void BuySuccess(TBData data) { string order = ShopOrderManager.getInstance().getOrderDes(data.order); for (int i = 0; i < szIAPData.Count; i++) { if (order.Equals(szIAPData[i].proid)) { ShopOrderManager.getInstance().setOrderStatu(order, ShopOrderManager.BuyEndStates); ShopOrderManager.getInstance().saveShopOrder(); _dataPlayer.Jewel += szIAPData[i].get_num; #if Add_AD if (!szIAPData[i].proid.Equals("Coins_60")) { WGGameWorld.Instance.RemoveAd(); } #endif #if Umeng Umeng.GA.Pay(szIAPData[i].cost_num, Umeng.GA.PaySource.TongBu, szIAPData[i].get_num); #endif DataPlayerController.getInstance().saveDataPlayer(); WGGameUIView.Instance.freshPlayerUI(UI_FRESH.BCOIN); WGAlertViewController.Self.showTipView(1001); } } }
//start battle public static void StartBattle() { //create a data list and fill it up with selectedUnitList List <TBDataUnit> dataList = new List <TBDataUnit>(); for (int i = 0; i < instance.selectedUnitList.Count; i++) { dataList.Add(new TBDataUnit(instance.selectedUnitList[i])); } //set the data list as the start data, use 0 as the data ID, the faction in demo has been set to load data with ID-0 TBData.SetStartData(0, dataList); //load the battle scene LoadLevel("DemoCampaignBattle"); //LoadLevel("Battle_Scene_"+Random.Range(0, 1000).ToString()); }
void Awake() { instance = this; PerkManager perkManager = (PerkManager)FindObjectOfType(typeof(PerkManager)); if (perkManager != null) { perkManager.Init(); } AbilityManagerUnit abManagerUnit = (AbilityManagerUnit)FindObjectOfType(typeof(AbilityManagerUnit)); if (abManagerUnit != null) { abManagerUnit.Init(); } availableUnitList = new List <Unit>(UnitDB.Load()); //load the unit from DB, you manually assign this if you want //since we are loading from DB, we dont want the AI unit, which started from 6 (so we remove them) while (availableUnitList.Count > 9) { availableUnitList.RemoveAt(availableUnitList.Count - 1); } //if this there isn't any save if (!PlayerPrefs.HasKey("TBTK_Demo")) { //for demo purpose, we are using perk currency as the universal currency //so we set the perk currency to our starting value and let PerkManager keep track of it PerkManager.SetPerkCurrency(startingCurrency); PlayerPrefs.SetInt("TBTK_Demo", 1); } else { //check with data to see if the scene is loaded from a battle if (TBData.BattleEndDataExist()) { List <TBDataUnit> dataList = TBData.GetEndData(0); //get the data, the ID is zero, since we start the battle with 0 //note that the faction in the battle scene is configured to load data from 0 too if (dataList != null) //add the unit based on the dataList { for (int i = 0; i < dataList.Count; i++) { selectedUnitList.Add(dataList[i].unit); } } for (int i = 0; i < selectedUnitList.Count; i++) //fill up the availableUnitMapList (for saving) { bool match = false; for (int n = 0; n < availableUnitList.Count; n++) //find the corresponding unit in availableList and add the index to selectedUnitMapList { if (selectedUnitList[i] == availableUnitList[n]) { selectedUnitMapList.Add(n); match = true; break; } } //if there's no match in availableUnitList, unit no longer available in game, remove it from selected list if (!match) { selectedUnitList.RemoveAt(i); i -= 1; } } _SaveLoadOut(); } else //if we are not loading the scene from a battle, load the selectedUnitList from previous save in stead of getting it from data { _LoadLoadOut(); } } }
void TBMessage(string msg) { Debug.Log(msg); TBData data = SDK.Deserialize <TBData>(msg); Debug.Log(SDK.Serialize(data)); if (data.act == TBACT.TBInitDidFinish) { } else if (data.act == TBACT.TBLoginResult) { WGAlertViewController.Self.hiddenConnecting(); } else if (data.act == TBACT.TBBuyGoodsDidSuccessWithOrder) { WGAlertViewController.Self.hiddenConnecting(); BuySuccess(data); } else if (data.act == TBACT.TBBuyGoodsDidFailedWithOrder) { WGAlertViewController.Self.showAlertView(1800 + data.status).alertViewBehavriour = (ab, view) => { switch (ab) { case MDAlertBehaviour.CLICK_OK: view.hiddenView(); break; case MDAlertBehaviour.DID_HIDDEN: WGAlertViewController.Self.hiddeAlertView(view.gameObject); break; } }; WGAlertViewController.Self.hiddenConnecting(); ShopOrderManager.getInstance().setOrderStatu(data.order, ShopOrderManager.BuyFail); ShopOrderManager.getInstance().saveShopOrder(); } else if (data.act == TBACT.TBBuyGoodsDidStartRechargeWithOrder) { // TBSDK.TBCheckOrder(data.order); // WGAlertViewController.Self.showConnecting(); } else if (data.act == TBACT.TBBuyGoodsDidCancelByUser) { WGAlertViewController.Self.showAlertView(1810).alertViewBehavriour = (ab, view) => { switch (ab) { case MDAlertBehaviour.CLICK_OK: view.hiddenView(); break; case MDAlertBehaviour.DID_HIDDEN: WGAlertViewController.Self.hiddeAlertView(view.gameObject); break; } }; ShopOrderManager.getInstance().setOrderStatu(data.order, ShopOrderManager.BuyCancel); ShopOrderManager.getInstance().saveShopOrder(); WGAlertViewController.Self.hiddenConnecting(); } else if (data.act == TBACT.TBDidLogout) { } else if (data.act == TBACT.TBLeavedPlatform) { if (!string.IsNullOrEmpty(data.order)) { #if TBSDK TBSDK.TBCheckOrder(data.order); #endif } else { WGAlertViewController.Self.hiddenConnecting(); } } else if (data.act == TBACT.TBCheckOrderFinishedWithOrder) { WGAlertViewController.Self.hiddenConnecting(); if (data.status == 1 || data.status == 3) { BuySuccess(data); } else if (data.status == 0 || data.status == 2 || data.status == -1) { ShopOrderManager.getInstance().setOrderStatu(data.order, ShopOrderManager.BuyFail); WGAlertViewController.Self.showAlertView(1820 + data.status).alertViewBehavriour = (ab, view) => { switch (ab) { case MDAlertBehaviour.CLICK_OK: view.hiddenView(); break; case MDAlertBehaviour.DID_HIDDEN: WGAlertViewController.Self.hiddeAlertView(view.gameObject); break; } }; } } else if (data.act == TBACT.TBCheckOrderDidFailed) { WGAlertViewController.Self.showAlertView(1811).alertViewBehavriour = (ab, view) => { switch (ab) { case MDAlertBehaviour.CLICK_OK: view.hiddenView(); break; case MDAlertBehaviour.DID_HIDDEN: WGAlertViewController.Self.hiddeAlertView(view.gameObject); break; } }; WGAlertViewController.Self.hiddenConnecting(); } }