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							- using ET;
 
- using FairyGUI;
 
- namespace GFGGame
 
- {
 
-     public class RoleDataHandler
 
-     {
 
-         //单位秒
 
-         private const int INTERVAL_HEARTBEAT = 20;
 
-         private static int _heartbeatCDEnd = 0;
 
-         public static void StartUpdate()
 
-         {
 
-             _heartbeatCDEnd = ServerDataManager.currentTimeSecs + INTERVAL_HEARTBEAT;
 
-             StopUpdate();
 
-             Timers.inst.Add(1, 0, OnUpdate);
 
-         }
 
-         public static void StopUpdate()
 
-         {
 
-             Timers.inst.Remove(OnUpdate);
 
-         }
 
-         private static void OnUpdate(object param)
 
-         {
 
-             if(!RoleDataManager.powerTimeLock &&!RoleDataManager.CheckPowerFull())
 
-             {
 
-                 int powerTime = GameGlobal.myNumericComponent.GetAsInt(NumericType.PowerTime);
 
-                 int passTime = ServerDataManager.currentTimeSecs - powerTime;
 
-                 if(passTime >= GameConst.INTERVAL_TIME_SECONDS_POWER)
 
-                 {
 
-                     RoleDataManager.powerTimeLock = true;
 
-                     NumericHelper.RequestAddAttributePoint(GameGlobal.zoneScene, NumericType.Power).Coroutine();
 
-                 }
 
-             }
 
-             int currentTimeSecs = ServerDataManager.currentTimeSecs;
 
-             if(currentTimeSecs >= _heartbeatCDEnd) 
 
-             {
 
-                 //GameProxy.ReqUpdateTime();
 
-                 _heartbeatCDEnd = currentTimeSecs + INTERVAL_HEARTBEAT;
 
-             }
 
-             int day = ServerDataManager.CurrentDay;
 
-             int recommendDay = StoryDataManager.recommendDay;
 
-             if(recommendDay >= 0 && recommendDay != day) 
 
-             {
 
-                 StoryDataManager.ResetDailyData();
 
-             }
 
-         }
 
-     }
 
- }
 
 
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