using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.Entities; using UnityEngine; #if GameDesigner && UNITY namespace BITFALL { /// /// 玩家背包服务 /// public class PlayerInventoryService : MonoBehaviour { public bool ServerAddItem(IEntity entity,IBasicItem item) { var unityEntity = entity as Entity; //如果获取到entity包括了物品容器(背包组件) //在服务器上处理添加物品的行为 if (!unityEntity!.TryGetComponent(out var inventory)) return false; if (!inventory.Add(item)) return false; RpcAddItem(entity, item); return true; } public bool RpcAddItem(IEntity entity, IBasicItem item) { var unityEntity = entity as Entity; //在客户端上处理添加物品的行为 if (unityEntity!.TryGetComponent(out var inventory)) { inventory.Add(item); return true; } return false; } } } #endif