using Cal.DataTable; namespace ET { public class AddPetIntimacyGoodsEffect: GoodsEffect { public override string Init(Unit unit, GoodsBase goodsBase, bool isLock = false) { base.unit = unit; GoodsBase = goodsBase; return Run(); } private string Run() { PlayerData data = this.unit.GetComponent(); if (data.petEatCount <= 0) { return "喂养次数达到上限"; } data.petEatCount--; UnitHelper.SaveComponenet(data).Coroutine(); Pet pet = this.unit.GetComponent(); pet.AddIntimacy(this.GoodsBase.CommonIncrease); return string.Empty; } public override async ETVoid Execute() { await ETTask.CompletedTask; } } }