Browse Source

fix: 🐛 fix some name wrong

tags/0.1.0
shangfengh 3 years ago
parent
commit
fd592d5590
6 changed files with 14 additions and 14 deletions
  1. +5
    -5
      dependency/proto/MessageType.proto
  2. +1
    -1
      logic/Gaming/PropManager.cs
  3. +1
    -1
      logic/Gaming/SkillManager/SkillManager.cs
  4. +1
    -1
      logic/Preparation/Interface/IOccupation.cs
  5. +2
    -2
      logic/Preparation/Utility/EnumType.cs
  6. +4
    -4
      logic/Server/CopyInfo.cs

+ 5
- 5
dependency/proto/MessageType.proto View File

@@ -7,7 +7,7 @@ enum BulletType
NULL_BULLET_TYPE = 0;
FLYING_KNIFE = 1;
COMMON_ATTACK_OF_TRICKER = 2;
BOMBBOMB = 3;
BOMB_BOMB = 3;
JUMPY_DUMPTY = 4;
ATOM_BOMB = 5;
}
@@ -54,10 +54,10 @@ enum PropType // 地图中的可拾取道具类型
enum StudentBuffType // 人类可用的增益效果类型
{
NULL_SBUFF_TYPE = 0;
ADD_SPEED = 1;
STUDENT_ADD_SPEED = 1;
ADD_LIFE = 2;
SHIELD = 3;
INVISIBLE = 4;
STUDENT_INVISIBLE = 4;
}

enum PlayerState
@@ -86,11 +86,11 @@ enum PlayerState
enum TrickerBuffType // 屠夫可用的增益效果类型
{
NULL_TBUFF_TYPE = 0;
ADD_SPEED = 1;
TRICKER_ADD_SPEED = 1;
SPEAR = 2;
ADD_AP = 3;
CLAIRAUDIENCE = 4;
INVISIBLE = 5;
TRICKER_INVISIBLE = 5;
}

// 特别说明:由于Student阵营和Tricker阵营有显著的隔离,且暂定职业、主动技能和被动效果相互绑定,故不按照THUAI5的方式区分ActiveSkillType和CharacterType,而是选择了按照阵营来给不同阵营赋予不同的职业(及技能)。


+ 1
- 1
logic/Gaming/PropManager.cs View File

@@ -33,7 +33,7 @@ namespace Gaming
break;
case PropType.AddLifeOrClairaudience:
if (!player.IsGhost())
player.AddLIFE(GameData.PropDuration);
player.AddLife(GameData.PropDuration);
else
{
player.AddScore(GameData.ScorePropClairaudience);


+ 1
- 1
logic/Gaming/SkillManager/SkillManager.cs View File

@@ -40,7 +40,7 @@ namespace Gaming
case ActiveSkillType.SummonGolem:
SummonGolem(character);
break;
case ActiveSkillType.UseRobot:
case ActiveSkillType.UseRobot:
UseRobot(character);
break;
default:


+ 1
- 1
logic/Preparation/Interface/IOccupation.cs View File

@@ -322,7 +322,7 @@ namespace Preparation.Interface
public int speedOfOpenChest = GameData.basicSpeedOfOpenChest;
public int SpeedOfOpenChest => speedOfOpenChest;
}
public class Sunshine: IStudent
public class Sunshine : IStudent
{
private const int moveSpeed = GameData.basicMoveSpeed;
public int MoveSpeed => moveSpeed;


+ 2
- 2
logic/Preparation/Utility/EnumType.cs View File

@@ -82,7 +82,7 @@ namespace Preparation.Utility
StraightAStudent = 6,
ANoisyPerson = 7,
Robot = 8,
Sunshine =9,
Sunshine = 9,
}
public enum ActiveSkillType // 主动技能
{
@@ -97,7 +97,7 @@ namespace Preparation.Utility
WriteAnswers = 8,
Howl = 9,
UseRobot = 10,
Rouse=11,
Rouse = 11,
}
public enum PassiveSkillType
{


+ 4
- 4
logic/Server/CopyInfo.cs View File

@@ -142,13 +142,13 @@ namespace Server
switch (buffType)
{
case Preparation.Utility.BuffType.AddSpeed:
return Protobuf.StudentBuffType.AddSpeed;
return Protobuf.StudentBuffType.StudentAddSpeed;
case Preparation.Utility.BuffType.AddLife:
return Protobuf.StudentBuffType.AddLife;
case Preparation.Utility.BuffType.Shield:
return Protobuf.StudentBuffType.Shield;
case Preparation.Utility.BuffType.Invisible:
return Protobuf.StudentBuffType.Invisible;
return Protobuf.StudentBuffType.StudentInvisible;
default:
return Protobuf.StudentBuffType.NullSbuffType;
}
@@ -158,7 +158,7 @@ namespace Server
switch (buffType)
{
case Preparation.Utility.BuffType.AddSpeed:
return Protobuf.TrickerBuffType.AddSpeed;
return Protobuf.TrickerBuffType.TrickerAddSpeed;
case Preparation.Utility.BuffType.Spear:
return Protobuf.TrickerBuffType.Spear;
case Preparation.Utility.BuffType.AddAp:
@@ -166,7 +166,7 @@ namespace Server
case Preparation.Utility.BuffType.Clairaudience:
return Protobuf.TrickerBuffType.Clairaudience;
case Preparation.Utility.BuffType.Invisible:
return Protobuf.TrickerBuffType.Invisible;
return Protobuf.TrickerBuffType.TrickerInvisible;
default:
return Protobuf.TrickerBuffType.NullTbuffType;
}


Loading…
Cancel
Save