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https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
耐力模块消耗以及恢复
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@@ -7,7 +7,6 @@ type StaminaCost struct {
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CLIMB_START int32
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CLIMB_START int32
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CLIMB_JUMP int32
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CLIMB_JUMP int32
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DASH int32
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DASH int32
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FIGHT int32
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FLY int32
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FLY int32
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SKIFF_DASH int32
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SKIFF_DASH int32
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SPRINT int32
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SPRINT int32
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@@ -16,12 +15,7 @@ type StaminaCost struct {
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SWIMMING int32
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SWIMMING int32
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TALENT_DASH int32
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TALENT_DASH int32
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TALENT_DASH_START int32
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TALENT_DASH_START int32
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POWERED_FLY int32
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RESTORE int32 // 回复体力
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POWERED_SKIFF int32
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RUN int32
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SKIFF int32
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STANDBY int32
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WALK int32
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}
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}
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func InitStaminaCostConst() {
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func InitStaminaCostConst() {
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@@ -31,7 +25,6 @@ func InitStaminaCostConst() {
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StaminaCostConst.CLIMB_START = -500
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StaminaCostConst.CLIMB_START = -500
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StaminaCostConst.CLIMB_JUMP = -2500
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StaminaCostConst.CLIMB_JUMP = -2500
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StaminaCostConst.DASH = -360
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StaminaCostConst.DASH = -360
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StaminaCostConst.FIGHT = 0
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StaminaCostConst.FLY = -60
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StaminaCostConst.FLY = -60
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StaminaCostConst.SKIFF_DASH = -204
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StaminaCostConst.SKIFF_DASH = -204
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StaminaCostConst.SPRINT = -1800
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StaminaCostConst.SPRINT = -1800
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@@ -40,10 +33,5 @@ func InitStaminaCostConst() {
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StaminaCostConst.SWIMMING = -80
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StaminaCostConst.SWIMMING = -80
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StaminaCostConst.TALENT_DASH = -300
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StaminaCostConst.TALENT_DASH = -300
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StaminaCostConst.TALENT_DASH_START = -1000
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StaminaCostConst.TALENT_DASH_START = -1000
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StaminaCostConst.POWERED_FLY = 500
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StaminaCostConst.RESTORE = 500
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StaminaCostConst.POWERED_SKIFF = 500
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StaminaCostConst.RUN = 500
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StaminaCostConst.SKIFF = 500
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StaminaCostConst.STANDBY = 500
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StaminaCostConst.WALK = 500
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}
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}
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+54
-7
@@ -12,18 +12,35 @@ import (
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func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
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func (g *GameManager) HandleStamina(player *model.Player, motionState proto.MotionState) {
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logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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logger.LOG.Debug("stamina handle, uid: %v, motionState: %v", player.PlayerID, motionState)
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staminaInfo := player.StaminaInfo
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// 记录玩家的此时状态
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// 记录玩家的此时状态
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player.StaminaInfo.CurState = motionState
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staminaInfo.CurState = motionState
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player.StaminaInfo.CurPos = &model.Vector{
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staminaInfo.CurPos = &model.Vector{
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X: player.Pos.X,
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X: player.Pos.X,
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Y: player.Pos.Y,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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Z: player.Pos.Z,
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}
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}
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// 未改变状态不消耗耐力
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if motionState == staminaInfo.PrevState {
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return
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}
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// 根据玩家的状态消耗耐力
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// 根据玩家的状态消耗耐力
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switch motionState {
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switch motionState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_START)
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case proto.MotionState_MOTION_STATE_DASH_BEFORE_SHAKE:
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// 冲刺
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g.UpdateStamina(player, constant.StaminaCostConst.SPRINT)
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case proto.MotionState_MOTION_STATE_CLIMB_JUMP:
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// 攀爬跳跃
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g.UpdateStamina(player, constant.StaminaCostConst.CLIMB_JUMP)
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case proto.MotionState_MOTION_STATE_SWIM_DASH:
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// 游泳冲刺开始
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g.UpdateStamina(player, constant.StaminaCostConst.SWIM_DASH_START)
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}
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}
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}
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}
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@@ -41,6 +58,8 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
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if isMoving || curStamina < maxStamina {
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if isMoving || curStamina < maxStamina {
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var staminaConst int32
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var staminaConst int32
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// 根据状态决定要修改的耐力
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// TODO 角色天赋 食物 会影响耐力消耗
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switch staminaInfo.CurState {
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switch staminaInfo.CurState {
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case proto.MotionState_MOTION_STATE_CLIMB:
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case proto.MotionState_MOTION_STATE_CLIMB:
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// 攀爬
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// 攀爬
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@@ -48,11 +67,31 @@ func (g *GameManager) StaminaHandler(player *model.Player) {
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staminaConst = constant.StaminaCostConst.CLIMBING
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staminaConst = constant.StaminaCostConst.CLIMBING
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}
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}
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case proto.MotionState_MOTION_STATE_DASH:
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case proto.MotionState_MOTION_STATE_DASH:
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// 短跑
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// 跑步加速
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staminaConst = constant.StaminaCostConst.DASH
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staminaConst = constant.StaminaCostConst.DASH
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case proto.MotionState_MOTION_STATE_RUN:
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case proto.MotionState_MOTION_STATE_FLY, proto.MotionState_MOTION_STATE_FLY_FAST, proto.MotionState_MOTION_STATE_FLY_SLOW:
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// 跑步
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// 飞行
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staminaConst = constant.StaminaCostConst.RUN
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staminaConst = constant.StaminaCostConst.FLY
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case proto.MotionState_MOTION_STATE_SWIM_MOVE:
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// 游泳移动
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staminaConst = constant.StaminaCostConst.SWIMMING
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case proto.MotionState_MOTION_STATE_SWIM_DASH:
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// 游泳加速
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staminaConst = constant.StaminaCostConst.SWIM_DASH
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case proto.MotionState_MOTION_STATE_SKIFF_DASH:
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// 载具加速移动
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// TODO 玩家使用载具时需要用载具的协议发送prop
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staminaConst = constant.StaminaCostConst.SKIFF_DASH
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default:
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// 回复体力
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staminaConst = constant.StaminaCostConst.RESTORE
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}
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// 耐力延迟1s(5 ticks)恢复
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if staminaConst > 0 && staminaInfo.RestoreDelay < 5 {
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staminaInfo.RestoreDelay++
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// 不恢复耐力
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staminaConst = 0
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}
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}
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// 更新玩家耐力
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// 更新玩家耐力
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@@ -77,9 +116,17 @@ func (g *GameManager) GetPlayerIsMoving(staminaInfo *model.StaminaInfo) bool {
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// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
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// UpdateStamina 更新耐力 当前耐力值 + 消耗的耐力值
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func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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func (g *GameManager) UpdateStamina(player *model.Player, staminaCost int32) {
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// 耐力增加0是没有意义的
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if staminaCost == 0 {
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return
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}
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// 消耗耐力重新计算恢复需要延迟的tick
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if staminaCost < 0 {
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player.StaminaInfo.RestoreDelay = 0
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}
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// 玩家最大耐力值
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// 玩家最大耐力值
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maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
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maxStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_MAX_STAMINA])
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// 玩家现行耐力值
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// 玩家现行耐力值
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curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
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curStamina := int32(player.PropertiesMap[constant.PlayerPropertyConst.PROP_CUR_PERSIST_STAMINA])
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+5
-4
@@ -5,8 +5,9 @@ import (
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)
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)
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type StaminaInfo struct {
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type StaminaInfo struct {
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PrevState proto.MotionState
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PrevState proto.MotionState
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PrevPos *Vector
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PrevPos *Vector
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CurState proto.MotionState
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CurState proto.MotionState
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CurPos *Vector
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CurPos *Vector
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RestoreDelay uint8
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}
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}
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