public void ClearPlayerTaskSystem() { if (this.m_playerTaskSystem != null) { this.m_playerTaskSystem.Dispose(); this.m_playerTaskSystem = null; } }
public void InitPlayerTaskSystem() { this.m_playerTaskSystem = new TaskSystem(this); CSTaskIdListRequest reqSyncTask = new CSTaskIdListRequest(); //TODO : 没有任务,游戏就没法进行,所以初始化任务,要用同步。 //GameEvents.NetWorkEvents.SendAsyncMsg.SafeInvoke(reqSyncTask); GameEvents.NetWorkEvents.SendMsg.SafeInvoke(reqSyncTask); }
public long GetCurrentMainTask() { TaskSystem taskSystem = GlobalInfo.MY_PLAYER_INFO.PlayerTaskSystem; if (taskSystem == null) { return(ERRORID); } for (int i = 0; i < taskSystem.CurrentTaskList.Count; i++) { NormalTask normalTask = taskSystem.CurrentTaskList[i] as NormalTask; if (normalTask.TaskData.type == 1) { return(normalTask.TaskConfID); } } return(ERRORID); }
public long CheckBuildIsInTask(long sceneID) { TaskSystem taskSystem = GlobalInfo.MY_PLAYER_INFO.PlayerTaskSystem; if (taskSystem == null) { return(ERRORID); } for (int i = 0; i < taskSystem.CurrentTaskList.Count; i++) { NormalTask normalTask = taskSystem.CurrentTaskList[i] as NormalTask; if (normalTask.TaskData.type == 1) { //目前只有场景寻物 if (normalTask.TaskData.conditionSceneId / 1000 == sceneID) { return(normalTask.TaskData.conditionSceneId); } } } return(ERRORID); }