using System; namespace ET { public static class ResourceHelper { public static async ETTask RootOutResource(Unit unit, long resourceId) { try { M2C_RootOutResource resp = await unit.ZoneScene().GetComponent().Session .Call(new C2M_RootOutResource() { ResourceId = resourceId }) as M2C_RootOutResource; if (resp.Error != ErrorCode.ERR_Success) { Log.Error(resp.Error.ToString()); return resp.Error; } ResourceOperate.RootOutResource(unit, resourceId); } catch (Exception e) { Log.Error(e); throw; } return ErrorCode.ERR_Success; } // 直接创建一个资源,不消耗任何东西,暂时不用,可以以后放在GM命令里 public static async ETTask CreateResource(Unit unit, int configId, float posX, float posY) { try { M2C_CreateResource resp = await unit.ZoneScene().GetComponent().Session.Call(new C2M_CreateResource() { ResourceConfigId = configId, X = posX, Y = posY }) as M2C_CreateResource; if (resp.Error != ErrorCode.ERR_Success) { Log.Error(resp.Error.ToString()); return resp.Error; } var res = ResourceOperate.CreateResource(unit, configId, posX, posY, resp.ResourceId); Game.EventSystem.Publish(new EventType.AfterCreateResource(){Unit = unit, Resource = res}); } catch (Exception e) { Log.Error(e); throw; } return ErrorCode.ERR_Success; } } }