121212
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@@ -16,15 +16,17 @@ public class EquController : ControllerBase
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private readonly IUnitUserService _userService;
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private readonly IGameDicService _dicService;
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private readonly IMessageService _messageService;
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private readonly IGameGoodsService _goodsService;
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public EquController(IGameEquService equService, IUnitUserAttrService attrService, IUnitUserService userService,
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IGameDicService dicService, IMessageService messageService)
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IGameDicService dicService, IMessageService messageService, IGameGoodsService goodsService)
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{
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_equService = equService;
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_attrService = attrService;
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_userService = userService;
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_dicService = dicService;
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_messageService = messageService;
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_goodsService = goodsService;
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}
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/// <summary>
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@@ -142,6 +144,71 @@ public class EquController : ControllerBase
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return PoAction.Ok(new { data, suit });
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}
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/// <summary>
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/// 鉴定装备
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/// </summary>
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/// <param name="ueId"></param>
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/// <returns></returns>
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[HttpGet]
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public async Task<IPoAction> ApprEqu(string ueId)
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{
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string userId = StateHelper.userId;
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var equInfo = await _equService.GetUserEquInfo(ueId);
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if (equInfo == null)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.userId != userId)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.isAppr == 1)
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{
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return PoAction.Message("装备已鉴定!");
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}
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var resEqu = await _equService.GetEquInfo((int)equInfo.equId);
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if (resEqu.isAppr == 0)
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{
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return PoAction.Message("装备数据异常,联系客服!");
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}
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var myGoods = await _goodsService.GetUserGoodsCount(userId, GameConfig.GameEquApprGoods);
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if (myGoods < 1)
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{
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return PoAction.Message("暂无装备鉴定符!");
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}
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if (await _goodsService.UpdateUserGoods(userId, 0, GameConfig.GameEquApprGoods, 1, "鉴定装备"))
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{
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equInfo.minAtk = RandomAssist.GetFormatedNumeric((int)resEqu.minAtk, (int)resEqu.maxAtk);
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equInfo.maxAtk = RandomAssist.GetFormatedNumeric((int)equInfo.minAtk, (int)resEqu.maxAtk);
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string[] def = resEqu.defense.Split('-');
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equInfo.Defense = RandomAssist.GetFormatedNumeric(Convert.ToInt32(def[0]), Convert.ToInt32(def[1]));
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string[] agi = resEqu.agility.Split('-');
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equInfo.Agility = RandomAssist.GetFormatedNumeric(Convert.ToInt32(agi[0]), Convert.ToInt32(agi[1]));
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string[] mor = resEqu.morale.Split('-');
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equInfo.Morale = RandomAssist.GetFormatedNumeric(Convert.ToInt32(mor[0]), Convert.ToInt32(mor[1]));
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string[] blo = resEqu.blood.Split('-');
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equInfo.Blood = RandomAssist.GetFormatedNumeric(Convert.ToInt32(blo[0]), Convert.ToInt32(blo[1]));
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equInfo.isAppr = 1;
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if (await _equService.UpdateUserEquInfo(equInfo))
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{
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return PoAction.Ok(true, "装备鉴定成功!");
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}
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else
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{
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return PoAction.Message("鉴定失败,请稍后尝试!");
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}
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}
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else
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{
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return PoAction.Message("鉴定失败,请稍后尝试!");
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}
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}
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/// <summary>
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/// 穿/卸装备
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/// </summary>
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@@ -680,7 +747,7 @@ public class EquController : ControllerBase
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}
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var nextNeeds = await _equService.GetUserEquUpData((int)equInfo.intensifyLev + 1);
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if (needs == null)
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if (nextNeeds == null)
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{
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isMax = true;
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}
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@@ -693,7 +760,7 @@ public class EquController : ControllerBase
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if (equInfo.intensifyLev >= 60)
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{
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string msg = $"[{equInfo.equName}]装备强化至{equInfo.intensifyLev}级!";
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await _messageService.SendBroadcast(userId, nameof(MessageEnum.BroadcastCode.Promote), msg);
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await _messageService.SendBroadcast(userId, nameof(MessageEnum.BroadcastCode.Promote), msg);
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}
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}
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else //执行材料返还
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@@ -708,7 +775,7 @@ public class EquController : ControllerBase
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code = item.code,
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name = item.name,
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parameter = item.parameter,
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count = item.count
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count = item.retCount
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};
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retProp.Add(temp);
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}
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@@ -736,4 +803,122 @@ public class EquController : ControllerBase
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return PoAction.Message("强化错误,请稍后尝试!");
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}
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}
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/// <summary>
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/// 获取洗练装备属性
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/// </summary>
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/// <param name="ueId"></param>
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/// <returns></returns>
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[HttpGet]
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public async Task<IPoAction> GetEquQualityInfo(string ueId)
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{
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string userId = StateHelper.userId;
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var equInfo = await _equService.GetUserEquInfo(ueId);
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if (equInfo == null)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.userId != userId)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.isAppr == 0)
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{
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return PoAction.Message("装备未鉴定!");
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}
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long time = TimeExtend.GetTimeStampSeconds;
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if (equInfo.useEndTime < time)
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{
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return PoAction.Message("装备已过期!");
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}
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List<string> CanOp = new List<string>()
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{ "Hold", "Vice", "Head", "Wear", "Waist", "Foot", "Ornaments" };
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if (!CanOp.Contains(equInfo.code))
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{
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return PoAction.Message("该部件不可洗练!");
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}
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var dicConfig = await _dicService.GetDicInfo(nameof(GameEnum.DicCode.Quality));
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List<TowerNeed> need = JsonConvert.DeserializeObject<List<TowerNeed>>(dicConfig.sign);
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CheckTowerNeed result = await GameBus.CheckNeed(userId, need);
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return PoAction.Ok(new
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{
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equData = equInfo,
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result
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});
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}
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/// <summary>
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/// 洗练装备
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/// </summary>
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/// <param name="ueId"></param>
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/// <returns></returns>
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[HttpGet]
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public async Task<IPoAction> HandleEquQuality(string ueId)
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{
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string userId = StateHelper.userId;
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var equInfo = await _equService.GetUserEquInfo(ueId);
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if (equInfo == null)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.userId != userId)
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{
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return PoAction.Message("装备不存在!");
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}
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if (equInfo.isAppr == 0)
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{
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return PoAction.Message("装备未鉴定!");
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}
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long time = TimeExtend.GetTimeStampSeconds;
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if (equInfo.useEndTime < time)
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{
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return PoAction.Message("装备已过期!");
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}
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List<string> CanOp = new List<string>()
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{ "Hold", "Vice", "Head", "Wear", "Waist", "Foot", "Ornaments" };
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if (!CanOp.Contains(equInfo.code))
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{
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return PoAction.Message("该部件不可洗练!");
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}
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var dicConfig = await _dicService.GetDicInfo(nameof(GameEnum.DicCode.Quality));
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List<TowerNeed> need = JsonConvert.DeserializeObject<List<TowerNeed>>(dicConfig.sign);
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CheckTowerNeed result = await GameBus.CheckNeed(userId, need);
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if (result.result)
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{
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if (await GameBus.UpdateBag(userId, 0, need, "洗练装备"))
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{
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var attr = await _equService.GetRandomEquAttr(equInfo.code, (int)equInfo.lev);
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equInfo.quality = attr.Count;
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equInfo.qualityName = GameTool.GetEquQualityName(attr.Count);
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equInfo.EquAttr = attr;
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if (await _equService.UpdateUserEquInfo(equInfo, true, "洗练装备", "洗练装备"))
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{
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return PoAction.Ok(true, "洗练成功!");
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}
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else
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{
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return PoAction.Message("洗练失败,请稍后尝试!");
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}
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}
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else
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{
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return PoAction.Message("洗练失败,请稍后尝试!");
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}
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}
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else
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{
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return PoAction.Message("洗练失败,请稍后尝试!");
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}
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}
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}
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