using Cal.DataTable; using System; using System.Collections.Generic; using System.Text; namespace ET { public class AddEnergyGoodsEffect : GoodsEffect { private const int Energy_Limit = 2000; public override string Init(Unit unit, GoodsBase goodsBase,bool isLock =false) { base.unit = unit; GoodsBase = goodsBase; return Run(); } private string Run() { PlayerData data = unit.GetComponent(); NumericComponent num = unit.GetComponent(); int energy = num.GetAsInt(NumericType.Energy); energy += GoodsBase.CommonIncrease; if (energy > Energy_Limit) { energy = Energy_Limit; return $"行动值达到上限{Energy_Limit}"; } num.Set(NumericType.Energy, energy); data.ForbidExp = energy <= 0; UnitHelper.SaveComponenet(data).Coroutine(); return string.Empty; } public override async ETVoid Execute() { await ETTask.CompletedTask; } } }