武将:觉醒消耗
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@@ -274,21 +274,30 @@ export class HeroHandler {
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if (!curDicHeroStar) return resResult(STATUS.DIC_DATA_NOT_FOUND);
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let newColorStarStage = oldColorStarStage;
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let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1;
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let isWakeUp = oldColorStar == 0;
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let check = new CheckMeterial(roleId);
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for (let i = oldColorStarStage; i < max; i++) {
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if(isWakeUp) {
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let { fragmentNum, consume } = curDicHeroStar;
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let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]);
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if(!isEnough) break; // 消耗不足
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newColorStarStage++;
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if(!isEnough) {
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return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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};
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} else {
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let max = isOneClick ? ABI_STAGE.END : oldColorStarStage + 1;
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for (let i = oldColorStarStage; i < max; i++) {
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let { fragmentNum, consume } = curDicHeroStar;
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let isEnough = await check.decrease([{ id: pieceId, count: fragmentNum }, ...consume]);
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if(!isEnough) break; // 消耗不足
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newColorStarStage++;
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}
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if (newColorStarStage == oldColorStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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}
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if (newColorStarStage == oldColorStarStage) return resResult(STATUS.ROLE_MATERIAL_NOT_ENOUGH);
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let consumes = check.getConsume();
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console.log('&&&&&&&&7', JSON.stringify(consumes))
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let result = await handleCost(roleId, sid, consumes, ITEM_CHANGE_REASON.HERO_WAKE_UP);
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if (!result)
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return resResult(STATUS.BATTLE_CONSUMES_NOT_ENOUGH);
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let isWakeUp = oldColorStar == 0;
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let isUpStar = isWakeUp || newColorStarStage == ABI_STAGE.END;
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let update = {
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