initial commit
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local ____lualib = require("lualib_bundle")
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local __TS__New = ____lualib.__TS__New
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local ____exports = {}
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local ____CardSystem = require("cards.CardSystem")
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local CardSystem = ____CardSystem.CardSystem
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--- Гарантировать CardSystem у контроллера (например до рассвета, если спавн ещё не выставил колоду).
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function ____exports.ensurePlayerCardSystem(self, playerId)
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local player = PlayerResource:GetPlayer(playerId)
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if not player then
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return nil
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end
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if not player.cardSystem then
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player.cardSystem = __TS__New(CardSystem, playerId)
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end
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return player.cardSystem
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end
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--- Сервер → игрок: золото по карте 22 на рассвете.
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function ____exports.sendZiMorningGoldCard(self, playerId, payload)
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if not IsServer() then
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return
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end
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local player = PlayerResource:GetPlayer(playerId)
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if not player then
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return
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end
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CustomGameEventManager:Send_ServerToPlayer(player, "zi_morning_gold_card", {
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playerId = playerId,
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cardId = 22,
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morningSequence = payload.morningSequence,
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nightIndex = payload.nightIndex,
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goldAmount = payload.goldAmount
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})
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end
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--- Сервер → игрок: бонус кристаллов по карте 38 на рассвете.
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function ____exports.sendZiMorningCrystalsCard(self, playerId, payload)
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if not IsServer() then
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return
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end
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local player = PlayerResource:GetPlayer(playerId)
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if not player then
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return
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end
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CustomGameEventManager:Send_ServerToPlayer(player, "zi_morning_crystals_card", {
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playerId = playerId,
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cardId = 38,
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morningSequence = payload.morningSequence,
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nightIndex = payload.nightIndex,
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crystalBonus = payload.crystalBonus
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})
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end
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--- Сервер → все клиенты: фаза дня/ночи + счётчики (для UI/FX поверх day_night_timer_update).
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function ____exports.broadcastZiCyclePhase(self, payload)
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if not IsServer() then
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return
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end
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CustomGameEventManager:Send_ServerToAllClients("zi_cycle_phase", payload)
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end
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return ____exports
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