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【BUG】解决配置表修改生命值不生效的问题

johnclot69 1 anno fa
parent
commit
d248505009

+ 5 - 0
DotNet/Hotfix/Scenes/Game/Player/PlayerBtlComponentSystem.cs

@@ -79,6 +79,11 @@ namespace ET.Server
             AttributeHelper.AddData2AllData(self.Data_Pro_Lv, self.AllInflus);
         }
 
+        public static int GetAllInflus(this PlayerBtlComponent self, PlayerBtlData key)
+        {
+            return self.AllInflus.TryGetValue(key, out int value)? value : 0;
+        }
+
         /// <summary>
         /// 发送给场景服的人物数据(战斗属性)
         /// </summary>

+ 1 - 1
DotNet/Hotfix/Scenes/Game/Player/PlayerSkillComponentSystem.cs

@@ -109,7 +109,7 @@ namespace ET.Server
         /// </summary>
         /// <param name="self"></param>
         /// <returns></returns>
-        public static List<Struct.SkillInfo> ToJson4BattleServerSkills(this PlayerSkillComponent self)
+        private static List<Struct.SkillInfo> ToJson4BattleServerSkills(this PlayerSkillComponent self)
         {
             List<Struct.SkillInfo> skills = new List<Struct.SkillInfo>();
             foreach (Struct.PlayerSkillBaseData skill in self.Data.Skills.Where(skill => skill != null))

+ 13 - 14
DotNet/Hotfix/Scenes/Game/Player/PlayerSystem.cs

@@ -1,8 +1,6 @@
 using System.Collections.Generic;
 using System.Text.Json;
 using BattleIce;
-using Newtonsoft.Json;
-using Newtonsoft.Json.Linq;
 using JsonSerializer = System.Text.Json.JsonSerializer;
 
 namespace ET.Server
@@ -213,7 +211,12 @@ namespace ET.Server
             self.GetXmdsManager().autoBattle(self.Map.Id.ToString().Trim(), self.GetId().ToString().Trim(), true);
         }
 
-        public static Dictionary<string, object> GetBattlerServerBasic(this WNPlayer self)
+        /// <summary>
+        /// 战斗服角色数据
+        /// </summary>
+        /// <param name="self"></param>
+        /// <returns></returns>
+        private static Dictionary<string, object> GetBattlerServerBasic(this WNPlayer self)
         {
             Dictionary<string, object> data = new Dictionary<string, object>();
             data.Add("name", self.GetName());
@@ -234,7 +237,12 @@ namespace ET.Server
             return data;
         }
 
-        /** 场景中角色需求数据 **/
+        /// <summary>
+        /// 场景中角色需求数据
+        /// </summary>
+        /// <param name="self"></param>
+        /// <param name="map"></param>
+        /// <returns></returns>
         public static string ToJSON4EnterScene(this WNPlayer self, Map map)
         {
             var json = new
@@ -251,16 +259,7 @@ namespace ET.Server
                 uid = self.GetId().ToString(),
                 unitTemplateID = self.BasicProp.TemplateId,
                 robot = false,
-                tempData = new
-                {
-                    //x = this.getPlayerAreaData().bornX,
-                    //y = this.getPlayerAreaData().bornY,
-                    x = 230,
-                    y = 100,
-                    direction = System.MathF.PI / 2,
-                    hp = 666,
-                    mp = 0,
-                },
+                tempData = self.GetComponent<PlayerTempDataComponent>().ToJson4BattleServerTempData,
                 pkInfo = new { mode = 0, value = 0, level = 1, },
                 //petBase,
                 addTestPetData = 0,

+ 22 - 0
DotNet/Hotfix/Scenes/Game/Player/PlayerTempDataComponentSystem.cs

@@ -41,8 +41,15 @@ namespace ET.Server
         public static void Init(this PlayerTempDataComponent self)
         {
             self.MapData = new PlayerMapInfo();
+
             self.MapData.mapId = 10098;
+            self.MapData.x = 230;
+            self.MapData.y = 100;
+            self.MapData.direction = System.MathF.PI / 2;
+            self.MapData.hp = PLAYER.initHp;
+            self.MapData.mp = PLAYER.initMp;
 
+            self.ToJson4BattleServerTempData = self.GetBattleServerTempData();
             // self?.Save();
         }
 
@@ -88,5 +95,20 @@ namespace ET.Server
             self.MapData.historyMapInstanceId = instanceId;
         }
 
+        /// <summary>
+        /// 发送给场景服的数据
+        /// </summary>
+        /// <param name="self"></param>
+        /// <returns></returns>
+        private static Dictionary<string, object> GetBattleServerTempData(this PlayerTempDataComponent self)
+        {
+            Dictionary<string, object> data = new Dictionary<string, object>();
+            data.Add("x", self.MapData.x);
+            data.Add("y", self.MapData.y);
+            data.Add("direction", self.MapData.direction);
+            data.Add("hp", self.MapData.hp > 0 ? self.MapData.hp : self.Player.GetComponent<PlayerBtlComponent>().GetAllInflus(PlayerBtlData.MaxHP));
+            data.Add("mp", self.MapData.mp);
+            return data;
+        }
     }
 }

+ 291 - 134
DotNet/Model/Const/ConstGame.cs

@@ -2,140 +2,297 @@
 
 namespace ET.Server
 {
+    public static class PLAYER
+    {
+        public const int initLevel = 1;
+        public const int initSp = 5000;
+        public const int initGold = 0; // 1000000;
+        public const int initTicket = 0; // 1000000;
+        public const int initPrimaryDiamond = 0;
+        public const int initDiamond = 0; // 1000000;
+        public const int initEnergy = 1000;
+        public const int initFriendly = 0;
+        public const int initVip = 0;
+        public const int initHp = 999999;
+        public const int initMp = 999999;
+        public const int initPrestige = 0;
+        public const int initCharm = 100;
+        public const int maxNum = 4; // 最多角色数量
+    }
+
+    /// <summary>
+    /// 性别类型
+    /// </summary>
+    public enum SexType: byte
+    {
+        Man = 0,
+        Woman = 1,
+    }
+
+    /// <summary>
+    /// 职业类型
+    /// </summary>
+    public enum PlayerProType: byte
+    {
+        /** 通用 **/
+        COMMON = 0,
+        /** 苍刃 **/
+        CANG_LANG = 1,
+        /** 御剑 **/
+        YU_JIAN = 2,
+        /** 剑仙 **/
+        YI_XIAN = 3,
+        /** 神剑 **/
+        SHEN_JIAN = 4,
+        /** 道灵 **/
+        LI_NHU = 5,
+    }
+
+    /// <summary>
+    /// 出生类型
+    /// </summary>
+    public enum BORN_TYPE
+    {
+        HISTORY = 0,
+        NORMAL = 1,
+        BORN = 2,
+        HISTORY_Dungeon_ReLogin = 3,
+    }
+
+    public enum AreaForce
+    {
+        None = 0,
+        MONSTER = 1,
+        FORCEA = 2,
+        FORCEB = 3,
+    }
+
+    /// <summary>
+    /// 地图玩法类型
+    /// </summary>
+    public enum MapType
+    {
+        /** 无 **/
+        None = 0,
+        /** 主城|野外 **/
+        NORMAL = 1,
+        /** 副本 **/
+        FIGHT_LEVEL = 2,
+        // >100属于跨服地图玩法
+        /** 跨服野外场景 **/
+        CROSS_NORMAL = 101,
+    }
+
+    /// <summary>
+    /// 进入场景时候情况区分
+    /// </summary>
+    public enum ENTER_TYPE: byte
+    {
+        /** 默认 **/
+        NONE = 0,
+        /** 重连 **/
+        RE_LOGIN = 1,
+        /** 场景人数已满,踢出场景 **/
+        SCENE_PLAYER_MAX = 2,
+    }
+
+    public enum ENTER_STATE
+    {
+        /** 切场景 **/
+        changeArea = 1,
+        /** 登陆游戏 **/
+        online = 2,
+    }
+
+    public enum PkModel
+    {
+        /** PVP-PKModel表格 和平不攻击任何玩家*/
+        Peace = 0,
+        /** 和平不攻击任何玩家*/
+        Justice = 1,
+        /** 只攻击黑黄红名玩家*/
+        Force = 2,
+        /** 只攻击非本仙盟玩家*/
+        Guild = 3,
+        /** 只攻击非本队伍玩家*/
+        Team = 4,
+        /** 只攻击非本服玩家*/
+        Server = 5,
+        /** 攻击所有玩家*/
+        All = 6,
+    }
+
+    /**
+	 * 技能类型
+	 */
+    public enum SkillType
+    {
+        /** 主动技能 **/
+        ACTIVE = 1,
+        /** 宠物给主人增加的 **/
+        PET_GIVE_ACTIVE = 2,
+        /** 普攻 **/
+        NORMAL = 3,
+        /** 玩家被动 **/
+        PLAYER_PASSIVE = 4,
+        /** 宠物 给人的被动 **/
+        PET_GIVE_PASSIVE = 5,
+        CARD_SKILL = 6,
+    }
+
+    /**
+	 * 0:回城复活;1:原地复活;2:出生点复活;3:复活点复活;4:技能复活;5.随机点复活
+	 */
+    public enum ReliveType
+    {
+        /** 回城复活 */
+        CITY = 0,
+        /** 原地复活 */
+        NOW = 1,
+        /** 出生点复活 */
+        BORN = 2,
+        /** 复活点复活 */
+        PLACE = 3,
+        /** 技能复活 */
+        SKILL = 4,
+        /** 随机点复活 */
+        RANDOM = 5,
+    }
+
     public enum PlayerBtlData
-        {
-            [Display(Name = "生命")]
-		    MaxHP = 1,
-            [Display(Name = "生命%")]
-            HPPer = 2,
-            [Display(Name = "攻击")]
-            Attack = 3,
-            [Display(Name = "攻击%")]
-            AttackPer = 4,
-            [Display(Name = "防御")]
-            Def = 5,
-            [Display(Name = "防御%")]
-            DefPer  = 6,
-            [Display(Name = "穿透")]
-            IgnoreDefense = 7,
-            [Display(Name = "穿透%")]
-            IgnoreDefensePer = 8,
-            [Display(Name = "暴击率")]
-            CritRate = 9,
-            [Display(Name = "抗暴")]
-		    ResCrit = 10,
-            [Display(Name = "抗暴% ")]
-            ResCritPer = 11,
-            [Display(Name = "抗暴率")]
-            ResCritRate = 12,
-            [Display(Name = "暴击伤害%")]
-            CritDamage = 13,
-            [Display(Name = "暴伤抵御%")]
-            CritDamageRes = 14,
-            [Display(Name = "玩家间伤害增加%")]
-            IncAllDamage = 15,      // 玩家之间
-            [Display(Name = "玩家间伤害减免%")]
-            AllDamageReduce = 16,       // 玩家之间
-            [Display(Name = "韧性%")]
-            CtrlTimeReduce = 17,
-            [Display(Name = "冷却缩减%")]
-            SkillCD = 18,
-            [Display(Name = "生命恢复")]
-            HPRegen = 19,
-            [Display(Name = "银两掉落")]
-		    ExdGold = 20,       //--
-            [Display(Name = "杀怪经验")]
-            ExdExp = 21,        //--
-            [Display(Name = "恢复生命")]
-            HPRecover = 22,     //--废弃了,用HPRegen
-            [Display(Name = "恢复生命%")]
-            HPRecoverPer = 23,	//--
-            [Display(Name = "治疗效果")]
-            HealEffect = 24,
-            [Display(Name = "被治疗效果")]
-		    HealedEffect = 25,
-            [Display(Name = "移动速度")]
-            RunSpeed = 26,      // 移动速度加成百分比, moveSpeed基础移速
-            [Display(Name = "技能加成%")]
-            SkillDamage = 27,
-            [Display(Name = "攻击速度")]
-		    AttackSpeed = 28,
-            [Display(Name = "控制增幅%")]
-		    ControlUp = 29,
-            [Display(Name = "金属性攻击")]
-		    GoldAttack = 30,
-            [Display(Name = "金属性防御")]
-		    GoldDefense = 31,
-            [Display(Name = "木属性攻击")]
-		    WoodAttack = 32,
-            [Display(Name = "木属性防御")]
-		    WoodDefense = 33,
-            [Display(Name = "水属性攻击")]
-		    WaterAttack = 34,
-            [Display(Name = "水属性防御")]
-		    WaterDefense = 35,
-            [Display(Name = "火属性攻击")]
-		    FireAttack = 36,
-            [Display(Name = "火属性防御")]
-		    FireDefense = 37,
-            [Display(Name = "土属性攻击")]
-		    SoilAttack = 38,
-            [Display(Name = "土属性防御")]
-		    SoilDefense = 39,
-            [Display(Name = "对boss额外暴击率")]
-		    ToBossCritRate = 40,
-            [Display(Name = "对boss额外暴击伤害")]
-		    ToBossCritDamage = 41,
-            [Display(Name = "金克制")]
-		    GoldRestraint = 42,
-            [Display(Name = "木克制")]
-		    WoodRestraint = 43,
-            [Display(Name = "水克制")]
-		    WaterRestraint = 44,
-            [Display(Name = "火克制")]
-		    FireRestraint = 45,
-            [Display(Name = "土克制")]
-		    SoilRestraint = 46,
-            [Display(Name = "金抵御")]
-		    GoldResist = 47,
-            [Display(Name = "木抵御")]
-		    WoodResist = 48,
-            [Display(Name = "水抵御")]
-		    WaterResist = 49,
-            [Display(Name = "火抵御")]
-		    FireResist = 50,
-            [Display(Name = "土抵御")]
-		    SoilResist = 51,
-            [Display(Name = "杀意值")]
-		    PvpKillValue = 52,
-            [Display(Name = "妖气等级")]
-		    YaoQiLevel = 53,
-            [Display(Name = "普攻吸血")]
-		    NormalAtkLeech = 54,
-            [Display(Name = "技能吸血")]
-		    ActiveAtkLeech = 55,
-            [Display(Name = "神器主属性伤害加成")]
-		    ArtifactMainPer = 56,
-            [Display(Name = "怪物伤害增益%")]
-		    FieldBossDamageAdd = 57,        // Map表有areaType,副本,野外地图类型区分
-            [Display(Name = "怪物伤害减免%")]
-		    DungeonMonsterDamageAdd = 58,       // 2021.3.30修改,含义以备注为准
-            [Display(Name = "杀意等级")]
-		    PvpKillLevel = 59,
-            [Display(Name = "七杀克制")]
-		    MonsterRestraint1 = 60,
-            [Display(Name = "离明克制")]
-		    MonsterRestraint2 = 61,
-            [Display(Name = "夜耀克制")]
-		    MonsterRestraint3 = 62,
-            [Display(Name = "昌曲克制")]
-		    MonsterRestraint4 = 63,
-            [Display(Name = "沧海克制")]
-		    MonsterRestraint5 = 64,
+    {
+        [Display(Name = "生命")]
+        MaxHP = 1,
+        [Display(Name = "生命%")]
+        HPPer = 2,
+        [Display(Name = "攻击")]
+        Attack = 3,
+        [Display(Name = "攻击%")]
+        AttackPer = 4,
+        [Display(Name = "防御")]
+        Def = 5,
+        [Display(Name = "防御%")]
+        DefPer = 6,
+        [Display(Name = "穿透")]
+        IgnoreDefense = 7,
+        [Display(Name = "穿透%")]
+        IgnoreDefensePer = 8,
+        [Display(Name = "暴击率")]
+        CritRate = 9,
+        [Display(Name = "抗暴")]
+        ResCrit = 10,
+        [Display(Name = "抗暴% ")]
+        ResCritPer = 11,
+        [Display(Name = "抗暴率")]
+        ResCritRate = 12,
+        [Display(Name = "暴击伤害%")]
+        CritDamage = 13,
+        [Display(Name = "暴伤抵御%")]
+        CritDamageRes = 14,
+        [Display(Name = "玩家间伤害增加%")]
+        IncAllDamage = 15, // 玩家之间
+        [Display(Name = "玩家间伤害减免%")]
+        AllDamageReduce = 16, // 玩家之间
+        [Display(Name = "韧性%")]
+        CtrlTimeReduce = 17,
+        [Display(Name = "冷却缩减%")]
+        SkillCD = 18,
+        [Display(Name = "生命恢复")]
+        HPRegen = 19,
+        [Display(Name = "银两掉落")]
+        ExdGold = 20, //--
+        [Display(Name = "杀怪经验")]
+        ExdExp = 21, //--
+        [Display(Name = "恢复生命")]
+        HPRecover = 22, //--废弃了,用HPRegen
+        [Display(Name = "恢复生命%")]
+        HPRecoverPer = 23, //--
+        [Display(Name = "治疗效果")]
+        HealEffect = 24,
+        [Display(Name = "被治疗效果")]
+        HealedEffect = 25,
+        [Display(Name = "移动速度")]
+        RunSpeed = 26, // 移动速度加成百分比, moveSpeed基础移速
+        [Display(Name = "技能加成%")]
+        SkillDamage = 27,
+        [Display(Name = "攻击速度")]
+        AttackSpeed = 28,
+        [Display(Name = "控制增幅%")]
+        ControlUp = 29,
+        [Display(Name = "金属性攻击")]
+        GoldAttack = 30,
+        [Display(Name = "金属性防御")]
+        GoldDefense = 31,
+        [Display(Name = "木属性攻击")]
+        WoodAttack = 32,
+        [Display(Name = "木属性防御")]
+        WoodDefense = 33,
+        [Display(Name = "水属性攻击")]
+        WaterAttack = 34,
+        [Display(Name = "水属性防御")]
+        WaterDefense = 35,
+        [Display(Name = "火属性攻击")]
+        FireAttack = 36,
+        [Display(Name = "火属性防御")]
+        FireDefense = 37,
+        [Display(Name = "土属性攻击")]
+        SoilAttack = 38,
+        [Display(Name = "土属性防御")]
+        SoilDefense = 39,
+        [Display(Name = "对boss额外暴击率")]
+        ToBossCritRate = 40,
+        [Display(Name = "对boss额外暴击伤害")]
+        ToBossCritDamage = 41,
+        [Display(Name = "金克制")]
+        GoldRestraint = 42,
+        [Display(Name = "木克制")]
+        WoodRestraint = 43,
+        [Display(Name = "水克制")]
+        WaterRestraint = 44,
+        [Display(Name = "火克制")]
+        FireRestraint = 45,
+        [Display(Name = "土克制")]
+        SoilRestraint = 46,
+        [Display(Name = "金抵御")]
+        GoldResist = 47,
+        [Display(Name = "木抵御")]
+        WoodResist = 48,
+        [Display(Name = "水抵御")]
+        WaterResist = 49,
+        [Display(Name = "火抵御")]
+        FireResist = 50,
+        [Display(Name = "土抵御")]
+        SoilResist = 51,
+        [Display(Name = "杀意值")]
+        PvpKillValue = 52,
+        [Display(Name = "妖气等级")]
+        YaoQiLevel = 53,
+        [Display(Name = "普攻吸血")]
+        NormalAtkLeech = 54,
+        [Display(Name = "技能吸血")]
+        ActiveAtkLeech = 55,
+        [Display(Name = "神器主属性伤害加成")]
+        ArtifactMainPer = 56,
+        [Display(Name = "怪物伤害增益%")]
+        FieldBossDamageAdd = 57, // Map表有areaType,副本,野外地图类型区分
+        [Display(Name = "怪物伤害减免%")]
+        DungeonMonsterDamageAdd = 58, // 2021.3.30修改,含义以备注为准
+        [Display(Name = "杀意等级")]
+        PvpKillLevel = 59,
+        [Display(Name = "七杀克制")]
+        MonsterRestraint1 = 60,
+        [Display(Name = "离明克制")]
+        MonsterRestraint2 = 61,
+        [Display(Name = "夜耀克制")]
+        MonsterRestraint3 = 62,
+        [Display(Name = "昌曲克制")]
+        MonsterRestraint4 = 63,
+        [Display(Name = "沧海克制")]
+        MonsterRestraint5 = 64,
 
-            [Display(Name = "所有伤害加成")]
-		    AllAtak = 65,
-            [Display(Name = "所有伤害抵御")]
-		    AllDef = 66,
-	    }
+        [Display(Name = "所有伤害加成")]
+        AllAtak = 65,
+        [Display(Name = "所有伤害抵御")]
+        AllDef = 66,
+    }
 }

+ 6 - 1
DotNet/Model/Scenes/Game/Player/PlayerTempDataComponent.cs

@@ -1,4 +1,6 @@
-namespace ET.Server
+using System.Collections.Generic;
+
+namespace ET.Server
 {
     [ComponentOf(typeof (WNPlayer))]
     public class PlayerTempDataComponent: Entity, IAwake<WNPlayer>, IDestroy
@@ -6,6 +8,9 @@
         /** 玩家场景数据 **/
         public PlayerMapInfo MapData { get; set; }
 
+        /** 战斗服数据 **/
+        public Dictionary<string, object> ToJson4BattleServerTempData { get; set; }
+
         /** 玩家对象 **/
         public WNPlayer Player { get; set; }
 

+ 0 - 142
Unity/Assets/Scripts/Codes/Model/Share/Const/ConstGame.cs

@@ -15,146 +15,4 @@ namespace ET.Server
         public static int[] TowerTemplateIDs = { 1001, 1002, 1003 };
     }
 
-    /// <summary>
-    /// 性别类型
-    /// </summary>
-    public enum SexType: byte
-    {
-        Man = 0,
-        Woman = 1,
-    }
-
-    /// <summary>
-    /// 职业类型
-    /// </summary>
-    public enum PlayerProType: byte
-    {
-        /** 通用 **/
-        COMMON = 0,
-        /** 苍刃 **/
-        CANG_LANG = 1,
-        /** 御剑 **/
-        YU_JIAN = 2,
-        /** 剑仙 **/
-        YI_XIAN = 3,
-        /** 神剑 **/
-        SHEN_JIAN = 4,
-        /** 道灵 **/
-        LI_NHU = 5,
-    }
-
-    /// <summary>
-    /// 出生类型
-    /// </summary>
-    public enum BORN_TYPE
-    {
-        HISTORY = 0,
-        NORMAL = 1,
-        BORN = 2,
-        HISTORY_Dungeon_ReLogin = 3,
-    }
-
-    public enum AreaForce
-    {
-        None = 0,
-        MONSTER = 1,
-        FORCEA = 2,
-        FORCEB = 3,
-    }
-
-    /// <summary>
-    /// 地图玩法类型
-    /// </summary>
-    public enum MapType
-    {
-        /** 无 **/
-        None = 0,
-        /** 主城|野外 **/
-        NORMAL = 1,
-        /** 副本 **/
-        FIGHT_LEVEL = 2,
-
-        // >100属于跨服地图玩法
-        /** 跨服野外场景 **/
-        CROSS_NORMAL = 101,
-
-    }
-
-    /// <summary>
-    /// 进入场景时候情况区分
-    /// </summary>
-    public enum ENTER_TYPE: byte
-    {
-        /** 默认 **/
-        NONE = 0,
-        /** 重连 **/
-        RE_LOGIN = 1,
-        /** 场景人数已满,踢出场景 **/
-        SCENE_PLAYER_MAX = 2,
-    }
-
-    public enum ENTER_STATE
-    {
-        /** 切场景 **/
-        changeArea = 1,
-        /** 登陆游戏 **/
-        online = 2,
-    }
-
-    public enum PkModel
-    {
-        /** PVP-PKModel表格 和平不攻击任何玩家*/
-        Peace = 0,
-        /** 和平不攻击任何玩家*/
-        Justice = 1,
-        /** 只攻击黑黄红名玩家*/
-        Force = 2,
-        /** 只攻击非本仙盟玩家*/
-        Guild = 3,
-        /** 只攻击非本队伍玩家*/
-        Team = 4,
-        /** 只攻击非本服玩家*/
-        Server = 5,
-        /** 攻击所有玩家*/
-        All = 6,
-    }
-
-    /**
-	 * 技能类型
-	 */
-    public enum SkillType
-    {
-        /** 主动技能 **/
-        ACTIVE = 1,
-        /** 宠物给主人增加的 **/
-        PET_GIVE_ACTIVE = 2,
-        /** 普攻 **/
-        NORMAL = 3,
-        /** 玩家被动 **/
-        PLAYER_PASSIVE = 4,
-        /** 宠物 给人的被动 **/
-        PET_GIVE_PASSIVE = 5,
-
-        CARD_SKILL = 6,
-    }
-
-    /**
-	 * 0:回城复活;1:原地复活;2:出生点复活;3:复活点复活;4:技能复活;5.随机点复活
-	 */
-    public enum ReliveType
-    {
-        /** 回城复活 */
-        CITY = 0,
-        /** 原地复活 */
-        NOW = 1,
-        /** 出生点复活 */
-        BORN = 2,
-        /** 复活点复活 */
-        PLACE = 3,
-        /** 技能复活 */
-        SKILL = 4,
-        /** 随机点复活 */
-        RANDOM = 5,
-    }
-
 }