<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>皮肤 on PlumePHP</title><link>https://plumephp.com/tags/%E7%9A%AE%E8%82%A4/</link><description>Recent content in 皮肤 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 12 Apr 2021 16:27:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%9A%AE%E8%82%A4/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器角色外观组合架构：皮肤、染色与展示一致性</title><link>https://plumephp.com/game-server-avatar-appearance-composition-architecture/</link><pubDate>Mon, 12 Apr 2021 16:27:00 +0800</pubDate><guid>https://plumephp.com/game-server-avatar-appearance-composition-architecture/</guid><description>&lt;h2 id="问题背景"&gt;问题背景&lt;/h2&gt;
&lt;p&gt;外观系统早期常被当成背包的附属字段：玩家穿了哪件衣服，就在角色表里存几个 item_id。等到染色、套装、限时试用、武器幻化、跨平台资源差异、战斗内简化模型都来了，这几个字段就会变成难以解释的字符串。玩家看见自己穿的是 A，队友看见的是 B，回放里又变成默认皮肤，问题就很难定位。&lt;/p&gt;</description></item></channel></rss>