using ET; using UnityEngine; namespace GFGGame { public class LogServerHelper { /// /// 发送节点日志 /// /// public static void SendNodeLog(int node) { var zoneScene = GameGlobal.zoneScene; var logData = EventTrackFlow2.Instance; logData.iEventId = GenerateIDUtil.GenerateId(); logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE); logData.iOperatorId = LauncherConfig.platformId; logData.iServerId = zoneScene.GetComponent().CurrentServerId; logData.sAccount = SystemInfo.deviceUniqueIdentifier; logData.iEvent = node; var logStr = zoneScene.GetComponent().LogObjectToStr(logData); LogSProxy.SendLog(logStr); } /// /// 发送玩法参与度 /// /// public static void SendNodeLog(int ievent, int type) { var zoneScene = GameGlobal.zoneScene; var logData = PlayParticipation.Instance; logData.iEventId = GenerateIDUtil.GenerateId(); logData.dtEventTime = DateTimeUtil.GetNowTime(DateTimeUtil.FormatE); logData.iOperatorId = LauncherConfig.platformId; logData.iServerId = zoneScene.GetComponent().CurrentServerId; logData.sAccount = zoneScene.GetComponent().AccountId.ToString(); logData.iPlayerId = zoneScene.GetComponent().CurrentRoleId; logData.sPlayerName = zoneScene.GetComponent().GetCurrentRoleName(); logData.iEvent = ievent; logData.type = type; var logStr = zoneScene.GetComponent().LogObjectToStr(logData); LogSProxy.SendLog(logStr); } } }