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using ET.EventType;
namespace ET
{
public class FarmlandDestroySystem : DestroySystem<Farmland>
{
public override void Destroy(Farmland self)
{
Unit unit = self.Parent.Parent.GetParent<Unit>();
unit.RemoveGrandChild(self.Id);
// 如果农田受小屋管理,需要从中移除
if (self.CabinId > 0)
{
var cabin = unit.GetGrandChild<Cabin>(self.CabinId);
if (cabin != null)
{
cabin.RemoveFarmland(self.Id);
}
}
}
}
public class FarmlandAwakeSystem : AwakeSystem<Farmland>
{
public override void Awake(Farmland self)
{
}
}
public class FarmlandUpdateSystem: UpdateSystem<Farmland>
{
public override void Update(Farmland self)
{
}
}
[FriendClass(typeof(Farmland))]
public static class FarmlandSystem
{
public static void FromMessage(this Farmland self, FarmlandProto farmlandProto)
{
self.Id = farmlandProto.Id;
self.CropCfgId = farmlandProto.CropCfgId;
self.Duration = farmlandProto.Duration;
self.ExProduct = farmlandProto.ExProduct;
self.PlanCropCfgId = farmlandProto.PlantCfgId;
self.FarmlandState = farmlandProto.FarmlandState;
self.PeopleId = farmlandProto.PeopleId;
self.CabinId = farmlandProto.CabinId;
}
public static FarmlandProto ToMessage(this Farmland self)
{
FarmlandProto proto = new FarmlandProto();
proto.Id = self.Id;
proto.CropCfgId = self.CropCfgId;
proto.Duration = self.Duration;
proto.ExProduct = self.ExProduct;
proto.PlantCfgId = self.PlanCropCfgId;
proto.FarmlandState = self.FarmlandState;
proto.PeopleId = self.PeopleId;
proto.CabinId = self.CabinId;
return proto;
}
public static void Plant(this Farmland self)
{
self.Duration = 0;
self.SetFarmlandState(FarmlandState.FARMLAND_STATE_GROW);
self.ExProduct = 0;
self.PeopleId = 0;
}
public static void Update(this Farmland self,Unit unit)
{
self.Duration += 1;
if (self.Duration >= self.Config.GrowthCycle*60)
{
self.SetFarmlandState(FarmlandState.FARMLAND_STATE_RIPE);
#if SERVER
#endif
}
}
public static void Harvest(this Farmland self)
{
self.Duration = 0;
self.CropCfgId = 0;
self.ExProduct = 0;
self.SetFarmlandState(FarmlandState.FARMLAND_STATE_FREE);
self.PeopleId = 0;
}
public static void Seed(this Farmland self,int cropCfgId)
{
self.CropCfgId = cropCfgId;
self.SetFarmlandState(FarmlandState.FARMLAND_STATE_SEED);
self.PlanCropCfgId = cropCfgId;
}
public static void SetFarmlandState(this Farmland self, int state)
{
self.FarmlandState = state;
#if !SERVER
Game.EventSystem.Publish(new FarmlandStateChanged(){Farmland = self});
#endif
}
public static void SetCabinId(this Farmland self, long cabinId)
{
self.CabinId = cabinId;
}
}
}