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@@ -117,7 +117,7 @@ class HeroProc {
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}
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array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
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$targetHero->subSkills = $targteHeroSkills;
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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return Resp::ok($targetHero);
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}
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@@ -165,7 +165,7 @@ class HeroProc {
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
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$targetHero->subSkills = $targteHeroSkills;
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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return Resp::ok($targetHero);
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}
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@@ -211,7 +211,7 @@ class HeroProc {
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
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$targetHero->subSkills = $targteHeroSkills;
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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return Resp::ok($targetHero);
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}
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@@ -224,39 +224,28 @@ class HeroProc {
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* @param Req $req
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*/
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static function HeroStageUp($req) {
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-// $g = glc(); # 全局配置
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+ list($huid, $nextGrade) = $req->paras; # 提取参数: 英雄的UID,下一阶
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$user = $req->userInfo->game; # user引用
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- $huid = $req->paras[0]; # 英雄的UID
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- $nextGrade = $req->paras[1]; # 下一阶
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-
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$collectHeros = $user->heros->collectHeros; # 角色容器
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if (!$collectHeros) {
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$collectHeros = ObjectInit();
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}
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- if (!CommUtil::isPropertyExists($collectHeros, $huid)) { # 1.检查是否存在要升级的英雄
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- return Resp::err(ErrCode::hero_no);
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- }
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+ my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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// isEditor() and $upHero = new UserHeroModel();
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$upHero = $collectHeros->$huid;
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- if ($upHero->grade >= "S") { # 已经达到S级
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- return Resp::err(ErrCode::hero_strength_maxstrengthlevel);
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- }
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+ my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
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$heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
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- if (!$heroUpgradeCostCfg) { # 1.检查是否存在这个升阶数据的模板
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- return Resp::err(ErrCode::hero_strength_cost_const_no);
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- }
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- $needSeg = $heroUpgradeCostCfg->segNum; # 2
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- if ($user->Consume_HeroSegment($user, # # 扣除碎片
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- $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum)) {
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-// if (true) { # 扣除碎片直接成功
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- $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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- UserProc::updateUserInfo($req); # 6.数据回存
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- $resp = Resp::ok($upHero);
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- SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->name, #
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- GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
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- } else { # 碎片数量不足
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- return Resp::err(ErrCode::hero_segment_not_enough);
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- }
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+
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+ my_Assert($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
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+ my_Assert(UserGameModel::Consume_HeroSegment($user, # # 扣除碎片
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+ $heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum),
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+ ErrCode::hero_segment_not_enough); # 碎片数量不足
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+ # 扣除碎片成功
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+ $upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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+ UserProc::updateUserInfo(); # 6.数据回存
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+ $resp = Resp::ok($upHero);
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+ SystemProc::insertHero_StageUp($req->zoneid, $req->uid, $user->name, # 插入系统广播
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+ GameConfig::hero_getItem($upHero->typeId)->name, $upHero->grade);
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return $resp;
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}
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@@ -310,7 +299,7 @@ class HeroProc {
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$myPacketItems->$costItemId = 0;
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}
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$req->userInfo->game->store->items = $myPacketItems; # 更新背包数据
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- UserProc::updateUserInfo($req); # 回写玩家数据
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+ UserProc::updateUserInfo(); # 回写玩家数据
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return Resp::ok($targetHero);
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}
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@@ -325,7 +314,7 @@ class HeroProc {
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static function SaveHeroTeamConfig($req) {
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$teamsetting = $req->paras[0]; # 配置信息json文件
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$req->userInfo->game->heroTeamConfig = $teamsetting; # 更新配置
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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# # 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
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self::CalcTeamFightPower($req->zoneid, $req->uid, $req->userInfo->game);
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return Resp::ok(array('result' => "succeed"));
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@@ -416,7 +405,7 @@ class HeroProc {
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$strengthHero->skills = $targteHeroSkills;
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ActiveProc::ChangeTaskCount($req);
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# 回写数据
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$resp = Resp::ok($strengthHero);
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}
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return $resp;
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@@ -483,7 +472,7 @@ class HeroProc {
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$recordUnLockHeroDic->$heroModelId = 1;
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$req->user->heros->recordUnLockHeroDic = $recordUnLockHeroDic;
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$req->userInfo->game->store->segement = $myPacketItems;
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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return Resp::ok(array('result' => "OK")); //返回OK
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} else {
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return Resp::err(ErrCode::hero_godblood_notengoughitem);
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@@ -594,7 +583,7 @@ class HeroProc {
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return Resp::err(ErrCode::hero_separate_cost_hero);
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}
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$user->heros->firendSupportHeroUID = $friendSupportHeroUids;
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- UserProc::updateUserInfo($req); # 回存数据
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+ UserProc::updateUserInfo(); # 回存数据
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return Resp::ok(array('firendSupportHeroUID' => $friendSupportHeroUids));
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}
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@@ -646,7 +635,7 @@ class HeroProc {
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# 发物品到玩家包裹
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$req->userInfo->game->spar += $spar; # 入账能量块
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# 回存数据
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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return Resp::ok(array('num' => $spar));
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}
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@@ -701,7 +690,7 @@ class HeroProc {
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$strengthHero->curMainFavor = $favorCfg->name;
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}
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$strengthHero->favors[] = $favorCfg->name;
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$resp = Resp::ok($strengthHero);
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}
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return $resp;
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@@ -862,7 +851,7 @@ class HeroProc {
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$req->userInfo->game->store->segement = $myPacketItems;
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# 回写数据
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$resp = Resp::ok($strengthHero);
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# 推送系统消息
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SystemProc::Hero_purification($req->zoneid, $user, $heroModelId);
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@@ -1063,7 +1052,7 @@ class HeroProc {
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$req->userInfo->game->store->items = $myPacketItems;
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# 回写数据
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$resp = Resp::ok($strengthHero);
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# 推送系统消息
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// SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
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@@ -1230,7 +1219,7 @@ class HeroProc {
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$req->userInfo->game->store->items = $myPacketItems;
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# 回写数据
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$resp = Resp::ok($strengthHero);
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# 推送系统消息
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// SystemProc::insertHero_Star($req->zoneid, $req->uid, $user->name, $heroCfg->name, $strengthHero->curStar);
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@@ -1326,7 +1315,7 @@ class HeroProc {
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$myPacketItems->$piecesId = 0;
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}
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$req->userInfo->game->store->segement = $myPacketItems;
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- UserProc::updateUserInfo($req); # 回写数据
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+ UserProc::updateUserInfo(); # 回写数据
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$resp = HeroProc::GetHero($req);
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SystemProc::GetHero($req->zoneid, $user, $heroModelId);
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}
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@@ -1366,7 +1355,7 @@ class HeroProc {
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}
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UserGameModel::Consume_Cash($user, $costCash); # 扣除宝石
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$user->heros->maxCollectCount += $buyNum; # 修改上限
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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return Resp::ok(array(
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'maxCollectCount' => $user->heros->maxCollectCount
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));
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@@ -1383,7 +1372,7 @@ class HeroProc {
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return Resp::err(ErrCode::hero_const_no_err);
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}
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$hero = self::AddHeroTFromStore($req, $heroModelId);
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- UserProc::updateUserInfo($req);
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+ UserProc::updateUserInfo();
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$result = array('result' => "succeed", 'heros' => $hero); # 4. 设置返回值
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return Resp::ok($result);
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}
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@@ -1608,7 +1597,7 @@ class HeroProc {
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isEditor() and $hero = new UserHeroModel;
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$hero = $collectHeros->$heroUID; # 1. 获取这个英雄的实例数据是
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$hero->isLocked = $lockstate; # 2. 修改英雄状态
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- UserProc::updateUserInfo($req); # 3. 保存玩家数据
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+ UserProc::updateUserInfo(); # 3. 保存玩家数据
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return Resp::ok(ObjectInit()); # 4. 设置返回值
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}
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