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); } } }