/// <summary>RoleFightSkills 实体转换</summary> public static RoleFightSkill ToRoleFightSkills(tg_role_fight_skill model, string name) { var skill = new RoleFightSkill() { id = model.id, name = name, baseid = model.skill_id, level = model.skill_level, genre = model.skill_genre, }; switch (model.skill_genre) { case 1: skill.genreName = "流派通用"; break; case 2: skill.genreName = "宝藏院流"; break; case 3: skill.genreName = "佐分利流"; break; case 4: skill.genreName = "二天一流"; break; case 5: skill.genreName = "吉冈流"; break; case 6: skill.genreName = "林崎梦想流"; break; case 7: skill.genreName = "柳生新阴流"; break; case 8: skill.genreName = "体舍流"; break; case 9: skill.genreName = "香取神道流"; break; case 10: skill.genreName = "新阴流"; break; case 11: skill.genreName = "严流"; break; case 12: skill.genreName = "一刀流"; break; case 13: skill.genreName = "钵屋众"; break; case 14: skill.genreName = "风魔众"; break; case 15: skill.genreName = "根来众"; break; case 16: skill.genreName = "户隐众"; break; case 17: skill.genreName = "甲贺众"; break; case 18: skill.genreName = "山潜众"; break; case 19: skill.genreName = "透波众"; break; case 20: skill.genreName = "轩猿众"; break; case 21: skill.genreName = "伊贺众"; break; case 22: skill.genreName = "忍者众通用"; break; } return(skill); }
/// <summary> tg_role_fight_skill 实体转换 SkillVo </summary> /// <param name="model">个人战技能实体</param> /// <returns>前端SkillVo</returns> public static SkillVo ToFightSkillVo(tg_role_fight_skill model) { return(new SkillVo { id = Convert.ToDouble(model.id), baseId = model.skill_id, level = model.skill_level, }); }
/// <summary> tg_role_fight_skill 实体转换 FightSkillVo </summary> /// <param name="model">个人战技能实体</param> /// <returns>前端FightSkillVo</returns> public static FightSkillVo ToRoleFightSkillVo(tg_role_fight_skill model) { return(new FightSkillVo() { id = model.id, baseId = model.skill_id, level = model.skill_level, costTimer = model.skill_time, genre = model.skill_genre, state = model.skill_state, }); }
/// <summary>插入战斗技能</summary> private bool InsertSkill(Int64 rid, BaseFightSkill fight, Int64 time) { var skill = new tg_role_fight_skill { rid = rid, skill_id = fight.id, skill_type = fight.type, skill_genre = fight.genre, type_sub = fight.typeSub, skill_state = (int)SkillLearnType.STUDYING, skill_level = 0, skill_time = time, }; #if DEBUG XTrace.WriteLine("{0}: {1} {2}: {3}", "当前技能的等级", skill.skill_level, "技能的学习状态 0:正在学习;1:学习完成", skill.skill_state); #endif try { skill.Insert(); return(true); } catch { return(false); } }
/// <summary> 组装技能</summary> private Skill BuildSkill(tg_role_fight_skill skill) { return(skill == null ? null : new Skill { id = skill.id, baseid = skill.skill_id, level = skill.skill_level }); }
/// <summary>技能升级过程处理</summary> public ASObject UpgradeSkill(TGGSession session, BaseFightSkillEffect nextskilleffect, tg_role_fight_skill skill, tg_role role, int power) { var user = session.Player.User.CloneEntity(); var coin = user.coin; user.coin = user.coin - nextskilleffect.costCoin; if (user.coin < 0) { return(Result((int)ResultType.BASE_PLAYER_COIN_ERROR)); //验证用户金钱信息 } user.Update(); session.Player.User = user; (new Share.User()).REWARDS_API((int)GoodsType.TYPE_COIN, user); //向用户推送更新 var time = nextskilleffect.costTimer * 60 * 1000; skill.skill_state = (int)SkillLearnType.STUDYING; skill.skill_time = Common.GetInstance().Time(time); //升级到达时间 skill.Update(); new Share.Role().PowerUpdateAndSend(role, power, user.id); //推送体力更新 var rolevo = (new Share.Role()).BuildRole(skill.rid); Common.GetInstance().SkillUpgrade(user.id, skill, time); //开启升级线程 //日志记录金钱消费 var logdata = string.Format("{0}_{1}_{2}_{3}", "Coin", coin, nextskilleffect.costCoin, user.coin); (new Share.Log()).WriteLog(user.id, (int)LogType.Use, (int)ModuleNumber.SKILL, (int)SkillCommand.SKILL_FIGHT_UPGRADE, logdata); (new Share.DaMing()).CheckDaMing(user.id, (int)DaMingType.技能); return(new ASObject(Common.GetInstance().DataBuild((int)ResultType.SUCCESS, rolevo))); }
public SkillEntity() { skill = new tg_role_fight_skill(); skillEffect = new List <SkillEffects>(); }