using JNGame.Math; using JNGame.Sync.Frame.Service; using JNGame.Sync.State.Tile; using JNGame.Sync.System; namespace Game.Logic.System { public class DGBasisSystem : SLogicSystem { public JNRandomSystem Random => GetSystem(); //判断是否是Tile模式 public bool IsTile() { return Sync is JNSSTileServerService; } //获取当前权限瓦块随机点 public LVector3 GetTileRandom() { if (Sync is JNSSTileServerService tileServer) { return new LVector3( Random.Float(tileServer.MinContains.x,tileServer.MaxContains.x), LFloat.Zero, Random.Float(tileServer.MinContains.y,tileServer.MaxContains.y) ); } return LVector3.Down; } /// /// [状态同步生命周期] 玩家离开服务器 不在游戏线程中执行 /// public virtual void OnPlayerExitServer(int auth){} } }