using System; using System.Collections.Generic; namespace ET { public class BuffBrocastComponentAwakeSystem : AwakeSystem { public override void Awake(BuffBrocastComponent self) { BuffBrocastComponent.Instance = self; } } //public class BuffBrocastComponentUpdateSsytem : UpdateSystem //{ // public override void Update(BuffBrocastComponent self) // { // var now = TimeHelper.ClientNow(); // while(self.skillRetQue.TryPeek(out var value)) // { // if (now < value.Item1) break; // var skilRet = self.skillRetQue.Dequeue().Item2; // }; // while (self.touchBuffRetQue.TryPeek(out var value)) // { // if (now < value.Item1) break; // var skilRet = self.touchBuffRetQue.Dequeue().Item2; // Game.EventSystem.Publish(skilRet).Coroutine(); // }; // while (self.buffRetQue.TryPeek(out var value)) // { // if (now < value.Item1) break; // var skilRet = self.buffRetQue.Dequeue().Item2; // Game.EventSystem.Publish(skilRet).Coroutine(); // }; // } //} public static class BuffBrocastComponentSystem { public static void Add(this BuffBrocastComponent self, long time, EventType.BattleSkillRet skillResultValue) { Game.EventSystem.Publish(skillResultValue).Coroutine(); } public static void AddTouchState(this BuffBrocastComponent self, long time, EventType.TouchBuffStateRet buffState) { Game.EventSystem.Publish(buffState).Coroutine(); } public static void AddChangeState(this BuffBrocastComponent self, long time, EventType.BuffStateRet buffState) { Game.EventSystem.Publish(buffState).Coroutine(); } } }