PlayerMoneyComponentSystem.cs 1.4 KB

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  1. namespace ET.Server
  2. {
  3. [FriendOf(typeof (PlayerMoneyComponent))]
  4. public static class PlayerMoneyComponentSystem
  5. {
  6. public class PlayerMoneyComponentAwakeSystem: AwakeSystem<PlayerMoneyComponent, WNPlayer>
  7. {
  8. /// <summary>
  9. /// 玩家货币组件创建
  10. /// </summary>
  11. /// <param name="self"></param>
  12. /// <param name="player"></param>
  13. protected override void Awake(PlayerMoneyComponent self, WNPlayer player)
  14. {
  15. Log.Info($"创建玩家货币组件...");
  16. self.Player = player;
  17. }
  18. }
  19. public class PlayerMoneyComponentDestroySystem: DestroySystem<PlayerMoneyComponent>
  20. {
  21. /// <summary>
  22. /// 玩家货币组件销毁
  23. /// </summary>
  24. /// <param name="self"></param>
  25. protected override void Destroy(PlayerMoneyComponent self)
  26. {
  27. Log.Debug($"玩家货币数据保存");
  28. self?.Save();
  29. }
  30. }
  31. /// <summary>
  32. /// 初始化
  33. /// </summary>
  34. /// <param name="self"></param>
  35. public static async ETTask Init(this PlayerMoneyComponent self)
  36. {
  37. await ETTask.CompletedTask;
  38. }
  39. public static async ETTask Save(this PlayerMoneyComponent self)
  40. {
  41. await ETTask.CompletedTask;
  42. }
  43. }
  44. }