//进入激活
    public override void Tripper_Active()
    {
        if (m_pResourceDef == null)
        {
            return;
        }

        Network.Packets.CGUseAbility msg = new Network.Packets.CGUseAbility();

        int idAbility = m_pResourceDef.nLifeAbility;

        //if( CObjectManager.Instance.getPlayerMySelf().CharacterLogic_Get() == ENUM_CHARACTER_LOGIC.CHARACTER_LOGIC_ABILITY_ACTION )
        //	return;

        //如果没有该生活技能,返回
        if ((CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_LifeAbility(idAbility)) == null)
        {
            _DBC_LIFEABILITY_DEFINE pAbilityDef = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_LIFEABILITY_DEFINE>((int)DataBaseStruct.DBC_LIFEABILITY_DEFINE).Search_Index_EQU(idAbility);

            if (pAbilityDef == null)
            {
                return;
            }
            string szMsg = "需要" + pAbilityDef.szName + "生活技能";
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, szMsg);
            return;
        }

        msg.SetAbilityID((short)idAbility);
        msg.SetPlatformGUID((uint)ServerID);
        msg.SetPrescriptionID(MacroDefine.INVALID_ID);
        msg.SetSpecialFlag(MacroDefine.UINT_MAX);
        GameProcedure.s_NetManager.SendPacket(msg);
    }
    // 能否可以开采资源
    public bool Resource_CanOperation()
    {
        if (m_pResourceDef == null)
        {
            return(false);
        }

        SCLIENT_LIFEABILITY pSclientAbilityDef = (CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_LifeAbility(m_pResourceDef.nLifeAbility));

        if (pSclientAbilityDef == null)
        {
            _DBC_LIFEABILITY_DEFINE pAbilityDef = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_LIFEABILITY_DEFINE>((int)DataBaseStruct.DBC_LIFEABILITY_DEFINE).Search_Index_EQU(m_pResourceDef.nLifeAbility);

            if (pAbilityDef == null)
            {
                return(false);
            }
            string szMsg = "Ability_Requiement" + pAbilityDef.szName;
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, szMsg);

            return(false);
        }

        int my_level = CObjectManager.Instance.getPlayerMySelf().GetCharacterData().Get_Level();

        if (my_level < pSclientAbilityDef.m_pDefine.nLevelNeed)
        {
            GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, "等级不够");
            return(false);
        }
        int idNeedFacility = pSclientAbilityDef.m_pDefine.nToolNeed;

        if (idNeedFacility >= 0)
        {
            bool bHaveTool = false;

            CObject_Item Facility;
            Facility = CDataPool.Instance.UserEquip_GetItem(HUMAN_EQUIP.HEQUIP_WEAPON);
            if (Facility == null || idNeedFacility != Facility.GetParticularID())
            {
                for (int i = 0; i < GAMEDEFINE.MAX_BAG_SIZE; i++)
                {
                    if ((Facility = CDataPool.Instance.UserBag_GetItem(i)) != null)
                    {
                        if (idNeedFacility == Facility.GetParticularID())
                        {
                            bHaveTool = true;
                            break;
                        }
                    }
                }

                string szTemp = "";
                //从资源表中去查找工具名称
                DBC.COMMON_DBC <_DBC_ITEM_EQUIP_BASE> equipBaseDBC = DBSystem.CDataBaseSystem.Instance.GetDataBase <_DBC_ITEM_EQUIP_BASE>((int)DataBaseStruct.DBC_ITEM_EQUIP_BASE);

                _DBC_ITEM_EQUIP_BASE pWhiteEquip = equipBaseDBC.Search_Index_EQU(idNeedFacility);

                if (pWhiteEquip != null)
                {
                    if (bHaveTool)
                    {
                        szTemp = "你需要先将" + pWhiteEquip.szName + "装备上";
                    }
                    else
                    {
                        szTemp = "你还没有" + pWhiteEquip.szName;
                    }
                }
                else
                {
                    szTemp = "你需要装备工具。";
                }
                GameProcedure.s_pEventSystem.PushEvent(GAME_EVENT_ID.GE_INFO_SELF, szTemp);

                //todo
                // ADDTALKMSG(szTemp);
                return(false);
            }
        }
        return(true);
    }