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- using System.Linq;
- namespace ET.Server
- {
- [FriendOf(typeof (GamePlayerComponent))]
- public static class GamePlayerComponentSystem
- {
- public class PlayerComponentAwakeSystem: AwakeSystem<GamePlayerComponent>
- {
- /// <summary>
- /// 游戏服在线玩家组件创建
- /// </summary>
- /// <param name="self"></param>
- protected override void Awake(GamePlayerComponent self)
- {
- }
- }
- public class PlayerComponentDestroySystem: DestroySystem<GamePlayerComponent>
- {
- /// <summary>
- /// 游戏服在线玩家组件销毁
- /// </summary>
- /// <param name="self"></param>
- protected override void Destroy(GamePlayerComponent self)
- {
- }
- }
- public static void Add(this GamePlayerComponent self, long playerId, WNPlayer player)
- {
- self.idPlayers[playerId] = player;
- }
- public static WNPlayer Get(this GamePlayerComponent self, long id)
- {
- self.idPlayers.TryGetValue(id, out WNPlayer gamer);
- return gamer;
- }
- public static void Remove(this GamePlayerComponent self, long id)
- {
- self.idPlayers.Remove(id);
- }
- public static WNPlayer[] GetAll(this GamePlayerComponent self)
- {
- return self.idPlayers.Values.ToArray();
- }
- }
- }
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