#pragma once
#include "../../RoleData/RoleBaseDef.h"
#include "../NetWakerPGEnum.h"
#pragma unmanaged
//////////////////////////////////////////////////////////////////////////
// 鎖定所有配方單上的物品 並 要求合成
struct PG_Recipe_CtoL_LockResourceAndRefineRequest
{
	GamePGCommandEnum	Command;

	int		RecipeID;

	PG_Recipe_CtoL_LockResourceAndRefineRequest()
	{
		Command = EM_PG_Recipe_CtoL_LockResourceAndRefineRequest;
	};
};
//////////////////////////////////////////////////////////////////////////
//回應製造結果
enum RefineResultENUM
{
	EM_RefineResult_OK			,		//製造成功
	EM_RefineResult_Failed		,		//製造失敗
	EM_RefineResult_ResourceError,		//材料不足
	EM_RefineResult_RecipeError,		//沒配方單
	EM_RefineResult_SkillLvError,		//技能等級不足
	EM_RefineResult_ColdownError,		//冷卻中
};

//物品資料
//成功代表 產生的物品
//失敗代表 消失的物品
struct PG_Recipe_LtoC_ProduceItemResult
{
	GamePGCommandEnum	Command;

	ItemFieldStruct	Item;

	PG_Recipe_LtoC_ProduceItemResult()
	{
		Command = EM_PG_Recipe_LtoC_ProduceItemResult;
	};
};

struct PG_Recipe_LtoC_LockResourceAndRefineResult
{
	GamePGCommandEnum	Command;

	int					RecipeID;
	RefineResultENUM	Result;

	PG_Recipe_LtoC_LockResourceAndRefineResult()
	{
		Command = EM_PG_Recipe_LtoC_LockResourceAndRefineResult;
	};
};


//////////////////////////////////////////////////////////////////////////

#pragma managed
