using System.Collections.Generic; namespace ET.Server { [FriendOf(typeof(Player))] public static class PlayerSystem { [ObjectSystem] public class PlayerAwakeSystem : AwakeSystem { protected override void Awake(Player self, Session session) { Log.Info($"创建玩家实体..."); self.GameSessionActorId = session.InstanceId; self.Session = session; // self.Account = a; self.IsOnline = true; self.LoginTime = TimeHelper.ServerNow(); self.RemainCards = new List(); // 添加本地玩家数据 self.DomainScene().GetComponent().Add(self); } } [ObjectSystem] public class PlayerDestroySystem : DestroySystem { protected override void Destroy(Player self) { Log.Info($"销毁玩家实体..."); self.IsOnline = false; self.LogoutTime = TimeHelper.ServerNow(); // 移除本地玩家数据 self.DomainScene().GetComponent()?.Remove(self.Id); } } } }