fixed stages with robots

This commit is contained in:
rfi
2023-12-10 09:01:51 +07:00
parent 1075d70546
commit 847b3efd4a
3 changed files with 91 additions and 46 deletions

View File

@@ -185,9 +185,9 @@ namespace AscNet.Common.Database
};
}
public NotifyEquipDataList.NotifyEquipDataListEquipData AddEquip(uint equipId, int characterId = 0)
public EquipData AddEquip(uint equipId, int characterId = 0)
{
NotifyEquipDataList.NotifyEquipDataListEquipData equipData = new()
EquipData equipData = new()
{
Id = NextEquipId,
TemplateId = equipId,
@@ -207,7 +207,7 @@ namespace AscNet.Common.Database
return equipData;
}
public NotifyEquipDataList.NotifyEquipDataListEquipData? AddEquipExp(int equipId, int exp)
public EquipData? AddEquipExp(int equipId, int exp)
{
var equip = Equips.FirstOrDefault(x => x.Id == equipId);
EquipTable? equipData = TableReaderV2.Parse<EquipTable>().FirstOrDefault(x => x.Id == equip?.TemplateId);
@@ -258,7 +258,7 @@ namespace AscNet.Common.Database
[BsonElement("equips")]
[BsonRequired]
public List<NotifyEquipDataList.NotifyEquipDataListEquipData> Equips { get; set; }
public List<EquipData> Equips { get; set; }
[BsonElement("fashions")]
[BsonRequired]
@@ -305,7 +305,7 @@ namespace AscNet.Common.Database
public struct AddCharacterRet
{
public NotifyCharacterDataList.CharacterData Character { get; set; }
public NotifyEquipDataList.NotifyEquipDataListEquipData Equip { get; set; }
public EquipData Equip { get; set; }
public FashionList Fashion { get; set; }
}
}

View File

@@ -102,23 +102,6 @@ namespace AscNet.Common.MsgPack
public long Level { get; set; }
}
[MessagePackObject(true)]
public partial class EquipList
{
public long Id { get; set; }
public long TemplateId { get; set; }
public long CharacterId { get; set; }
public long Level { get; set; }
public long Exp { get; set; }
public long Breakthrough { get; set; }
public List<ResonanceInfo> ResonanceInfo { get; set; } = new();
public List<object> UnconfirmedResonanceInfo { get; set; } = new();
public List<object> AwakeSlotList { get; set; } = new();
public bool IsLock { get; set; }
public long CreateTime { get; set; }
public bool IsRecycle { get; set; }
}
[MessagePackObject(true)]
public partial class ResonanceInfo
{
@@ -322,7 +305,7 @@ namespace AscNet.Common.MsgPack
public List<Item> ItemList { get; set; } = new();
public Dictionary<int, List<ItemRecycleData>> ItemRecycleDict { get; set; } = new();
public List<LoginCharacterList> CharacterList { get; set; } = new();
public List<EquipList> EquipList { get; set; } = new();
public List<EquipData> EquipList { get; set; } = new();
public List<FashionList> FashionList { get; set; } = new();
public List<HeadPortraitList> HeadPortraitList { get; set; } = new();
public BaseEquipLoginData BaseEquipLoginData { get; set; }
@@ -2428,7 +2411,7 @@ namespace AscNet.Common.MsgPack
public Boolean IsRobot { get; set; }
public Int32 CaptainIndex { get; set; }
public Int32 FirstFightPos { get; set; }
public Dictionary<dynamic, dynamic> NpcData { get; set; }
public Dictionary<int, dynamic> NpcData { get; set; }
public dynamic? CustomNpc { get; set; }
public dynamic? AssistNpcData { get; set; }
}
@@ -2647,28 +2630,27 @@ namespace AscNet.Common.MsgPack
public List<NotifyArchiveMonsterRecordMonster> Monsters { get; set; } = new();
}
[global::MessagePack.MessagePackObject(true)]
public class EquipData
{
public UInt32 Id { get; set; }
public UInt32 TemplateId { get; set; }
public Int32 CharacterId { get; set; }
public Int32 Level { get; set; }
public Int32 Exp { get; set; }
public Int32 Breakthrough { get; set; }
public List<ResonanceInfo> ResonanceInfo { get; set; } = new();
public List<dynamic> UnconfirmedResonanceInfo { get; set; } = new();
public List<dynamic> AwakeSlotList { get; set; } = new();
public Boolean IsLock { get; set; }
public UInt32 CreateTime { get; set; }
public Boolean IsRecycle { get; set; }
}
[global::MessagePack.MessagePackObject(true)]
public class NotifyEquipDataList
{
[global::MessagePack.MessagePackObject(true)]
public class NotifyEquipDataListEquipData
{
public UInt32 Id { get; set; }
public UInt32 TemplateId { get; set; }
public Int32 CharacterId { get; set; }
public Int32 Level { get; set; }
public Int32 Exp { get; set; }
public Int32 Breakthrough { get; set; }
public List<dynamic> ResonanceInfo { get; set; } = new();
public List<dynamic> UnconfirmedResonanceInfo { get; set; } = new();
public List<dynamic> AwakeSlotList { get; set; } = new();
public Boolean IsLock { get; set; }
public UInt32 CreateTime { get; set; }
public Boolean IsRecycle { get; set; }
}
public List<NotifyEquipDataListEquipData> EquipDataList { get; set; } = new();
public List<EquipData> EquipDataList { get; set; } = new();
}