// HandleAbilityInvoke 处理能力调用
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func (g *GameManager) HandleAbilityInvoke(player *model.Player, entry *proto.AbilityInvokeEntry) {
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//logger.LOG.Debug("ability invoke handle, entry: %v", entry.ArgumentType)
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switch entry.ArgumentType {
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case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_MIXIN_COST_STAMINA:
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// 消耗耐力
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//costStamina := new(proto.AbilityMixinCostStamina)
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//err := pb.Unmarshal(entry.AbilityData, costStamina)
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//if err != nil {
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// logger.LOG.Error("unmarshal ability data err: %v", err)
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// return
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//}
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// 处理技能持续时的耐力消耗
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g.HandleSkillSustainStamina(player)
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}
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}
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// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
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func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.SceneAvatarStaminaStepReq)
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