CTT/Server/Hotfix/Game/System/Battle/BuffBrocastComponentSystem.cs

55 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
namespace ET
{
public class BuffBrocastComponentAwakeSystem : AwakeSystem<BuffBrocastComponent>
{
public override void Awake(BuffBrocastComponent self)
{
BuffBrocastComponent.Instance = self;
}
}
//public class BuffBrocastComponentUpdateSsytem : UpdateSystem<BuffBrocastComponent>
//{
// 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();
}
}
}