101 lines
3.3 KiB
Go
101 lines
3.3 KiB
Go
package logic
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//type PlayerRigCharacter struct {
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// ItemId uint32 `bson:"item_id" key:"1"`
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// Id uint32 `bson:"id"`
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// StarId uint32 `bson:"star_id"`
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//}
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//
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//func (this *PlayerRigCharacter) BuildMsgRigCharacter() *proto.RigCharacter {
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// return &proto.RigCharacter{ItemId: this.ItemId, Id: this.Id, StarId: this.StarId}
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//}
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//
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//func (this *Player) checkCharacterUnlock(unlockType, unlockArg uint32) {
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// var characterTables = this.manager.tables.RigCharacterExtend.List()
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//
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// var changeList []*proto.RigCharacterChange
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// for _, characterTable := range characterTables {
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// if uint32(characterTable.LockTpye) != unlockType {
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// continue
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// }
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//
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// if unlockArg != uint32(characterTable.LockId) {
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// continue
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// }
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//
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// if characterTable.TaskId > 0 {
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// this.AddTask(characterTable.TaskId)
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// continue
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// }
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//
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// var characterStarsTable = this.manager.tables.RigCharacterStarExtend.Get(characterTable.ItemId, 0)
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// if characterStarsTable == nil {
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// continue
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// }
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//
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// var character = this.AddRigCharacter(characterTable, characterStarsTable)
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//
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// if character != nil {
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// changeList = append(changeList, &proto.RigCharacterChange{RigCharacter: character.BuildMsgRigCharacter(), ChangeType: uint32(proto.ChangeTypeAdd)})
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// }
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// }
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//
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// if len(changeList) > 0 {
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// _ = this.Send(proto.ModIdRig, proto.MsgIdRigCharacterChange, &proto.MsgRigCharacterChangeListAck{List: changeList})
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//
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// this.UpdateRigAttrs()
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// }
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//}
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//
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//func (this *Player) TaskCharacterUnlock(taskId uint32) {
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// var characterTables = this.manager.tables.RigCharacterExtend.List()
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//
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// var changeList []*proto.RigCharacterChange
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// for _, characterTable := range characterTables {
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// if uint32(characterTable.TaskId) != taskId {
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// continue
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// }
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//
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// var characterStarsTable = this.manager.tables.RigCharacterStarExtend.Get(characterTable.ItemId, 0)
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// if characterStarsTable == nil {
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// continue
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// }
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//
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// var character = this.AddRigCharacter(characterTable, characterStarsTable)
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//
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// if character != nil {
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// changeList = append(changeList, &proto.RigCharacterChange{RigCharacter: character.BuildMsgRigCharacter(), ChangeType: uint32(proto.ChangeTypeAdd)})
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// }
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// }
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//
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// if len(changeList) > 0 {
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// _ = this.Send(proto.ModIdRig, proto.MsgIdRigCharacterChange, &proto.MsgRigCharacterChangeListAck{List: changeList})
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//
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// this.UpdateRigAttrs()
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// }
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//}
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//
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//func (this *Player) AddRigCharacter(characterTable *data.RigCharacter, characterStarsTable *data.RigCharacterStar) *PlayerRigCharacter {
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// if _, ok := this.RigCharacter[uint32(characterTable.ItemId)]; ok {
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// return nil
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// }
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//
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// var character = &PlayerRigCharacter{ItemId: uint32(characterTable.ItemId), Id: uint32(characterTable.Id), StarId: uint32(characterStarsTable.Id)}
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//
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// this.RigCharacter[character.ItemId] = character
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// this.SaveModel(character)
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//
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// this.CheckRigTrammelsStatus(uint32(characterTable.ItemId), uint32(characterTable.Level), uint32(characterStarsTable.StarLevel))
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// this.CheckAchievement(proto.AchievementTypeCharacters, 0, 1)
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//
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// return character
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//}
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//
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//func (this *Player) BuildMsgRigCharacterListAck() *proto.MsgRigCharacterListAck {
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// var ack = new(proto.MsgRigCharacterListAck)
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// for _, character := range this.RigCharacter {
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// ack.List = append(ack.List, character.BuildMsgRigCharacter())
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// }
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// return ack
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//}
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