//进行一次收费
    public void PayMoney(PayMoneyData paydata, GuiUiSceneBase callui)
    {
        //检测钱够不够
        if (playerdata.playerMoney < paydata.money)
        {
            //激活收费框
            GuiExtendButtonGroup buttonGroup = callui.GetComponent <GuiExtendButtonGroup>();
            if (buttonGroup != null)
            {
                buttonGroup.IsWorkDo = false;
            }
#if _GameType_BaoYue
            UiSceneNotEnoughMoney em = callui.LoadResource_UIPrefabs("notenougmoney.prefab").GetComponent <UiSceneNotEnoughMoney>();
            em.Initialization(paydata, callui);
#else
            UiSceneRechargeAsk recharge = callui.LoadResource_UIPrefabs("rechargeask.prefab").GetComponent <UiSceneRechargeAsk>();
            recharge.Initialization(paydata, callui);
#endif // _GameType_BaoYue
            return;
        }
        //扣除钱
        playerdata.playerMoney -= paydata.money;
        //回调扣钱成功的函数
        paydata.callbackFun(paydata, true);
    }
    //决策使用那一个默认收费项目
    public int CheckDefBuyItemId(PayMoneyData data)
    {
        int idIndex = playerdata.defBuyItemId;

        //循环到能找到的最大收费条目
        do
        {
            if ((IGamerProfile.gameBaseDefine.jewelData.buyJewelList[idIndex].jewel + playerdata.playerMoney) >= data.money)
            {
                return(idIndex);
            }
            idIndex += 1;
        } while (idIndex < IGamerProfile.gameBaseDefine.jewelData.buyJewelList.Length);
        //按照最高收费走
        return((int)IGamerProfile.gameBaseDefine.jewelData.buyJewelList[IGamerProfile.gameBaseDefine.jewelData.buyJewelList.Length - 1].itemId);
    }