private void OnQuery_JOIN()
 {
     GameSection.StayEvent();
     MonoBehaviourSingleton <GuildManager> .I.SendRequestJoin(_clanId, -1, delegate(bool isSuccess, Error error)
     {
         InGameGuildInvitedJoinDialog inGameGuildInvitedJoinDialog = this;
         DoWaitProtocolBusyFinish(delegate
         {
             if (!GuildManager.IsValidInGuild())
             {
                 GameSection.ChangeStayEvent("REQUEST", null);
             }
             GameSection.ResumeEvent(isSuccess, null);
             if (GuildManager.IsValidInGuild())
             {
                 MonoBehaviourSingleton <GuildManager> .I.guildInviteList.Clear();
                 MonoBehaviourSingleton <UserInfoManager> .I.ClearPartyInvite();
                 MonoBehaviourSingleton <UIManager> .I.invitationButton.Close(UITransition.TYPE.CLOSE);
                 MonoBehaviourSingleton <UIManager> .I.invitationInGameButton.Close(UITransition.TYPE.CLOSE);
                 MonoBehaviourSingleton <UserInfoManager> .I.showJoinClanInGame = true;
                 inGameGuildInvitedJoinDialog.BackToHome();
             }
         });
     });
 }
 private void OnQuery_REJECT()
 {
     GameSection.StayEvent();
     MonoBehaviourSingleton <GuildManager> .I.SendRejectInviteClan(guildInviteInfo.requestId, delegate(bool isSuccess)
     {
         InGameGuildInvitedJoinDialog inGameGuildInvitedJoinDialog = this;
         DoWaitProtocolBusyFinish(delegate
         {
             GameSection.ResumeEvent(isSuccess, null);
             MonoBehaviourSingleton <GuildManager> .I.guildInviteList.Remove(inGameGuildInvitedJoinDialog.guildInviteInfo);
         });
     });
 }