add all weapon & skin on init and fix CallGS

This commit is contained in:
Naruse
2026-04-25 18:36:35 +08:00
parent 86b1fc75a0
commit a3b421920e
15 changed files with 68 additions and 25 deletions

View File

@@ -44,7 +44,18 @@ public class PlayerInstance(PlayerGameData data)
var t = Task.Run(async () =>
{
await InitialPlayerManager();
foreach (var card in GameData.CardData.Values) await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
foreach (var skinCard in GameData.CardSkinData.Values)
{
await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level);
}
foreach (var weapon in GameData.WeaponData.Values)
{
await InventoryManager.AddWeaponItem((ItemTypeEnum)weapon.Genre, weapon.Detail, weapon.Particular, weapon.Level);
}
foreach (var card in GameData.CardData.Values)
{
await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
}
var bootstrapAttrs = BuildLobbyBootstrapAttrs();
var existingAttrs = Data.Attrs
@@ -156,8 +167,8 @@ public class PlayerInstance(PlayerGameData data)
},
};
//foreach(var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
//foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
foreach (var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
foreach (var chara in CharacterManager.CharacterData.Characters) proto.Items.Add(chara.ToProto());
foreach (var x in Data.Attrs)
@@ -229,7 +240,7 @@ public class PlayerInstance(PlayerGameData data)
// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
// Completing the prologue/early chapter range prevents function conditions from
// treating the account as a fresh tutorial player.
for (uint levelId = 10_000; levelId <= 11_007; levelId++)
for (uint levelId = 10_000; levelId <= 10_160; levelId++)
{
yield return (21, levelId, 7);
yield return (22, levelId, 1);