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修改一个收获的BUG

master
wserver/wangdisen 3 years ago
parent
commit
95ce86a665
  1. 2
      Server/Hotfix/Demo/Construct/Handler/C2M_ConstructFinishHandler.cs
  2. 4
      Server/Hotfix/Demo/Farmland/Handler/C2M_FarmlandHarvestHandler.cs
  3. 4
      Unity/Codes/Hotfix/Demo/Helper/FarmlandHelper.cs
  4. 4
      Unity/Codes/Hotfix/Demo/Unit/UnitSystem.cs

2
Server/Hotfix/Demo/Construct/Handler/C2M_ConstructFinishHandler.cs

@ -10,7 +10,7 @@ namespace ET
var building = ConstructOperate.ConstructFinish(unit, request.ConstructId);
response.Error = ErrorCode.ERR_Success;
reply();
ConstructHelper.NofityConstructFinish(unit,request.ConstructId, building.Id);
ConstructHelper.NotifyConstructFinish(unit,request.ConstructId, building.Id);
}
catch (Exception e)
{

4
Server/Hotfix/Demo/Farmland/Handler/C2M_FarmlandHarvestHandler.cs

@ -10,11 +10,11 @@ namespace ET
{
try
{
People people;
Farmland farmland = unit.GetGrandChild<Farmland>(request.FarmlandId);
if (farmland!=null)
{
people = unit.GetComponent<PeopleComponent>().GetChild<People>(request.PeopleId);
People people = unit.GetComponent<PeopleComponent>().GetChild<People>(request.PeopleId);
if (people != null)
{
response.Error = FarmlandOperate.FinishHarvest(unit, farmland, people);

4
Unity/Codes/Hotfix/Demo/Helper/FarmlandHelper.cs

@ -109,14 +109,14 @@ namespace ET
public static async ETTask<int> StartFarmlandHarvest(Unit unit, People people, Farmland farmland)
{
return await PeopleHelper.ChangeBehave(unit, people, ConstBehaveType.BEHAVE_PREPARE_HARVEST,farmland.Id);
return await PeopleHelper.ChangeBehave(unit, people, ConstBehaveType.BEHAVE_HARVEST,farmland.Id);
}
public static async ETTask<int> FarmlandHarvest(Unit unit, Farmland farmland,People people)
{
try
{
C2M_FarmlandHarvest msg = new C2M_FarmlandHarvest() { FarmlandId = farmland.Id };
M2C_FarmlandPlant resp = await unit.ZoneScene().GetComponent<SessionComponent>().Session.Call(msg) as M2C_FarmlandPlant;
M2C_FarmlandHarvest resp = await unit.ZoneScene().GetComponent<SessionComponent>().Session.Call(msg) as M2C_FarmlandHarvest;
if (resp.Error == ErrorCode.ERR_Success)
{
FarmlandOperate.FinishHarvest(unit, farmland,people);

4
Unity/Codes/Hotfix/Demo/Unit/UnitSystem.cs

@ -252,8 +252,8 @@ namespace ET
}
}
#if SERVER
FarmlandHelper.NotifyFarmlandRipe(unit,ripeIds);
FarmlandHelper.M2C_NtfFarmlandRipeProgress(unit,farmlandIds,ripeIds)
FarmlandHelper.NotifyFarmlandRipe(self,ripeIds);
FarmlandHelper.M2C_NtfFarmlandRipeProgress(self,farmlandIds,progresses);
#endif
}

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