| 1234567891011121314151617181920212223242526272829303132333435363738394041 | using ET;using FairyGUI;namespace GFGGame{    public class RoleDataHandler    {        public static void StartUpdate()        {            StopUpdate();            //每秒检测            Timers.inst.Add(1, 0, OnUpdate);        }        public static void StopUpdate()        {            Timers.inst.Remove(OnUpdate);        }        private static void OnUpdate(object param)        {            int currentTimeSecs = (int)(Game.TimeInfo.ServerNow() / 1000);            if (!RoleDataManager.powerTimeServerLock && !RoleDataManager.CheckPowerFull())            {                int powerTime = GameGlobal.myNumericComponent.GetAsInt(NumericType.PowerTime);                int passTime = currentTimeSecs - powerTime;                if (passTime >= GameConst.INTERVAL_TIME_SECONDS_POWER)                {                    RoleDataManager.powerTimeServerLock = true;                    NumericHelper.RequestAddAttributePoint(GameGlobal.zoneScene, NumericType.Power).Coroutine();                }            }            int dailyResetSecs = GameGlobal.myNumericComponent.GetAsInt(NumericType.DailyResetSecs);            if (TimeHelper.ServerNowSecs >= dailyResetSecs)            {                CommonSProxy.ResetDailyData().Coroutine();            }        }    }}
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