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- using System;
- using System.Collections.Generic;
- namespace ET.Server
- {
- [FriendOf(typeof (MapReliveTimeComponent))]
- public static class MapReliveTimeComponentSystem
- {
- public class MapReliveTimeComponentAwakeSystem: AwakeSystem<MapReliveTimeComponent>
- {
- protected override void Awake(MapReliveTimeComponent self)
- {
- Log.Info($"创建单位玩家复活组件...");
- }
- }
- public class MapReliveTimeComponentUpdateSystem: UpdateSystem<MapReliveTimeComponent>
- {
- protected override void Update(MapReliveTimeComponent self)
- {
- Map map = self.GetParent<Map>();
- if (map.UnitPlayers.Count <= 0)
- {
- return;
- }
- long now = TimeHelper.ServerNow();
- foreach (Struct.UnitPlayerData data in map.UnitPlayers.Values)
- {
- if (data == null)
- {
- continue;
- }
- // 过滤一下纯点赞或刷礼物的玩家
- if (data.TemplateId <= 0 || data.ObjId <= 0)
- {
- continue;
- }
- // 过滤一下已复活的玩家
- if (data.ReliveTime <= 0 || now < data.ReliveTime)
- {
- continue;
- }
- // 复活(添加一个单位)
- Struct.MonsterUnit unit = new Struct.MonsterUnit();
- unit.id = data.TemplateId;
- unit.force = 1;
- unit.x = data.x;
- unit.y = data.y;
- unit.autoGuard = true;
- data.ObjId = data.Map.AddUnits(unit, true).GetResult();
- data.ReliveTime = 0;
- }
- }
- }
- }
- }
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