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https://github.com/FlourishingWorld/hk4e.git
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怪物死亡和世界宝箱随机掉落
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@@ -12,7 +12,7 @@ import (
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)
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// VehicleDestroyMotion 载具销毁动作
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func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity, state proto.MotionState) {
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func (g *Game) VehicleDestroyMotion(player *model.Player, entity *Entity, state proto.MotionState) {
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if scene == nil {
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@@ -28,7 +28,7 @@ func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity,
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}
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// CreateVehicleReq 创建载具
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func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.CreateVehicleReq)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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@@ -65,7 +65,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
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return
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}
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GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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GAME.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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// 记录创建的载具信息
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player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
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player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
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@@ -79,7 +79,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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}
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// IsPlayerInVehicle 判断玩家是否在载具中
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func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
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func (g *Game) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
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if gadgetVehicleEntity == nil {
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return false
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}
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@@ -92,7 +92,7 @@ func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntit
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}
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// DestroyVehicleEntity 删除载具实体
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func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
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func (g *Game) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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return
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@@ -124,7 +124,7 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
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}
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// EnterVehicle 进入载具
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func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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func (g *Game) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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maxSlot := 1 // TODO 读取配置表
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// 判断载具是否已满
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gadgetEntity := entity.GetGadgetEntity()
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@@ -162,7 +162,7 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
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}
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// ExitVehicle 离开载具
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func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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func (g *Game) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
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// 玩家是否进入载具
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gadgetEntity := entity.GetGadgetEntity()
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if !g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
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@@ -196,7 +196,7 @@ func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGu
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}
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// VehicleInteractReq 载具交互
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func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.VehicleInteractReq)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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