ecs/servers/game/logic/player_battle_pass.go
2025-06-04 18:17:39 +08:00

60 lines
1.8 KiB
Go

package logic
//type PlayerBattlePass struct {
// Season uint32 `bson:"season" key:"1"`
// Level uint32 `bson:"level"`
// SceneId uint32 `bson:"scene_id"`
// Advanced bool `bson:"advanced"`
//}
//
//func (this *Player) chapterBattlePassLevelUnlock(sceneId uint32) {
// var battlePass = this.BattlePass[this.Role.BattlePassSeason]
// if battlePass == nil {
// return
// }
//
// battlePass.SceneId = sceneId
//
// var battlePassRewardTables = this.manager.tables.BattlePassRewardExtend.List(int(battlePass.Season))
// for _, battlePassRewardTable := range battlePassRewardTables {
// if uint32(battlePassRewardTable.NeedCopy) == battlePass.SceneId {
// battlePass.Level = uint32(battlePassRewardTable.Level)
// }
// if uint32(battlePassRewardTable.NeedCopy) > battlePass.SceneId {
// break
// }
// }
//
// this.SaveModel(battlePass)
//
// _ = this.Send(proto.ModIdStore, proto.MsgIdBattlePassInfo, this.BuildMsgBattlePassInfoAck())
//
// this.updateBattlePassReward(battlePass)
//}
//
//func (this *Player) activateBattlePassAdvanced() error {
// var battlePass = this.BattlePass[this.Role.BattlePassSeason]
// if battlePass == nil {
// return proto.ErrNotInBattlePassSeason
// }
//
// battlePass.Advanced = true
// this.SaveModel(battlePass)
//
// _ = this.Send(proto.ModIdStore, proto.MsgIdBattlePassInfo, this.BuildMsgBattlePassInfoAck())
//
// this.updateBattlePassReward(battlePass)
// return nil
//}
//
//func (this *Player) BuildMsgBattlePassInfoAck() *proto.MsgBattlePassInfoAck {
// var ack = &proto.MsgBattlePassInfoAck{Season: this.Role.BattlePassSeason}
// var battlePass = this.BattlePass[this.Role.BattlePassSeason]
// if battlePass != nil {
// ack.Level = battlePass.Level
// ack.SceneId = battlePass.SceneId
// ack.Advanced = battlePass.Advanced
// }
// return ack
//}