public IHttpActionResult Post([FromBody] Request <V_xy_sp_userspirit> request) { V_xy_sp_userspirit model = request.Data as V_xy_sp_userspirit; if (string.IsNullOrEmpty(model.UserSpiritID)) { bll.Add(model); } else { bll.Edit(model); } return(Ok("ok")); }
/// <summary> /// 我方对怪物的伤害杀死的情况 /// </summary> /// <param name="FighterFrom"></param> /// <param name="FighterTo"></param> private void updateEnemy(V_xy_sp_userspirit FighterFrom, V_xy_sp_spirit FighterTo, V_xy_sp_skill skill, ref string batmsg) { var LifeLeftValue = FighterTo.SpiritLife - skill.SkillGainValue; if (LifeLeftValue <= 0)//敌人已死亡 { batmsg = "\"" + FighterFrom.SpiritName + "\"使用\"" + skill.SkillName + "\"杀死了\"" + FighterTo.SpiritName; //更新等级和经验 xy_sp_userspiritBLL uspBll = new xy_sp_userspiritBLL(); decimal Experience = FighterTo.SpiritExperience.Value; batmsg += " 获得" + Experience + "点经验 "; FighterFrom.SpiritExperience += Experience; //等级 if (FighterFrom.SpiritExperience > LevelExperience(FighterFrom.SpiritLevel.Value)) { FighterFrom.SpiritLevel = FighterFrom.SpiritLevel + 1; batmsg += System.Environment.NewLine + " 恭喜你升到" + FighterFrom.SpiritLevel + "级"; FighterFrom.SpiritExperience = FighterFrom.SpiritExperience - LevelExperience(FighterFrom.SpiritLevel.Value); } uspBll.Edit(FighterFrom); //我方获取敌方装备 xy_sp_userspiritpackageBLL spBll = new xy_sp_userspiritpackageBLL(); foreach (var item in FighterTo.spiritEquipmentList) { V_xy_sp_userspiritpackage packageItem = new V_xy_sp_userspiritpackage(); packageItem.UserSpiritID = FighterFrom.UserSpiritID; packageItem.EquipmentID = item.EquipmentID; spBll.Add(packageItem); batmsg += System.Environment.NewLine + " 本次战斗意外获得:" + item.EquipmentName; } } else { batmsg = "\"" + FighterFrom.SpiritName + "\"使用\"" + skill.SkillName + "\"攻击\"" + FighterTo.SpiritName + "\"造成\"" + skill.SkillGainValue + "\"点物理伤害"; } //更新怪物生命值 FighterTo.SpiritLife = LifeLeftValue; }