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- namespace ET.Server
- {
- /// <summary>
- /// 抖音api http回调, 点赞10次增加等级
- /// </summary>
- [ActorMessageHandler(SceneType.Game)]
- public class R2G_AddLevelHandler : AMActorHandler<Scene, R2G_AddLevel>
- {
- protected override async ETTask Run(Scene scene, R2G_AddLevel request)
- {
- // 房间是否存在
- Map map = scene.GetComponent<GameMapComponent>().GetMapByRoomId(request.RoomId);
- if (map == null)
- {
- Log.Debug($"未找到房间...roomId={request.RoomId}");
- return;
- }
- // 数据是否存在
- if (map.GetUnitTemplateId(request.OpenId) == 0)
- {
- Log.Debug($"未找到单位玩家数据...openId={request.OpenId}");
- return;
- }
- // 总点赞数
- int totelLikes = 0;
- // 累计增加点赞数
- if (map.UnitPlayerLikes.TryGetValue(request.OpenId, out int likes))
- {
- totelLikes = likes + request.Likes;
- map.UnitPlayerLikes[request.OpenId] = totelLikes;
- }
- else
- {
- totelLikes = request.Likes;
- map.UnitPlayerLikes.Add(request.OpenId, totelLikes);
- }
- int initialLevel = 1; // 初始等级
- int maxLevel = 3; // 等级上限
- int level = initialLevel; // 玩家等级
- int levelUpCount = totelLikes / 10; // 计算升级次数
- // 根据升级次数更新等级
- for (int i = 0; i < levelUpCount; i++)
- {
- level++; // 等级加1
- // 如果等级超过上限,将等级设置为上限
- if (level > maxLevel)
- {
- level = maxLevel;
- break;
- }
- }
- // 模板id
- int oldTemplateId = map.GetUnitTemplateId(request.OpenId);
- int newTemplateId = ((oldTemplateId / 10) * 10) + level;
- if (oldTemplateId != newTemplateId)
- {
- // 当前战斗服objId
- int curObjId = map.GetUnitObjId(request.OpenId);
- // 移除原单位
- await map.RemovePointUnit(curObjId);
- string[] pos = map.GetCurXY().Split(";");
- Struct.MonsterUnit unit = new Struct.MonsterUnit();
- unit.id = newTemplateId;
- unit.force = 1;
- unit.x = int.Parse(pos[0]);
- unit.y = int.Parse(pos[1]);
- unit.autoGuard = true;
- curObjId = await map.AddUnits(unit, true);
- map.AddUnitObjId(request.OpenId, curObjId);
- map.AddUnitPlayer(request.OpenId, newTemplateId);
- }
- await ETTask.CompletedTask;
- }
- }
- }
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