private void PayMoneyCallback(IGamerProfile.PayMoneyData paydata, bool isSucceed) { switch (paydata.item) { case IGamerProfile.PayMoneyItem.PayMoneyItem_Skill: { IsStartWork = true; ReleaseSkillprompt(); if (!isSucceed) { //如果技能释放失败了就不要提示后面的了 skillCheckTimerLock = new FTLibrary.Time.TimeLocker(int.MaxValue); skillCheckTimerLock.IsLocked = true; return; } //增加技能数量 GameSkill.SkillData data = IGamerProfile.gameSkill.FindSkillData(currentSkillpromptId); IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] += data.oncebuycount; IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] -= 1; UpdateSkillCount(); playerMoney.SetIntegerRollValue(IGamerProfile.Instance.playerdata.playerMoney); //需要存档 IGamerProfile.Instance.SaveGamerProfileToServer(); //释放这个技能 EffectSkill(currentSkillpromptId); } break; } }
private void FireSkill() { if (IGameCenterEviroment.effectGameCharge) { if (IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] >= 1) { IsStartWork = true; ReleaseSkillprompt(); IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] -= 1; UpdateSkillCount(); //需要存档 IGamerProfile.Instance.SaveGamerProfileToServer(); //释放这个技能 EffectSkill(currentSkillpromptId); return; } else { GameSkill.SkillData data = IGamerProfile.gameSkill.FindSkillData(currentSkillpromptId); IGamerProfile.Instance.PayMoney(new IGamerProfile.PayMoneyData(IGamerProfile.PayMoneyItem.PayMoneyItem_Skill, data.oncemoney * data.oncebuycount, 0, PayMoneyCallback), this); } } else { IsStartWork = true; ReleaseSkillprompt(); //释放这个技能 EffectSkill(currentSkillpromptId); return; } }