优化:减少初始以及合成武将时返回的数据
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@@ -1,25 +0,0 @@
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interface QuenchAddParam {
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id: number; // 属性id
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value: number; // 增加的值
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}
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export class QuenchLogParam {
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times: number; // 第几次
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isCriticle: boolean; // 是否暴击
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add: QuenchAddParam[];
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constructor(isCriticle: boolean, add: Map<number, number>) {
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this.isCriticle = isCriticle;
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let arr: QuenchAddParam[] = [];
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for(let [id, value] of add) {
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arr.push({ id, value });
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}
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this.add = arr;
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}
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setTimes(times: number) {
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this.times = times;
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}
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}
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@@ -1,5 +1,6 @@
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import { Connect, EPlace, HeroSkin, HeroType, HeroUpdate, Talent } from '../../db/Hero';
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import { JewelType, RandSe } from '../../db/Jewel';
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import { gameData } from '../../pubUtils/data';
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export interface CreateHeroParam extends HeroUpdate {
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hid: number;
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@@ -34,7 +35,6 @@ class HeroSKinParam {
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// 传给客户端的武将数据
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export class HeroParam {
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hid: number; // 武将 id
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hName: string; // 武将名
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seqId: number; // 武将表自增 id
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exp: number; // 经验值
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@@ -69,7 +69,6 @@ export class HeroParam {
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constructor(hero: HeroType) {
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this.seqId = hero.seqId;
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this.hid = hero.hid;
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this.hName = hero.hName;
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this.exp = hero.exp;
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this.lv = hero.lv;
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this.ce = hero.ce;
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@@ -99,4 +98,31 @@ export class HeroParam {
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}
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this.ePlace = hero.ePlace;
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}
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}
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}
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export class JewelParam {
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seqId: number; // 唯一id
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id: number; // 装备id
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name: string; // 装备名
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hid: number; // 装备此装备的武将
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ePlaceId: number; // 装备在哪个位置
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randSe: RandSe[];
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count: number;
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inc: number;
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reason: number;
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constructor(jewel: JewelType, isPush?: boolean, reason?: number) {
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this.seqId = jewel.seqId;
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this.id = jewel.id;
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this.name = jewel.name;
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this.hid = jewel.hid;
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this.ePlaceId = jewel.ePlaceId;
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this.randSe = jewel.randSe;
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if(isPush) {
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this.count = 1;
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this.inc = 1;
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this.reason = reason;
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}
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}
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}
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