Files
SVSimServer/SVSim.BattleEngine/Engine/CardMake.cs

70 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard;
public class CardMake : MonoBehaviour
{
private IDictionary<string, string> DestructDict;
private IDictionary<string, string> _craftDict;
public Action OnCardSell;
public Action<int> OnCardSellId;
public Action OnCardBuy;
public Action OnClose;
private void CraftCard()
{
// Pre-Phase-5b: fired CardCreateTask via NetworkManager. See DestructCard.
OnRequestFinishCraft(default(NetworkTask.ResultCode));
}
private void OnRequestFinishCraft(NetworkTask.ResultCode error)
{
if (OnCardBuy != null)
{
OnCardBuy();
}
if (OnClose != null)
{
OnClose();
}
}
public void StartCraftAll(IDictionary<int, int> craftDict)
{
if (_craftDict == null)
{
_craftDict = new Dictionary<string, string>();
}
else
{
_craftDict.Clear();
}
foreach (KeyValuePair<int, int> item in craftDict)
{
if (item.Value > 0)
{
string value = CreateRequestParam(item.Key, item.Value);
_craftDict.Add(item.Key.ToString(), value);
}
}
if (_craftDict.Count > 0)
{
CraftCard();
}
}
private string CreateRequestParam(int cardId, int num)
{
int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
return $"{num},{possessionCardNum}";
}
}