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using System;
namespace ET
{
public static class ResourceHelper
{
public static async ETTask<int> RootOutResource(Unit unit, long resourceId)
{
try
{
M2C_RootOutResource resp = await unit.ZoneScene().GetComponent<SessionComponent>().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<int> CreateResource(Unit unit, int configId, float posX, float posY)
{
try
{
M2C_CreateResource resp = await unit.ZoneScene().GetComponent<SessionComponent>().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;
}
}
}