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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-21 03:19:35 +08:00
修复生命值回复问题
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@ -3974,7 +3974,7 @@ namespace Oshima.Core.Controllers
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builer.AppendLine($"是否公开:{(club.IsPublic ? "公开" : "私密")}");
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builer.AppendLine($"是否公开:{(club.IsPublic ? "公开" : "私密")}");
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if (club.IsPublic) builer.AppendLine($"加入规则:{(club.IsNeedApproval ? "需要批准" : "直接加入")}");
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if (club.IsPublic) builer.AppendLine($"加入规则:{(club.IsNeedApproval ? "需要批准" : "直接加入")}");
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builer.AppendLine($"成员数量:{club.Members.Count}");
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builer.AppendLine($"成员数量:{club.Members.Count}");
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if (club.Master?.Id == userid && club.Admins.ContainsKey(userid))
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if (club.Master?.Id == userid || club.Admins.ContainsKey(userid))
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{
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{
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builer.AppendLine($"管理员数量:{club.Admins.Count}");
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builer.AppendLine($"管理员数量:{club.Admins.Count}");
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builer.AppendLine($"申请人数量:{club.Applicants.Count}");
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builer.AppendLine($"申请人数量:{club.Applicants.Count}");
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@ -11,10 +11,12 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<NoWarn>1701;1702;IDE0130;CA1822;IDE1006</NoWarn>
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<NoWarn>1701;1702;IDE0130;CA1822;IDE1006</NoWarn>
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn>1701;1702;IDE0130;CA1822;IDE1006</NoWarn>
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<NoWarn>1701;1702;IDE0130;CA1822;IDE1006</NoWarn>
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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@ -501,9 +501,9 @@ namespace Oshima.Core.Utils
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double recoveryHP = realCharacter.HR * seconds;
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double recoveryHP = realCharacter.HR * seconds;
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double recoveryMP = realCharacter.MR * seconds;
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double recoveryMP = realCharacter.MR * seconds;
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double recoveryEP = realCharacter.ER * seconds;
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double recoveryEP = realCharacter.ER * seconds;
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realCharacter.HP = inventoryCharacter.HP + recoveryHP;
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realCharacter.HP += recoveryHP;
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realCharacter.MP = inventoryCharacter.MP + recoveryMP;
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realCharacter.MP += recoveryMP;
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realCharacter.EP = inventoryCharacter.EP + recoveryEP;
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realCharacter.EP += recoveryEP;
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// 减少所有技能的冷却时间
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// 减少所有技能的冷却时间
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foreach (Skill skill in realCharacter.Skills)
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foreach (Skill skill in realCharacter.Skills)
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{
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{
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@ -1986,7 +1986,7 @@ namespace Oshima.Core.Utils
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public static bool SettleQuest(User user, EntityModuleConfig<Quest> quests)
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public static bool SettleQuest(User user, EntityModuleConfig<Quest> quests)
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{
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{
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bool result = false;
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bool result = false;
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IEnumerable<Quest> workingQuests = quests.Values.Where(q => q.Status == QuestState.InProgress);
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IEnumerable<Quest> workingQuests = quests.Values.Where(q => q.QuestType == QuestType.Continuous && q.Status == QuestState.InProgress);
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foreach (Quest quest in workingQuests)
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foreach (Quest quest in workingQuests)
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{
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{
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if (quest.StartTime.HasValue && quest.StartTime.Value.AddMinutes(quest.EstimatedMinutes) <= DateTime.Now)
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if (quest.StartTime.HasValue && quest.StartTime.Value.AddMinutes(quest.EstimatedMinutes) <= DateTime.Now)
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