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耐力模块技能耐力消耗初步
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@@ -262,6 +262,10 @@ func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg
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invokeHandler := NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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// 处理能力调用
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g.HandleAbilityInvoke(player, entry)
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invokeHandler.addEntry(entry.ForwardType, entry)
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}
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@@ -316,6 +320,10 @@ func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloa
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invokeHandler := NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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// 处理能力调用
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g.HandleAbilityInvoke(player, entry)
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invokeHandler.addEntry(entry.ForwardType, entry)
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}
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@@ -363,6 +371,9 @@ func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.M
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logger.LOG.Debug("user event do skill success, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
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logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
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// 处理技能开始时的耐力消耗
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g.HandleSkillStartStamina(player, req.SkillId)
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}
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func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
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