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@@ -79,7 +79,7 @@ class HeroProc {
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my_default_Obj($cHeros);
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my_default_Obj($cHeros);
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my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
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my_Assert(CommUtil::isPropertyExists($cHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要解锁的英雄
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# # 2.判断英雄的该技能能否升级....
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# # 2.判断英雄的该技能能否升级....
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- $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
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+ $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护子技能数组数据结构
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my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
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my_Assert(!CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能已解锁"); # 子技能已经解锁
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@@ -89,7 +89,7 @@ class HeroProc {
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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- my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
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+ my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->unlockCost), # # 5. 扣除金币消耗
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ErrCode::notenough_gold_msg);
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ErrCode::notenough_gold_msg);
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array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
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array_push($targteHeroSkills->$mainSkillId, $subSkillId); # 添加技能
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$targetHero->subSkills = $targteHeroSkills;
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$targetHero->subSkills = $targteHeroSkills;
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@@ -111,7 +111,7 @@ class HeroProc {
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my_default_Obj($collectHeros); # 防御变量为空
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my_default_Obj($collectHeros); # 防御变量为空
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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# # 2.判断英雄的该技能能否升级....
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# # 2.判断英雄的该技能能否升级....
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- $targetHero = new UserHeroModel($cHeros->$huid); # 直接类型识别
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+ $targetHero = new Ins_UserHero($cHeros->$huid); # 直接类型识别
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
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my_default_Arr($targteHeroSkills->$mainSkillId); # 保护数据结构
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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@@ -122,7 +122,7 @@ class HeroProc {
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// if (null == $sm) {
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// if (null == $sm) {
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// return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
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// return \Resp::err(ErrCode::err_const_no, '找不到子技能配置数据');
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// }
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// }
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- my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
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+ my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $costGold), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
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array_push($targteHeroSkills->$mainSkillId, $targetSubSkillId);
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$targetHero->subSkills = $targteHeroSkills;
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$targetHero->subSkills = $targteHeroSkills;
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@@ -142,7 +142,7 @@ class HeroProc {
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$collectHeros = $user->heros->collectHeros;
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$collectHeros = $user->heros->collectHeros;
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my_default_Obj($collectHeros); # 防御变量为空
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my_default_Obj($collectHeros); # 防御变量为空
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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- $targetHero = new UserHeroModel($collectHeros->$huid);
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+ $targetHero = new Ins_UserHero($collectHeros->$huid);
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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$targteHeroSkills = $targetHero->subSkills; # 取出这个英雄的技能数据
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my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
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my_Assert(CommUtil::isPropertyExists($targteHeroSkills, $mainSkillId), "玩家数据结构有问题."); # 主技能Id.
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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my_Assert(CommUtil::isInArray($targteHeroSkills->$mainSkillId, $subSkillId), "子技能id错误"); # 子技能id
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@@ -150,7 +150,7 @@ class HeroProc {
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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$sm = GameConfig::subSkill_getItem($subSkillId); # 4.取出该技能升级消耗的常量数据
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my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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my_Assert(null != $sm, ErrCode::err_const_no); # 找不到子技能配置数据
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- my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
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+ my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $sm->upgradeCost), ErrCode::notenough_gold_msg); # 5. 扣除金币消耗
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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unset($targteHeroSkills->$mainSkillId, $subSkillId); # 替换技能
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array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
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array_push($targteHeroSkills->$mainSkillId, $sm->nextLevel_Id);
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@@ -174,12 +174,12 @@ class HeroProc {
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$collectHeros = $user->heros->collectHeros; # 角色容器
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$collectHeros = $user->heros->collectHeros; # 角色容器
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my_default_Obj($collectHeros); # 保证不为null
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my_default_Obj($collectHeros); # 保证不为null
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 1.检查是否存在要升级的英雄
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- $upHero = new UserHeroModel($collectHeros->$huid); # 直接类型识别
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+ $upHero = new Ins_UserHero($collectHeros->$huid); # 直接类型识别
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my_Assert($upHero->grade < "S", ErrCode::hero_strength_maxstrengthlevel); # 已经达到S级
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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, $nextGrade);
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$heroUpgradeCostCfg = GameConfig::heroextra_level_getItem($upHero->typeId, $nextGrade);
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my_Assert($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($heroUpgradeCostCfg, ErrCode::hero_strength_cost_const_no); # 1.检查是否存在这个升阶数据的模板
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- my_Assert(UserGameModel::Consume_HeroSegment($user, # # 扣除碎片
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+ my_Assert(Data_UserGame::Consume_HeroSegment($user, # # 扣除碎片
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$heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough); # 碎片数量不足
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$heroUpgradeCostCfg->segID, $heroUpgradeCostCfg->segNum), ErrCode::hero_segment_not_enough); # 碎片数量不足
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# 扣除碎片成功
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# 扣除碎片成功
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$upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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$upHero->grade = $nextGrade; # 5.强化英雄进行成功升阶
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@@ -205,7 +205,7 @@ class HeroProc {
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my_default_Obj($collectHeros);
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my_default_Obj($collectHeros);
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my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
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my_Assert(is_int($costNumber) && $costNumber >= 1, ErrCode::paras_err); # 参数合法性判断
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
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my_Assert(CommUtil::isPropertyExists($collectHeros, $huid), ErrCode::hero_no); # 玩家拥有此英雄
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- $targetHero = new UserHeroModel($collectHeros->$huid); # 智能感知辅助
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+ $targetHero = new Ins_UserHero($collectHeros->$huid); # 智能感知辅助
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my_Assert($targetHero->HeroCanLevelUp(), "英雄不可升级"); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
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my_Assert($targetHero->HeroCanLevelUp(), "英雄不可升级"); # 2. 检查玩家等级是否可以继续升级, Ps. 全局限制 + 指挥官等级限制
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$myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
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$myPacketItems = $user->store->items; # 检查道具的数量,在背包中是否充足
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my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
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my_Assert(CommUtil::isPropertyExists($myPacketItems, $costItemId), ErrCode::store_itemnotenough); #
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@@ -349,7 +349,7 @@ class HeroProc {
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return Resp::err(ErrCode::hero_no);
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return Resp::err(ErrCode::hero_no);
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}
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}
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# 2.检查是否存在要升级的英雄的神血的血脉值 是否达到100%
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# 2.检查是否存在要升级的英雄的神血的血脉值 是否达到100%
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- isEditor() and $strengthHero = new UserHeroModel();
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+ isEditor() and $strengthHero = new Ins_UserHero();
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$strengthHero = $collectHeros->$huid;
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$strengthHero = $collectHeros->$huid;
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# 检查是否存在当前 神血的的消耗常量数据 以及血脉值 是否达到100%
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# 检查是否存在当前 神血的的消耗常量数据 以及血脉值 是否达到100%
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@@ -465,9 +465,9 @@ class HeroProc {
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$bDeal = false;
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$bDeal = false;
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if ($enoughMoney === true) {
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if ($enoughMoney === true) {
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if ($requireMoneyType === "gold") {
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if ($requireMoneyType === "gold") {
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- $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $requireMoneyNum);
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+ $bDeal = Data_UserGame:: Consume_Gold($user->baseInfo, $requireMoneyNum);
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} else if ($requireMoneyType === "cash") {
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} else if ($requireMoneyType === "cash") {
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- $bDeal = UserGameModel:: Consume_Cash($user->baseInfo, $requireMoneyNum);
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+ $bDeal = Data_UserGame:: Consume_Cash($user->baseInfo, $requireMoneyNum);
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}
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}
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}
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}
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@@ -517,7 +517,7 @@ class HeroProc {
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return Resp::err(ErrCode::hero_no);
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return Resp::err(ErrCode::hero_no);
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}
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}
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# 2.检查是否已经达到最大星级
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# 2.检查是否已经达到最大星级
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- isEditor() and $strengthHero = new UserHeroModel();
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+ isEditor() and $strengthHero = new Ins_UserHero();
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$strengthHero = $collectHeros->$huid;
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$strengthHero = $collectHeros->$huid;
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if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
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if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
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return Resp::err(ErrCode::hero_star_maxstarlevel);
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return Resp::err(ErrCode::hero_star_maxstarlevel);
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@@ -660,9 +660,9 @@ class HeroProc {
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$bDeal = false;
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$bDeal = false;
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if ($enoughMoney === true) {
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if ($enoughMoney === true) {
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if ($requireMoneyType === "gold") {
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if ($requireMoneyType === "gold") {
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- $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $requireMoneyNum);
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+ $bDeal = Data_UserGame:: Consume_Gold($user->baseInfo, $requireMoneyNum);
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} else if ($requireMoneyType === "cash") {
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} else if ($requireMoneyType === "cash") {
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- $bDeal = UserGameModel:: Consume_Cash($user->baseInfo, $requireMoneyNum);
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+ $bDeal = Data_UserGame:: Consume_Cash($user->baseInfo, $requireMoneyNum);
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}
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}
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}
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}
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@@ -713,7 +713,7 @@ class HeroProc {
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return Resp::err(ErrCode::hero_no);
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return Resp::err(ErrCode::hero_no);
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}
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}
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# 2.检查是否已经达到最大星级
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# 2.检查是否已经达到最大星级
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- isEditor() and $strengthHero = new UserHeroModel();
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+ isEditor() and $strengthHero = new Ins_UserHero();
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$strengthHero = $collectHeros->$huid;
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$strengthHero = $collectHeros->$huid;
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if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
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if ($strengthHero->curStar >= $g->Hero_Star_MaxStarLevel) {
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return Resp::err(ErrCode::hero_star_maxstarlevel);
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return Resp::err(ErrCode::hero_star_maxstarlevel);
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@@ -821,7 +821,7 @@ class HeroProc {
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if ($user->baseInfo->gold < $costGold) {
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if ($user->baseInfo->gold < $costGold) {
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return Resp::err(ErrCode::notenough_gold_msg);
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return Resp::err(ErrCode::notenough_gold_msg);
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} else {
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} else {
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- $bDeal = UserGameModel:: Consume_Gold($user->baseInfo, $costGold);
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+ $bDeal = Data_UserGame:: Consume_Gold($user->baseInfo, $costGold);
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}
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}
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} else if ($costGold == 0) {
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} else if ($costGold == 0) {
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$bDeal = true;
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$bDeal = true;
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@@ -890,13 +890,13 @@ class HeroProc {
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$realPrice = $heroCfg->cashPrice;
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$realPrice = $heroCfg->cashPrice;
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my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
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my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
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my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
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my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
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- my_Assert(UserGameModel::Consume_Cash($user->baseInfo, $costMoneyNum), ErrCode::err_msg_cashnotenough);
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+ my_Assert(Data_UserGame::Consume_Cash($user->baseInfo, $costMoneyNum), ErrCode::err_msg_cashnotenough);
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break;
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break;
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case "gold":
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case "gold":
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$realPrice = $heroCfg->goldPrice;
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$realPrice = $heroCfg->goldPrice;
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my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
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my_Assert($realPrice == $costMoneyNum, ErrCode::paras_err);
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my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
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my_Assert($costMoneyNum >= 0, ErrCode::paras_err);
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- my_Assert(UserGameModel::Consume_Gold($user->baseInfo, $costMoneyNum), ErrCode::err_msg_goldnotenough);
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+ my_Assert(Data_UserGame::Consume_Gold($user->baseInfo, $costMoneyNum), ErrCode::err_msg_goldnotenough);
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break;
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break;
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default :
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default :
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Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
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Err(ErrCode::paras_err, "参数错误: [costType] " . $costType);
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@@ -930,7 +930,7 @@ class HeroProc {
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$realCost = $arr[$index];
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$realCost = $arr[$index];
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my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
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my_Assert($realCost == $costCash, ErrCode::paras_err); # 参数错误
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my_Assert($costCash >= 0, ErrCode::paras_err);
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my_Assert($costCash >= 0, ErrCode::paras_err);
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- my_Assert(UserGameModel::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
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+ my_Assert(Data_UserGame::Consume_Cash($user, $costCash), ErrCode::err_msg_goldnotenough); # 扣除宝石
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$user->heros->maxCollectCount += $buyNum; # 修改上限
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$user->heros->maxCollectCount += $buyNum; # 修改上限
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UserProc::updateUserInfo();
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UserProc::updateUserInfo();
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return Resp::ok(array(
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return Resp::ok(array(
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@@ -959,7 +959,7 @@ class HeroProc {
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* @param Req $req
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* @param Req $req
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* @param int $heromodelId 原型数据id
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* @param int $heromodelId 原型数据id
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* @param int $star 星级
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* @param int $star 星级
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- * @return UserHeroModel
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+ * @return Ins_UserHero
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*/
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*/
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static function AddHeroWithStar(&$req, $heromodelId, $star) {
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static function AddHeroWithStar(&$req, $heromodelId, $star) {
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$user = $req->userInfo->game;
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$user = $req->userInfo->game;
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@@ -998,12 +998,12 @@ class HeroProc {
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* 根据一个英雄的模板id,来获得一个英雄的实例数据
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* 根据一个英雄的模板id,来获得一个英雄的实例数据
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* @param string $heroModelId 模板数据ID
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* @param string $heroModelId 模板数据ID
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* @param string $uid 唯一ID
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* @param string $uid 唯一ID
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- * @return UserHeroModel
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+ * @return Ins_UserHero
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*/
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*/
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static function getGameHeroModelInstance($heroModelId, $uid) {
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static function getGameHeroModelInstance($heroModelId, $uid) {
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$heroCfg = GameConfig::hero_getItem($heroModelId);
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$heroCfg = GameConfig::hero_getItem($heroModelId);
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my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
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my_Assert(null != $heroCfg, ErrCode::err_const_no); # 检查是否存在这个英雄的模板
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- $hero = new UserHeroModel();
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+ $hero = new Ins_UserHero();
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// $hero->strengthLevel = $heroCfg->dengjie;
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// $hero->strengthLevel = $heroCfg->dengjie;
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$hero->curStar = $heroCfg->xingji;
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$hero->curStar = $heroCfg->xingji;
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$hero->typeId = $heroCfg->heroId;
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$hero->typeId = $heroCfg->heroId;
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@@ -1060,7 +1060,7 @@ class HeroProc {
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$collectHeros = $req->userInfo->game->heros->collectHeros;
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$collectHeros = $req->userInfo->game->heros->collectHeros;
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my_default_Obj($collectHeros);
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my_default_Obj($collectHeros);
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my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
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my_Assert(CommUtil::isPropertyExists($collectHeros, $heroUID), ErrCode::hero_no); # 要升级的英雄不存在
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- $targetHero = new UserHeroModel($collectHeros->$heroUID); # 英雄对象
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+ $targetHero = new Ins_UserHero($collectHeros->$heroUID); # 英雄对象
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$playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->baseInfo->level)->hero_max_level;
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$playerLimit = GameConfig::playerlevel_getItem($req->userInfo->game->baseInfo->level)->hero_max_level;
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$maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
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$maxLevel = min(glc()->Hero_Upgrade_BasicMaxLevel, $playerLimit); # 最大等级= max(英雄最高等级上限,玩家等级限制的上限)
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if ($targetHero->level >= $maxLevel) {
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if ($targetHero->level >= $maxLevel) {
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@@ -1120,7 +1120,7 @@ class HeroProc {
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* 计算队伍战斗力, 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
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* 计算队伍战斗力, 添加到战斗力隐藏榜单中, for pvp back matchers, -wg 2017.07.13
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* @param type $zoneid
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* @param type $zoneid
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* @param type $uid
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* @param type $uid
|
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- * @param UserGameModel $user
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|
|
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+ * @param Data_UserGame $user
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* @return type
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* @return type
|
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*/
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*/
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|
static function CalcTeamFightPower($zoneid, $uid, $user) {
|
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static function CalcTeamFightPower($zoneid, $uid, $user) {
|
|
@@ -1137,7 +1137,7 @@ class HeroProc {
|
|
$hero = $heros->collectHeros->$hid;
|
|
$hero = $heros->collectHeros->$hid;
|
|
if ($hero) {
|
|
if ($hero) {
|
|
// $fp += self::calcHeroFightPower($hero);
|
|
// $fp += self::calcHeroFightPower($hero);
|
|
- $h = new UserHeroModel($hero);
|
|
|
|
|
|
+ $h = new Ins_UserHero($hero);
|
|
$fp += $h->GetPower();
|
|
$fp += $h->GetPower();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -1153,13 +1153,13 @@ class HeroProc {
|
|
* @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
|
|
* @version 1.0.0 改造自原来的队伍战斗力统计方法 --gwang 2020.4.23
|
|
* @param type $zoneid
|
|
* @param type $zoneid
|
|
* @param type $uid
|
|
* @param type $uid
|
|
- * @param UserGameModel $user
|
|
|
|
|
|
+ * @param Data_UserGame $user
|
|
* @return type
|
|
* @return type
|
|
*/
|
|
*/
|
|
static function CalcUserFightPower($zoneid, $uid, $user) {
|
|
static function CalcUserFightPower($zoneid, $uid, $user) {
|
|
$fp = 0; # 总战力:返回值
|
|
$fp = 0; # 总战力:返回值
|
|
foreach ($user->heros->collectHeros as $hid => $hero) {
|
|
foreach ($user->heros->collectHeros as $hid => $hero) {
|
|
- $h = new UserHeroModel($hero);
|
|
|
|
|
|
+ $h = new Ins_UserHero($hero);
|
|
$fp += $h->GetPower();
|
|
$fp += $h->GetPower();
|
|
}
|
|
}
|
|
$key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
|
|
$key_fp = MemKey_GameRun::Game_FightPowerRank_zset($zoneid); # 战力榜
|
|
@@ -1177,7 +1177,7 @@ class HeroProc {
|
|
|
|
|
|
/**
|
|
/**
|
|
* 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
|
|
* 计算hero战斗力, for pvp back matchers, -wg 2017.07.13
|
|
- * @param UserHeroModel $hero
|
|
|
|
|
|
+ * @param Ins_UserHero $hero
|
|
* @return int
|
|
* @return int
|
|
*/
|
|
*/
|
|
static private function calcHeroFightPower($hero) {
|
|
static private function calcHeroFightPower($hero) {
|
|
@@ -1197,7 +1197,7 @@ class HeroProc {
|
|
|
|
|
|
/**
|
|
/**
|
|
* 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
|
|
* 计算hero的属性,, for pvp back matchers, -wg 2017.07.13
|
|
- * @param UserHeroModel $hero
|
|
|
|
|
|
+ * @param Ins_UserHero $hero
|
|
* @param type $propertyname
|
|
* @param type $propertyname
|
|
*/
|
|
*/
|
|
private static function calcHeroProperty($hero, $propertyname) {
|
|
private static function calcHeroProperty($hero, $propertyname) {
|