RoleDataHandler.cs 1.3 KB

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  1. using ET;
  2. using FairyGUI;
  3. namespace GFGGame
  4. {
  5. public class RoleDataHandler
  6. {
  7. public static void StartUpdate()
  8. {
  9. StopUpdate();
  10. //每秒检测
  11. Timers.inst.Add(1, 0, OnUpdate);
  12. }
  13. public static void StopUpdate()
  14. {
  15. Timers.inst.Remove(OnUpdate);
  16. }
  17. private static void OnUpdate(object param)
  18. {
  19. int currentTimeSecs = (int)(Game.TimeInfo.ServerNow() / 1000);
  20. if (!RoleDataManager.powerTimeServerLock && !RoleDataManager.CheckPowerFull())
  21. {
  22. int powerTime = GameGlobal.myNumericComponent.GetAsInt(NumericType.PowerTime);
  23. int passTime = currentTimeSecs - powerTime;
  24. if (passTime >= GameConst.INTERVAL_TIME_SECONDS_POWER)
  25. {
  26. RoleDataManager.powerTimeServerLock = true;
  27. NumericHelper.RequestAddAttributePoint(GameGlobal.zoneScene, NumericType.Power).Coroutine();
  28. }
  29. }
  30. int dailyResetSecs = GameGlobal.myNumericComponent.GetAsInt(NumericType.DailyResetSecs);
  31. if (TimeHelper.ServerNowSecs >= dailyResetSecs)
  32. {
  33. CommonSProxy.ResetDailyData().Coroutine();
  34. }
  35. }
  36. }
  37. }