public void addRes(uint value) { uint newvale = writer.Data.ResValue + value; var update = new PlayerRes.Update { ResValue = new Option <uint>(newvale) }; writer.SendUpdate(update); }
private void OnPlayerResComponentUpdated(PlayerRes.Update update) { // Check whether a specific property was updated. if (!update.ResValue.HasValue) { return; } // do something with the new CurrentHealth value inGameManager.txtResValue.text = "" + update.ResValue.Value + " 吃血包 C造兵 F移动 G攻击"; }
private void OnRequestSpawnSoldier(PlayerRes.SpawnSoldier.ReceivedRequest request) { //扣除资源生成士兵,100资源一个 uint needResValue = 100; if (writer.Data.ResValue < needResValue) { return; } uint newvale = writer.Data.ResValue - needResValue; var update = new PlayerRes.Update { ResValue = new Improbable.Gdk.Core.Option <uint>(newvale) }; writer.SendUpdate(update); var exampleEntity = FpsEntityTemplates.Soldier(new Vector3f(request.Payload.X, request.Payload.Y, request.Payload.Z), entityID.Id); var request1 = new WorldCommands.CreateEntity.Request(exampleEntity); worldCommandSender.SendCreateEntityCommand(request1, OnCreateEntityResponse); }