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@@ -73,15 +73,15 @@ func (this *RoleTower) Load(msg interface{}) bool {
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this.nowTowerLevel = proRole.RoleTower.NowTowerLevel
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this.nowTowerPassTime = proRole.RoleTower.NowTowerTime
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//无尽模式数据
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- this.nowTowerWjLevel = proRole.RoleTower.NowTowerWjLevel
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- this.nowTowerWjPassTime = proRole.RoleTower.NowTowerWjTime
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- this.boss = proRole.RoleTower.Boss
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- this.rewardLevel = proRole.RoleTower.RewardLevel
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- this.buff1 = proRole.RoleTower.Buff1
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- this.buff2 = proRole.RoleTower.Buff2
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- this.buff3 = proRole.RoleTower.Buff3
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- this.duration = proRole.RoleTower.Duration
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- this.refreshTowerWj = proRole.RoleTower.RefreshTowerWj
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+ //this.nowTowerWjLevel = proRole.RoleTower.NowTowerWjLevel
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+ //this.nowTowerWjPassTime = proRole.RoleTower.NowTowerWjTime
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+ //this.boss = proRole.RoleTower.Boss
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+ //this.rewardLevel = proRole.RoleTower.RewardLevel
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+ //this.buff1 = proRole.RoleTower.Buff1
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+ //this.buff2 = proRole.RoleTower.Buff2
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+ //this.buff3 = proRole.RoleTower.Buff3
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+ //this.duration = proRole.RoleTower.Duration
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+ //this.refreshTowerWj = proRole.RoleTower.RefreshTowerWj
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if proRole.RoleTower.RushTower == nil {
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proRole.RoleTower.RushTower = &serverproto.RushTower{}
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@@ -102,13 +102,13 @@ func (this *RoleTower) Load(msg interface{}) bool {
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this.SetDirty(true)
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}
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//无尽模式初始化第一层boss
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- if this.nowTowerWjLevel == 0 {
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- this.nowTowerWjLevel = 1
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- this.duration = TowerMag.day
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- //this.TowerRefreshRankTime()
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- this.TowerBossRandom()
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- this.SetDirty(true)
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- }
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+ //if this.nowTowerWjLevel == 0 {
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+ // this.nowTowerWjLevel = 1
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+ // this.duration = TowerMag.day
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+ // //this.TowerRefreshRankTime()
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+ // this.TowerBossRandom()
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+ // this.SetDirty(true)
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+ //}
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this.towerLevelDayRewardTime = proRole.RoleTower.TowerLevelDayRewardTime
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this.SysRewardTime = proRole.RoleTower.SysRewardTime
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}
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@@ -168,14 +168,14 @@ func (this *RoleTower) Save() {
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saveMsg.Tower.SysRewardTime = this.SysRewardTime
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saveMsg.Tower.NowTowerLevel = this.nowTowerLevel
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saveMsg.Tower.NowTowerTime = this.nowTowerPassTime
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- saveMsg.Tower.NowTowerWjLevel = this.nowTowerWjLevel
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- saveMsg.Tower.NowTowerWjTime = this.nowTowerWjPassTime
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- saveMsg.Tower.Boss = this.boss
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- saveMsg.Tower.RefreshTowerWj = this.refreshTowerWj
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- saveMsg.Tower.Duration = this.duration
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- saveMsg.Tower.Buff1 = this.buff1
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- saveMsg.Tower.Buff2 = this.buff2
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- saveMsg.Tower.Buff3 = this.buff3
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+ //saveMsg.Tower.NowTowerWjLevel = this.nowTowerWjLevel
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+ //saveMsg.Tower.NowTowerWjTime = this.nowTowerWjPassTime
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+ //saveMsg.Tower.Boss = this.boss
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+ //saveMsg.Tower.RefreshTowerWj = this.refreshTowerWj
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+ //saveMsg.Tower.Duration = this.duration
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+ //saveMsg.Tower.Buff1 = this.buff1
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+ //saveMsg.Tower.Buff2 = this.buff2
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+ //saveMsg.Tower.Buff3 = this.buff3
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saveMsg.Tower.RushTower = &serverproto.RushTower{
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RushRound: this.RushRound,
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Count: this.RushFightCount,
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@@ -187,15 +187,15 @@ func (this *RoleTower) Save() {
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func (this *RoleTower) CopyData(data *serverproto.RoleTower) {
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data.NowTowerLevel = this.nowTowerLevel
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- data.NowTowerWjLevel = this.nowTowerWjLevel
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- data.Boss = this.boss
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- data.Buff2 = this.buff2
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- data.Buff3 = this.buff3
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- data.Buff1 = this.buff1
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- data.Duration = this.duration
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- data.RewardLevel = this.rewardLevel
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+ //data.NowTowerWjLevel = this.nowTowerWjLevel
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+ //data.Boss = this.boss
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+ //data.Buff2 = this.buff2
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+ //data.Buff3 = this.buff3
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+ //data.Buff1 = this.buff1
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+ //data.Duration = this.duration
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+ //data.RewardLevel = this.rewardLevel
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data.TowerLevelDayRewardTime = this.towerLevelDayRewardTime
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- data.NowTowerWjTime = this.nowTowerWjPassTime
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+ //data.NowTowerWjTime = this.nowTowerWjPassTime
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}
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func (this *RoleTower) Update(ms uint64) {
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