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装备去掉money的配置

master
秦汉 3 weeks ago
parent
commit
1feaaa6e80
  1. 1
      Build_God_Admin_Frontend/Frontend/src/api/equipment.ts
  2. 8
      Build_God_Admin_Frontend/Frontend/src/views/admin/EquipmentsView.vue
  3. 2
      Build_God_Api/Build_God_Api/DB/Equipment.cs

1
Build_God_Admin_Frontend/Frontend/src/api/equipment.ts

@ -8,7 +8,6 @@ export interface EquipmentTemplate {
rarity: number; rarity: number;
requirdLevelId: number; requirdLevelId: number;
setId: number | null; setId: number | null;
money: number;
attributePool: string; attributePool: string;
randomAttrCount: number; randomAttrCount: number;
maxEnhanceLevel: number; maxEnhanceLevel: number;

8
Build_God_Admin_Frontend/Frontend/src/views/admin/EquipmentsView.vue

@ -37,7 +37,6 @@ const formData = ref<Partial<EquipmentTemplate>>({
rarity: 0, rarity: 0,
requirdLevelId: 0, requirdLevelId: 0,
setId: null, setId: null,
money: 0,
attributePool: '[]', attributePool: '[]',
randomAttrCount: 4, randomAttrCount: 4,
maxEnhanceLevel: 10, maxEnhanceLevel: 10,
@ -112,7 +111,6 @@ const openDialog = (eq?: EquipmentTemplate) => {
rarity: undefined, rarity: undefined,
requirdLevelId: undefined, requirdLevelId: undefined,
setId: null, setId: null,
money: undefined,
attributePool: '[]', attributePool: '[]',
randomAttrCount: 4, randomAttrCount: 4,
maxEnhanceLevel: 10, maxEnhanceLevel: 10,
@ -135,7 +133,6 @@ const saveEquipment = async () => {
|| formData.value.type == undefined || formData.value.type == undefined
|| formData.value.rarity == undefined || formData.value.rarity == undefined
|| formData.value.requirdLevelId == undefined || formData.value.requirdLevelId == undefined
|| formData.value.money == undefined
) { ) {
ElMessage.error('请填写必填项') ElMessage.error('请填写必填项')
return; return;
@ -167,7 +164,6 @@ const saveEquipment = async () => {
rarity: formData.value.rarity || 1, rarity: formData.value.rarity || 1,
requirdLevelId: formData.value.requirdLevelId || 1, requirdLevelId: formData.value.requirdLevelId || 1,
setId: formData.value.setId ?? null, setId: formData.value.setId ?? null,
money: formData.value.money || 0,
attributePool: formData.value.attributePool || '[]', attributePool: formData.value.attributePool || '[]',
randomAttrCount: formData.value.randomAttrCount || 4, randomAttrCount: formData.value.randomAttrCount || 4,
maxEnhanceLevel: formData.value.maxEnhanceLevel || 10, maxEnhanceLevel: formData.value.maxEnhanceLevel || 10,
@ -317,7 +313,6 @@ const fetchAttributeTypes = async () => {
</el-table-column> </el-table-column>
<el-table-column label="随机属性数" prop="randomAttrCount" width="100"></el-table-column> <el-table-column label="随机属性数" prop="randomAttrCount" width="100"></el-table-column>
<el-table-column label="最大强化" prop="maxEnhanceLevel" width="100"></el-table-column> <el-table-column label="最大强化" prop="maxEnhanceLevel" width="100"></el-table-column>
<el-table-column label="价格" prop="money" width="80"></el-table-column>
<el-table-column label="编辑" fixed="right"> <el-table-column label="编辑" fixed="right">
<template #default="scoped"> <template #default="scoped">
<el-button type="primary" @click="openDialog(scoped.row)" :icon="Edit" circle /> <el-button type="primary" @click="openDialog(scoped.row)" :icon="Edit" circle />
@ -359,9 +354,6 @@ const fetchAttributeTypes = async () => {
</el-option> </el-option>
</el-select> </el-select>
</el-form-item> </el-form-item>
<el-form-item label="价格">
<el-input v-model="formData.money" placeholder="价格" clearable />
</el-form-item>
<el-form-item label="图标文件名"> <el-form-item label="图标文件名">
<el-input v-model="formData.icon" placeholder="如: sword.png" clearable /> <el-input v-model="formData.icon" placeholder="如: sword.png" clearable />
</el-form-item> </el-form-item>

2
Build_God_Api/Build_God_Api/DB/Equipment.cs

@ -116,7 +116,7 @@ namespace Build_God_Api.DB
/// </summary> /// </summary>
public int RequirdLevelId { get; set; } public int RequirdLevelId { get; set; }
/// <summary> /// <summary>
/// 套装ID /// 套装ID
/// </summary> /// </summary>
[SugarColumn(IsNullable = true)] [SugarColumn(IsNullable = true)]

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