Add navigate work, event

This commit is contained in:
HungDK
2026-01-09 15:17:50 +07:00
parent 57fa8ff8fa
commit c00a68d068
+45
View File
@@ -191,6 +191,51 @@ namespace BrewMonster
return m_taskInventory;
}
// Get work manager // 获取工作管理器
public CECHPWorkMan GetWorkMan()
{
return m_pWorkMan;
}
// Get navigate player // 获取导航玩家
private CECHostNavigatePlayer m_pNavigatePlayer = null;
public CECHostNavigatePlayer GetNavigatePlayer()
{
if (m_pNavigatePlayer == null)
{
// TODO: Implement proper creation of navigate player
// m_pNavigatePlayer = CreateNavigatePlayer();
}
return m_pNavigatePlayer;
}
// Check if in force navigate state // 检查是否在强制导航状态
public bool IsInForceNavigateState()
{
CECHostNavigatePlayer pNavigatePlayer = GetNavigatePlayer();
if (pNavigatePlayer != null && pNavigatePlayer.GetNavigateCtrl() != null)
{
return pNavigatePlayer.GetNavigateCtrl().IsInForceNavigateState();
}
return false;
}
// Handle navigation event // 处理导航事件
public void OnNaviageEvent(int task, int e)
{
UnityEngine.Debug.Log($"[CECHostPlayer] OnNaviageEvent: Task={task}, Event={e} ({(BrewMonster.Scripts.CECNavigateCtrl.NavigateEvent)e})");
CECHostNavigatePlayer pNavigatePlayer = GetNavigatePlayer();
if (pNavigatePlayer != null)
{
UnityEngine.Debug.Log($"[CECHostPlayer] OnNaviageEvent: Forwarding to NavigatePlayer");
pNavigatePlayer.OnNavigateEvent(task, e);
}
else
{
UnityEngine.Debug.LogWarning($"[CECHostPlayer] OnNaviageEvent: NavigatePlayer is null");
}
}
public EC_Inventory GetInventory(byte byPackage)
{
switch (byPackage)