using Gameplay.Net;
using NLDPB;
using PhxhSDK;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Gameplay.FunctionLock
{
///
/// 功能锁管理器
///
public sealed class FunctionLockManager : Singlenton
{
///
/// 服务器功能锁id(按位存)
///
private int ServerFunctionLockId;
///
/// 初始化功能锁
///
public void InitFunctionLock()
{
ServerFunctionLockId = (int)Actor.Instance.Logic.GetCount((uint)LogicID.LockStatus);
}
///
/// 是否解锁
///
///
///
public bool IsUnlock(int id)
{
return (id & ServerFunctionLockId) == id;
}
///
/// 保存服务器
///
///
public void SaveServer(int flag)
{
int savaId = 1 << (flag - 1);
ServerFunctionLockId |= savaId;
NetHelper.SaveFunctionLock(ServerFunctionLockId);
}
}
}