using CommonAI.Zone; using ET.Client; using ET.EventType; namespace ET { [Event(SceneType.None)] public class BattleFuncHandler : BEvent<BattleFunc> { public override void OnEvent(BattleFunc a) { Log.Debug($"Battle Func:{a.FuncIndex}"); asyncHandler(a.FuncIndex).Coroutine(); } private async ETTask asyncHandler(BattleFunc.Index index) { var session = PlayerComponent.Instance.ClientScene().GetComponent<SessionComponent>().Session; switch (index) { case BattleFunc.Index.Func2: var ret = await session.Call(new C2G_AddUnitsToMap() { UnitId = 102, Force = 1, X = 2, Y = 30 }); if (ret.Error != 0) { Log.Error(ret.Message); } break; default: break; } } } //发送战斗服指令相关 public partial class BattleMgr { private bool autoFight; public bool AutoFight { get { return autoFight; } set { if(value == autoFight) return; else { autoFight = value; } } } public CommonAI.Zone.Action SetAutoFight(bool flag) { return new UnitGuardAction(UnitMgr.Instance.ActorId, flag, CommonAI.XmdsConstConfig.AUTO_GUARD_MODE_POINT); } } }