mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
整理代码,私有变量接口化访问
This commit is contained in:
+258
-8
@@ -213,6 +213,14 @@ func (w *WorldManager) IsBigWorld(world *World) bool {
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return (world.id == w.aiWorld.id) && (w.aiWorld.owner.PlayerID == BigWorldAiUid)
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}
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func (w *WorldManager) GetSceneBlockAoiMap() map[uint32]*alg.AoiManager {
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return w.sceneBlockAoiMap
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}
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func (w *WorldManager) GetMultiplayerWorldNum() uint32 {
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return w.multiplayerWorldNum
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}
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// 世界数据结构
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type World struct {
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@@ -231,6 +239,14 @@ type World struct {
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peerList []*model.Player // 玩家编号列表
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}
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func (w *World) GetId() uint32 {
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return w.id
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}
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func (w *World) GetOwner() *model.Player {
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return w.owner
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}
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func (w *World) GetAllPlayer() map[uint32]*model.Player {
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return w.playerMap
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}
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@@ -239,6 +255,18 @@ func (w *World) GetAllScene() map[uint32]*Scene {
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return w.sceneMap
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}
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func (w *World) GetWorldLevel() uint8 {
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return w.worldLevel
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}
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func (w *World) GetMultiplayer() bool {
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return w.multiplayer
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}
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func (w *World) GetMpLevelEntityId() uint32 {
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return w.mpLevelEntityId
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}
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func (w *World) GetNextWorldEntityId(entityType uint16) uint32 {
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for {
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w.entityIdCounter++
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@@ -353,6 +381,42 @@ type WorldAvatar struct {
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modifierList []*proto.AbilityAppliedModifier
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}
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func (w *WorldAvatar) GetUid() uint32 {
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return w.uid
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}
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func (w *WorldAvatar) GetAvatarId() uint32 {
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return w.avatarId
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}
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func (w *WorldAvatar) GetAvatarEntityId() uint32 {
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return w.avatarEntityId
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}
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func (w *WorldAvatar) GetWeaponEntityId() uint32 {
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return w.weaponEntityId
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}
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func (w *WorldAvatar) SetWeaponEntityId(weaponEntityId uint32) {
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w.weaponEntityId = weaponEntityId
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}
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func (w *WorldAvatar) GetAbilityList() []*proto.AbilityAppliedAbility {
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return w.abilityList
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}
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func (w *WorldAvatar) SetAbilityList(abilityList []*proto.AbilityAppliedAbility) {
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w.abilityList = abilityList
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}
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func (w *WorldAvatar) GetModifierList() []*proto.AbilityAppliedModifier {
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return w.modifierList
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}
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func (w *WorldAvatar) SetModifierList(modifierList []*proto.AbilityAppliedModifier) {
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w.modifierList = modifierList
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}
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// GetWorldAvatarList 获取世界队伍的全部角色列表
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func (w *World) GetWorldAvatarList() []*WorldAvatar {
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worldAvatarList := make([]*WorldAvatar, 0)
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@@ -643,8 +707,24 @@ func (w *World) IsPlayerFirstEnter(player *model.Player) bool {
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}
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}
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func (w *World) PlayerEnter(player *model.Player) {
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w.playerFirstEnterMap[player.PlayerID] = time.Now().UnixMilli()
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func (w *World) PlayerEnter(uid uint32) {
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w.playerFirstEnterMap[uid] = time.Now().UnixMilli()
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}
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func (w *World) AddWaitPlayer(uid uint32) {
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w.waitEnterPlayerMap[uid] = time.Now().UnixMilli()
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}
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func (w *World) GetAllWaitPlayer() []uint32 {
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uidList := make([]uint32, 0)
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for uid := range w.waitEnterPlayerMap {
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uidList = append(uidList, uid)
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}
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return uidList
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}
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func (w *World) RemoveWaitPlayer(uid uint32) {
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delete(w.waitEnterPlayerMap, uid)
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}
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func (w *World) CreateScene(sceneId uint32) *Scene {
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@@ -683,6 +763,14 @@ type Scene struct {
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meeoIndex uint32 // 客户端风元素染色同步协议的计数器
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}
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func (s *Scene) GetId() uint32 {
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return s.id
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}
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func (s *Scene) GetWorld() *World {
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return s.world
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}
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func (s *Scene) GetAllPlayer() map[uint32]*model.Player {
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return s.playerMap
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}
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@@ -691,15 +779,39 @@ func (s *Scene) GetAllEntity() map[uint32]*Entity {
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return s.entityMap
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}
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func (s *Scene) GetGameTime() uint32 {
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return s.gameTime
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}
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func (s *Scene) GetMeeoIndex() uint32 {
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return s.meeoIndex
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}
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func (s *Scene) SetMeeoIndex(meeoIndex uint32) {
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s.meeoIndex = meeoIndex
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}
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type AvatarEntity struct {
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uid uint32
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avatarId uint32
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}
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func (a *AvatarEntity) GetUid() uint32 {
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return a.uid
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}
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func (a *AvatarEntity) GetAvatarId() uint32 {
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return a.avatarId
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}
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type MonsterEntity struct {
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monsterId uint32
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}
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func (m *MonsterEntity) GetMonsterId() uint32 {
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return m.monsterId
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}
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type NpcEntity struct {
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NpcId uint32
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RoomId uint32
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@@ -723,10 +835,38 @@ type GadgetClientEntity struct {
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propOwnerEntityId uint32
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}
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func (g *GadgetClientEntity) GetConfigId() uint32 {
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return g.configId
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}
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func (g *GadgetClientEntity) GetCampId() uint32 {
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return g.campId
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}
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func (g *GadgetClientEntity) GetCampType() uint32 {
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return g.campType
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}
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func (g *GadgetClientEntity) GetOwnerEntityId() uint32 {
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return g.ownerEntityId
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}
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func (g *GadgetClientEntity) GetTargetEntityId() uint32 {
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return g.targetEntityId
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}
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func (g *GadgetClientEntity) GetPropOwnerEntityId() uint32 {
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return g.propOwnerEntityId
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}
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type GadgetGatherEntity struct {
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gatherId uint32
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}
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func (g *GadgetGatherEntity) GetGatherId() uint32 {
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return g.gatherId
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}
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type GadgetVehicleEntity struct {
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vehicleId uint32
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owner *model.Player
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@@ -735,6 +875,30 @@ type GadgetVehicleEntity struct {
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memberMap map[uint32]*model.Player // uint32 = pos
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}
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func (g *GadgetVehicleEntity) GetVehicleId() uint32 {
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return g.vehicleId
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}
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func (g *GadgetVehicleEntity) GetOwner() *model.Player {
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return g.owner
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}
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func (g *GadgetVehicleEntity) GetMaxStamina() float32 {
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return g.maxStamina
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}
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func (g *GadgetVehicleEntity) GetCurStamina() float32 {
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return g.curStamina
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}
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func (g *GadgetVehicleEntity) SetCurStamina(curStamina float32) {
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g.curStamina = curStamina
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}
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func (g *GadgetVehicleEntity) GetMemberMap() map[uint32]*model.Player {
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return g.memberMap
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}
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type GadgetEntity struct {
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gadgetType int
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gadgetId uint32
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@@ -743,6 +907,26 @@ type GadgetEntity struct {
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gadgetVehicleEntity *GadgetVehicleEntity
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}
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func (g *GadgetEntity) GetGadgetType() int {
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return g.gadgetType
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}
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func (g *GadgetEntity) GetGadgetId() uint32 {
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return g.gadgetId
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}
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func (g *GadgetEntity) GetGadgetClientEntity() *GadgetClientEntity {
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return g.gadgetClientEntity
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}
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func (g *GadgetEntity) GetGadgetGatherEntity() *GadgetGatherEntity {
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return g.gadgetGatherEntity
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}
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func (g *GadgetEntity) GetGadgetVehicleEntity() *GadgetVehicleEntity {
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return g.gadgetVehicleEntity
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}
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// 场景实体数据结构
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type Entity struct {
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@@ -765,6 +949,78 @@ type Entity struct {
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objectId int64
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}
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func (e *Entity) GetId() uint32 {
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return e.id
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}
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func (e *Entity) GetLifeState() uint16 {
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return e.lifeState
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}
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func (e *Entity) GetPos() *model.Vector {
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return e.pos
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}
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func (e *Entity) GetRot() *model.Vector {
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return e.rot
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}
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func (e *Entity) GetMoveState() uint16 {
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return e.moveState
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}
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func (e *Entity) SetMoveState(moveState uint16) {
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e.moveState = moveState
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}
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func (e *Entity) GetLastMoveSceneTimeMs() uint32 {
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return e.lastMoveSceneTimeMs
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}
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func (e *Entity) SetLastMoveSceneTimeMs(lastMoveSceneTimeMs uint32) {
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e.lastMoveSceneTimeMs = lastMoveSceneTimeMs
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}
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func (e *Entity) GetLastMoveReliableSeq() uint32 {
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return e.lastMoveReliableSeq
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}
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func (e *Entity) SetLastMoveReliableSeq(lastMoveReliableSeq uint32) {
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e.lastMoveReliableSeq = lastMoveReliableSeq
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}
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func (e *Entity) GetFightProp() map[uint32]float32 {
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return e.fightProp
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}
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func (e *Entity) GetEntityType() uint32 {
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return e.entityType
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}
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func (e *Entity) GetLevel() uint8 {
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return e.level
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}
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func (e *Entity) GetAvatarEntity() *AvatarEntity {
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return e.avatarEntity
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}
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func (e *Entity) GetMonsterEntity() *MonsterEntity {
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return e.monsterEntity
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}
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func (e *Entity) GetNpcEntity() *NpcEntity {
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return e.npcEntity
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}
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func (e *Entity) GetGadgetEntity() *GadgetEntity {
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return e.gadgetEntity
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}
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func (e *Entity) GetConfigId() uint32 {
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return e.configId
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}
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type Attack struct {
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combatInvokeEntry *proto.CombatInvokeEntry
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uid uint32
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@@ -913,7 +1169,6 @@ func (s *Scene) CreateEntityWeapon() uint32 {
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lastMoveReliableSeq: 0,
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fightProp: nil,
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_WEAPON),
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level: 0,
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}
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s.CreateEntity(entity, 0)
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return entity.id
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@@ -977,7 +1232,6 @@ func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQue
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
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},
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_NPC),
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level: 0,
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npcEntity: &NpcEntity{
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NpcId: npcId,
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RoomId: roomId,
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@@ -1012,7 +1266,6 @@ func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId uint32
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
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},
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
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level: 0,
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gadgetEntity: &GadgetEntity{
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gadgetId: gadgetId,
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gadgetType: GADGET_TYPE_NORMAL,
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@@ -1045,7 +1298,6 @@ func (s *Scene) CreateEntityGadgetGather(pos, rot *model.Vector, gadgetId uint32
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
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},
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
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level: 0,
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gadgetEntity: &GadgetEntity{
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gadgetId: gadgetId,
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gadgetType: GADGET_TYPE_GATHER,
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@@ -1076,7 +1328,6 @@ func (s *Scene) CreateEntityGadgetClient(pos, rot *model.Vector, entityId uint32
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
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},
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
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level: 0,
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gadgetEntity: &GadgetEntity{
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gadgetType: GADGET_TYPE_CLIENT,
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gadgetClientEntity: &GadgetClientEntity{
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@@ -1115,7 +1366,6 @@ func (s *Scene) CreateEntityGadgetVehicle(uid uint32, pos, rot *model.Vector, ve
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uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
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},
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entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
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level: 0,
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gadgetEntity: &GadgetEntity{
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gadgetType: GADGET_TYPE_VEHICLE,
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gadgetVehicleEntity: &GadgetVehicleEntity{
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