/// <summary> /// 创建章节 /// </summary> /// <param name="chapterID"></param> /// <returns></returns> private static async System.Threading.Tasks.Task CreateChapter(int chapterID, bool isManor = false) { CSEntranceSection cSEntranceSection = new CSEntranceSection() { SectionId = chapterID }; ProtocalManager.Instance().SendCSEntranceSection(cSEntranceSection, (SCEmptyEntranceSection sCEmptyEntranceSection) => { Debug.Log("进入" + chapterID + "章记录成功"); }, (ErrorInfo e) => { Debug.LogError(e.ErrorMessage); }); if (!isManor) { await CreateChapterTitle(chapterID); } //消除红点 ReduceRedDot(chapterID, true); //播放章节背景音乐 GameSoundPlayer.Instance.PlayBgMusic(MusicHelper.BgMusicChapter); ChapterTool.LoadChapterManager(chapterID - StaticData.configExcel.Section[0].SectionId); //进入章节后移除章节列表 重章节里回来后再出列表 UIComponent.RemoveUI(UIType.UIChapter); }
/// <summary> /// 领取奖励(奖励进库) /// </summary> /// <param name="isDouble">是否双倍奖励</param> void GetRaward(bool isDouble = false) { #if UNITY_EDITOR CSGetLoginFavorable cSGetLoginFavorable = new CSGetLoginFavorable() { IsAdvert = isDouble }; ProtocalManager.Instance().SendCSGetLoginFavorable(cSGetLoginFavorable, (ResponseSCEmptyLoginGetFavorableCallBack) => { if (isDouble) { StaticData.UpdateWareHouseItem(StaticData.configExcel.GetVertical().LoginGetFavorableValue.ID, (int)StaticData.configExcel.GetVertical().LoginGetFavorableValue.Count *StaticData.configExcel.GetVertical().GetLoginFavorableAdvertMul); } else { StaticData.UpdateWareHouseItem(StaticData.configExcel.GetVertical().LoginGetFavorableValue.ID, (int)StaticData.configExcel.GetVertical().LoginGetFavorableValue.Count); } //前端设置为已领状态 StaticData.playerInfoData.userInfo.GetFavorableStateInfo.GetFavorableState = (int)GetFavorableState.AlreadyGetType; this.NotCanGetSet(); StaticData.CreateToastTips("领取成功"); }, (ErrorInfo e) => { Debug.Log("领取好感错误"); StaticData.CreateToastTips("领取失败"); }); #else//走广告逻辑 #endif }
/// <summary> /// 获取服务器上的一些数据 /// </summary> void GetServerInfo() { if (StaticData.playerInfoData.favorableData.Count <= 0)//如果本地没有数据就请求并记录本地 只请求一次 { //默认值(配置表里的数据) foreach (var item in StaticData.configExcel.HallRole) { if (!item.isImpulseRole) { continue; //如果不是心动时刻的角色就下一个 } Favorable favorable = new Favorable(); favorable.NPCId = item.ID; favorable.NpcSetPainting = item.SetPainting; favorable.headPortrait = item.HeadPortraitImage; favorableList.Add(favorable); } CSEmptyFavorableInfo cSEmptyFavorableInfo = new CSEmptyFavorableInfo(); //bool receive = false;等待返回 ProtocalManager.Instance().SendCSEmptyFavorableInfo(cSEmptyFavorableInfo, (SCFavorableInfo FavorableInfo) => { Init(FavorableInfo); StaticData.playerInfoData.favorableData = favorableList;//数据保存到本地 }, (ErrorInfo e) => { Debug.Log("请求失败"); }); //await UniTask.WaitUntil(()=>receive==true); } else { Debug.Log("本地已缓存好感数据"); favorableList = StaticData.playerInfoData.favorableData; impulesMainView.OpenView(favorableList); } //JoinViewRefreshGift(); }
/// <summary> /// 获取服务器数据 /// </summary> /// <param name="endAction"></param> public static void GetServersData(Action <bool, List <SCGetTaskInfoStruct> > endAction) { CSEmptyGetTaskInfo cSEmptyGetTaskInfo = new CSEmptyGetTaskInfo(); ProtocalManager.Instance().SendCSEmptyGetTaskInfo(new CSEmptyGetTaskInfo(), (data) => { SCGetTaskInfo sCGetTaskInfo = data; List <SCGetTaskInfoStruct> datas = new List <SCGetTaskInfoStruct>(); if (data != null) { for (int i = 0; i < data.TaskInfo.Count; i++) { SCGetTaskInfoStruct datainfo = data.TaskInfo[i]; //datainfo.IsGet = true; datas.Add(datainfo); } } RecordData(true, datas); endAction?.Invoke(true, datas); }, (er) => { RecordData(false, null); endAction?.Invoke(false, null); }); }
/// <summary> /// 钥匙解锁对应宝箱 /// </summary> /// <param name="treasureChestId"></param> /// <param name="resultAction"></param> public static void UnlockTreasureChest(int treasureChestId, UnlockTreasureChest unlockTreasureType, Action <bool, long> resultAction) { CSTreasureChest cSTreasureChest = new CSTreasureChest(); cSTreasureChest.GoodId = treasureChestId; cSTreasureChest.ConsumptionType = unlockTreasureType; ProtocalManager.Instance().SendCSTreasureChest(cSTreasureChest, (errorInfo) => { Debug.Log("宝箱解锁成功成功,Type:" + unlockTreasureType + " ID:" + treasureChestId); if (errorInfo == null) { Debug.Log("钥匙解锁"); resultAction(true, 0); } else { Debug.Log("时间解锁"); resultAction(true, errorInfo.UnlockTime); } }, (errorInfo) => { resultAction(false, 0); Debug.Log("宝箱解锁成功失败,Type:" + unlockTreasureType + " ID:" + treasureChestId); }); }
//种植 public static void ManorPlant(CSPlantData csPlantData, Action <SCPlantResult> ResponseSCPlantResultCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 StaticData.DebugGreen($"种植:csPlantData:{csPlantData.ToString()}"); SCPlantResult scPlantResult = new SCPlantResult() { }; ResponseSCPlantResultCallBack(scPlantResult); } else { ProtocalManager.Instance().SendCSPlantData(csPlantData, (succ) => { //点击种子面板播种 if (StaticData.isOpenGuide && GuideCanvasComponent._instance != null && GuideCanvasComponent._instance.isCurrStepGuiding) { //施肥特殊判定,不干扰后边 if (GuideCanvasComponent._instance.CurrExecuteGuideLittleStepDefine.Id == 10003) { GuideCanvasComponent._instance.SetLittleStepFinish(); } } ResponseSCPlantResultCallBack(succ); }, (error) => { }, false); } }
public void BuyAmount(int amount) { totalPrice = priceAmount * amount; if (StaticData.GetWareHouseDiamond() >= totalPrice) { //扣除资源 StaticData.UpdateWareHouseDiamond(-totalPrice); CSBuyProp cSBuySection = new CSBuyProp() { BuyWay = GoodsBuyWay.FirstWay, GoodId = giftInfo.goodsID, GoodNum = amount }; ProtocalManager.Instance().SendCSBuyProp(cSBuySection, (sCBuyProp) => { Debug.Log("购买道具成功"); //仓库数量增加 StaticData.UpdateWareHouseItem(giftInfo.goodsID, amount); //更新礼物数量 buySucceedCallBack?.Invoke(amount); //更新玩家货币 StaticData.UpdateBackpackProps(sCBuyProp); this.gameObject.SetActive(false); }, (ErrorInfo e) => { Debug.LogError("购买失败" + e.webErrorCode); }); } else { StaticData.CreateToastTips("购买道具需要消耗的货币不足"); StaticData.OpenRechargeUI(); } }
//查看好友信息 public static void LookFriendManorInfo(CSQueryOther csQueryOther, Action <SCManorFriendData> ResponseSCManorFriendDataCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCManorFriendData scManorFriendData = new SCManorFriendData() { }; SCManorStruct scManorStruct = new SCManorStruct() { SoilId = 1001, SoilType = ManorScene.Tile, CropGoodId = 0, Yield = 0, TotalYield = 0, SoilStatus = 0, Xaxle = -8.4338960647583f, Yaxle = 12.0527410507202f, NextTime = 0, ParcelDivision = 1 }; scManorFriendData.OtherManorInfo.Add(scManorStruct); ResponseSCManorFriendDataCallBack(scManorFriendData); } else { ProtocalManager.Instance().SendCSQueryOther(csQueryOther, ResponseSCManorFriendDataCallBack, (error) => { }, false); } }
/// <summary> /// 卖出 /// </summary> public static void OnSale(GoodsData goodsData, int number, Action <bool> saleAction) { //创建上传数据 CSGoodSellData goodSellData = new CSGoodSellData(); CSGoodStruct cSGoodStruct = new CSGoodStruct(); //获取当前点击数据 cSGoodStruct.GoodId = goodsData._id; cSGoodStruct.GoodNum = number; goodSellData.GoodSellInfo.Add(cSGoodStruct); ProtocalManager.Instance().SendCSGoodSellData(goodSellData, (SCGoodSellData data) => { //更新玩家的金币和钻石数据 for (int i = 0; i < data.GoodSellInfo.Count; i++) { int id = data.GoodSellInfo[i].GoodId; StaticData.UpdateWareHouseItems(id, data.GoodSellInfo[i].GoodNum); Debug.Log("刷新金币:" + id + " Number:" + data.GoodSellInfo[i].GoodNum); } saleAction(true); //修改本地数据 StaticData.UpdateWareHouseItem(goodsData._id, -number); Debug.Log("卖出物品成功ID:" + goodsData._id + " Number:" + number); }, (ErrorInfo er) => { saleAction(false); Debug.Log("卖出物品失败ID:" + goodsData._id + " Number:" + number + " ErrorMessage:" + er.ErrorMessage); }); }
//点击领取累积签到奖励 private void OnButtonAccuClick() { if (isCanClick == false) { Debug.Log("不能点击"); return; } CSAccumulateSignIn csAccumulateSignIn = new CSAccumulateSignIn() { AccumulateDay = AccuAwardDay }; ProtocalManager.Instance().SendCSAccumulateSignIn(csAccumulateSignIn, (scEmtpyAccumulateSignIn) => { StaticData.CreateToastTips("领取奖励成功"); //奖励入库 StaticData.UpdateWareHouseItem(AccuAwardId, AccuAwardCount); //更改累计签到奖励记录 StaticData.playerInfoData.userInfo.SignInInfo.Add(new SCSignInStruct() { //DayNumber = StaticData.playerInfoData.userInfo.SignDays, DayNumber = signInfo.PhaseID, SignInTime = TimeHelper.ServerTimeStampNow }); //更新累计签到UI JudgeAccuAward(); }, (error) => { }); }
/// <summary> /// 卖出(一键卖出) /// </summary> public static void OnSale(List <GoodsData> goodsDatas, Action <bool, List <int> > saleAction) { //创建上传数据 CSGoodSellData goodSellData = new CSGoodSellData(); List <int> ids = new List <int>(); for (int i = 0; i < goodsDatas.Count; i++) { CSGoodStruct cSGoodStruct = new CSGoodStruct(); cSGoodStruct.GoodId = goodsDatas[i]._id; goodSellData.GoodSellInfo.Add(cSGoodStruct); ids.Add(goodsDatas[i]._id); } ProtocalManager.Instance().SendCSGoodSellData(goodSellData, (SCGoodSellData data) => { saleAction?.Invoke(true, ids); //更新玩家的金币和钻石数据 for (int i = 0; i < data.GoodSellInfo.Count; i++) { int id = data.GoodSellInfo[i].GoodId; StaticData.UpdateWareHouseItems(id, data.GoodSellInfo[i].GoodNum); } for (int i = 0; i < goodsDatas.Count; i++) { StaticData.UpdateWareHouseItems(goodsDatas[i]._id, 0); } Debug.Log("一键卖出成功:" + data.GoodSellInfo.Count); }, (ErrorInfo er) => { saleAction?.Invoke(false, ids); Debug.Log("一键卖出失败:" + er.ErrorMessage); }); }
//获取自己庄园的信息 public static void GetSelfManorInfo(CSEmptyManorInfo csEmptyManorInfo, Action <SCManorData> ResponseSCManorDataCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCManorData scManorData = new SCManorData(); SCManorStruct scManorStruct = new SCManorStruct() { SoilId = 1001, SoilType = ManorScene.Tile, CropGoodId = 0, Yield = 0, TotalYield = 0, SoilStatus = 0, Xaxle = -8.4338960647583f, Yaxle = 12.0527410507202f, NextTime = 0, ParcelDivision = 1 }; scManorData.ManorInfo.Add(scManorStruct); ResponseSCManorDataCallBack(scManorData); } else { //这里处理默认的提示问题 ProtocalManager.Instance().SendCSEmptyManorInfo(csEmptyManorInfo, ResponseSCManorDataCallBack, (error) => { }, false); } }
void ClickCallBACK(int unlockPrice, Action ClickCallBack) { if (StaticData.GetWareHouseDiamond() >= unlockPrice) { //扣除资源 //刷新章节 StaticData.UpdateWareHouseDiamond(-unlockPrice); CSBuySection cSBuySection = new CSBuySection() { SectionId = curChapterID + 1 }; ProtocalManager.Instance().SendCSBuySection(cSBuySection, (SCBuySection x) => { StaticData.CreateToastTips("章节购买成功"); ChapterHelper.UnlockChapter(curChapterID + 1); foreach (var goodsInfo in x.CurrencyInfo) { StaticData.UpdateWareHouseItems(goodsInfo.GoodsId, (int)goodsInfo.Count); } ClickCallBack?.Invoke(); }, (ErrorInfo e) => { StaticData.CreateToastTips("章节购买失败"); Debug.LogError("章节购买失败" + e.webErrorCode); }, false); } else { StaticData.OpenRechargeUI(); } }
/// <summary> /// 通关章节 /// </summary> /// <param name="id">通关的章节id</param> public void PassChpter(int id) { if (id <= this.passChapterID) { return; } CSClearance cSClearance = new CSClearance() { SectionId = id }; //bool receive = false;等待返回 ProtocalManager.Instance().SendCSClearance(cSClearance, (x) => { this.passChapterID = id; ChapterHelper.PassChapter(this.passChapterID); foreach (var item in chapterItems) { if (item.GetItemID() == this.passChapterID) { item.SetWatchOver(true);//当前章节看完 } if (item.GetItemID() == this.passChapterID + 1) { item.SetBeforeWatchOver(true);//下一章的前一章标记看完 } } }, (ErrorInfo e) => { Debug.Log("请求过关章节失败"); }); }
/// <summary> /// 加入房间 /// </summary> /// <param name="successAction"></param> /// <param name="failedAction"></param> /// <param name="roomID"></param> private static void EntranceRoom(Action <SCEntranceRoom, guessState> successAction, Action failedAction, int roomID = -1) { CSEntranceRoom cSEntranceRoom = new CSEntranceRoom(); if (roomID != -1) { cSEntranceRoom.RoomId = roomID; } //模拟测试数据 Debug.Log("获取当前下注时间成功"); ProtocalManager.Instance().SendCSEntranceRoom(cSEntranceRoom, (SCEntranceRoom sCEntranceRoom) => { //sCEntranceRoom.ActivityInfo.GameStates; Debug.Log(sCEntranceRoom.ActivityInfo.GameStates); Debug.Log("通知服务器加入房间成功!"); successAction?.Invoke(sCEntranceRoom, guessState.bottompour); }, (ErrorInfo er) => { Debug.Log("通知服务器加入房间失败!Error:" + er.ErrorMessage); failedAction?.Invoke(); }); }
/// <summary> /// 获取已解锁宝箱id /// </summary> public static void GetUnlockTreasureChestID() { CSEmptyWarehouseUnlockInfo cSEmptyWarehouseUnlockInfo = new CSEmptyWarehouseUnlockInfo(); ProtocalManager.Instance().SendCSEmptyWarehouseUnlockInfo(cSEmptyWarehouseUnlockInfo, (errorInfo) => { if (errorInfo != null && errorInfo.UnlockInfo != null) { Dictionary <int, long> ids = new Dictionary <int, long>(); for (int i = 0; i < errorInfo.UnlockInfo.Count; i++) { //ids.Add(errorInfo.UnlockInfo[i].BoxId, errorInfo.UnlockInfo[i].UnlockTime); if (_unlockTreasureChestIds.ContainsKey(errorInfo.UnlockInfo[i].BoxId)) { _unlockTreasureChestIds[errorInfo.UnlockInfo[i].BoxId] = errorInfo.UnlockInfo[i].UnlockTime; } else { _unlockTreasureChestIds.Add(errorInfo.UnlockInfo[i].BoxId, errorInfo.UnlockInfo[i].UnlockTime); } } WarehouseController.Instance.RefreshData(); } Debug.Log("成功获取已经解锁宝箱id"); }, (errorInfo) => { Debug.Log("获取已解锁宝箱id失败"); }); }
public void BuyAmount(int amount) { totalPrice = priceAmount * amount; if (StaticData.GetWareHouseDiamond() >= totalPrice) { //扣除资源 StaticData.UpdateWareHouseDiamond(-totalPrice); CSBuyProp cSBuyPurple = new CSBuyProp() { BuyWay = GoodsBuyWay.FirstWay, GoodId = StaticData.configExcel.GetVertical().PurpleGoldsId, GoodNum = amount }; ProtocalManager.Instance().SendCSBuyProp(cSBuyPurple, (sCBuyProp) => { Debug.Log("购买紫金币成功"); //仓库数量增加 StaticData.UpdateWareHouseItem(StaticData.configExcel.GetVertical().PurpleGoldsId, amount); //回调 buySucceedCallBack?.Invoke(); //更新玩家货币 StaticData.UpdateBackpackProps(sCBuyProp); this.gameObject.SetActive(false); }, (ErrorInfo e) => { Debug.LogError("购买失败" + e.webErrorCode); }); } else { //StaticData.CreateToastTips("购买道具需要消耗的货币不足"); buyFailureCallBack.Invoke(); //StaticData.OpenRechargeUI(); } }
/// <summary> /// 修改信件状态 /// </summary> /// <param name="mailDic"></param> public static void ChangeMailType(Dictionary <int, MailData> mailDic, Action endAction) { List <MailData> mailDatas = new List <MailData>(); foreach (var item in mailDic) { if (_mailDic.ContainsKey(item.Key)) { if ((MailState)_mailDic[item.Key].State != item.Value._type) { mailDatas.Add(item.Value); } } } if (mailDatas != null && mailDatas.Count > 0) { CSChangeMailState cSChangeMailState = new CSChangeMailState(); for (int i = 0; i < mailDatas.Count; i++) { MailData mailData = mailDatas[i]; CSMailStateStruct cSMailStateStruct = new CSMailStateStruct(); cSMailStateStruct.MailId = mailData._mailID; cSMailStateStruct.MailState = (int)mailData._type; cSChangeMailState.MailInfo.Add(cSMailStateStruct); } ProtocalManager.Instance().SendCSChangeMailState(cSChangeMailState, (data) => { Debug.Log("修改成功"); //修改本地数据 for (int i = 0; i < mailDatas.Count; i++) { MailData madata = mailDatas[i]; if (_mailDic.ContainsKey(madata._mailID)) { if (madata._type == MailState.DeleteState) { _mailDic.Remove(madata._mailID); } else { _mailDic[madata._mailID].State = (int)madata._type; } } } endAction?.Invoke(); }, (er) => { Debug.Log("修改失败Code:" + er.webErrorCode + "Message:" + er.ErrorMessage); }); } else { endAction?.Invoke(); } }
public void SaveLittleStepToServer(int littleStepId) { CSSaveGuidance csSaveGuidance = new CSSaveGuidance() { Guidance = littleStepId }; ProtocalManager.Instance().SendCSSaveGuidance(csSaveGuidance, (succ) => { StaticData.DebugGreen($"=========================Guide:{littleStepId} 保存成功"); }, (error) => { }); }
/// <summary> /// 弹出购买章节界面 /// </summary> public async static void PopupBuyChapterView(int chapterID, Action cancelCallBack) {//如果还没出下一章TODO var chapterInfo = StaticData.configExcel.GetSectionBySectionId(chapterID); if (chapterInfo == null) { StaticData.ToManorSelf(); cancelCallBack?.Invoke(); return; } int id = chapterInfo.UnlockPrice[0].ID; //取到钻石图片的id int count = (int)chapterInfo.UnlockPrice[0].Count; //取到数量 Sprite sprite = await ZillionaireToolManager.LoadItemSprite(id); string str = $"你的等级不够解锁下一章了哦"; StaticData.OpenCommonBuyTips(str, sprite, count, () => { if (StaticData.GetWareHouseDiamond() >= count) { //扣除资源 //刷新章节 StaticData.UpdateWareHouseDiamond(-count); CSBuySection cSBuySection = new CSBuySection() { SectionId = chapterID }; ProtocalManager.Instance().SendCSBuySection(cSBuySection, (SCBuySection x) => { StaticData.CreateToastTips("章节购买成功"); ChapterHelper.UnlockChapter(chapterID);//存入前端缓存 foreach (var goodsInfo in x.CurrencyInfo) { StaticData.UpdateWareHouseItems(goodsInfo.GoodsId, (int)goodsInfo.Count); } //进入下一章 EnterIntoChapter(chapterID); }, (ErrorInfo e) => { StaticData.CreateToastTips("章节购买失败"); Debug.LogError("章节购买失败" + e.webErrorCode); }, false); } else { StaticData.OpenRechargeUI(); } }, () => //取消购买直接进庄园 { cancelCallBack?.Invoke(); StaticData.ToManorSelf(); }, 120212); }
private void UpdateManorGainInfo() { CSEmptyCropMature csemptycropmature = new CSEmptyCropMature(); ProtocalManager.Instance().SendCSEmptyCropMature(csemptycropmature, succ => { ManorRedDotTool.isManorHaveGain = succ.Mature; RedDotManager.UpdateRedDot(RedDotManager.RedDotKey.Manor); }, error => { }); }
private void OnLeftBuyBtnClick() { if (StaticData.isOpenGuide && GuideCanvasComponent._instance != null && GuideCanvasComponent._instance.CurrExecuteGuideLittleStepDefine.Id == 10011) { GuideCanvasComponent._instance.SetLittleStepFinish(); } listCostItem.Clear(); listCostItem.Add(new GoodIDCount() { ID = curStoreDefine.OriginalPrice[0].ID, Count = leftCurUnitPrice }); GoodsBuyWay buyWay = GoodsBuyWay.FirstWay; CSBuyProp csBuyProp = new CSBuyProp() { GoodId = curStoreDefine.ShopId, GoodNum = buyAmount, BuyWay = buyWay }; ProtocalManager.Instance().SendCSBuyProp(csBuyProp, (SCBuyProp) => { //道具入库 StaticData.UpdateWareHouseItem(curStoreDefine.GoodId, (int)curStoreDefine.GoodNum * buyAmount); //货币扣除 foreach (var elem in SCBuyProp.CurrencyInfo) { StaticData.UpdateWareHouseItems(elem.GoodsId, (int)elem.Count); } //判断是不是装饰 if (isOrnament) { choicedUIOrnament.ChangeBuyLimit(buyAmount); } else { choicedUIPoolItemGood.ChangeBuyLimit(buyAmount); } StaticData.CreateToastTips("购买成功!"); OnHideShopChoiceUI(); }, (error) => { StaticData.OpenCommonTips(StaticData.GetMultilingual(120245), 120010, () => { //打开充值界面 StaticData.OpenRechargeUI(0); //关闭弹窗 transform.gameObject.SetActive(false); //关闭遮罩 _bgMask.gameObject.SetActive(false); }, null, 120075); //BuyItemError(error, buyWay); }, false); }
//回收 public static void SendOrnamentalRecycle(CSOrnamentalRecycle csOrnamentalRecycle, Action <SCEmptyOrnamentalRecycle> ResponseSCEmptyOrnamentalRecycleCallBack) { if (StaticData.IsUsedLocalDataNotServer) { SCEmptyOrnamentalRecycle scEmptyOrnamentalRecycle = new SCEmptyOrnamentalRecycle(); ResponseSCEmptyOrnamentalRecycleCallBack(scEmptyOrnamentalRecycle); } else { ProtocalManager.Instance().SendCSOrnamentalRecycle(csOrnamentalRecycle, ResponseSCEmptyOrnamentalRecycleCallBack, (error) => { }, false); } }
//装饰物旋转 public static void SendManorDecorateRotate(CSManorDecorateRotate csManorDecorateRotate, Action <SCEmptyManorDecorateRotate> ResponseSCEmptyManorDecorateRotateCallBack, Action <ErrorInfo> errorCallBack) { if (StaticData.IsUsedLocalDataNotServer) { SCEmptyManorDecorateRotate scEmptyManorDecorateRotate = new SCEmptyManorDecorateRotate(); ResponseSCEmptyManorDecorateRotateCallBack(scEmptyManorDecorateRotate); } else { ProtocalManager.Instance().SendCSManorDecorateRotate(csManorDecorateRotate, ResponseSCEmptyManorDecorateRotateCallBack, errorCallBack, false); } }
/// <summary> /// 购买道具 商城购买 /// </summary> /// <param name="buyItem"></param> /// <param name="actionCallback"></param> public static void NotifyServerBuyItems(CSBuyProp buyItem, Action <SCBuyProp> actionCallback) { ProtocalManager.Instance().SendCSBuyProp(buyItem, (SCBuyProp sCBuyProp) => { Debug.Log("通知服务器购买道具 购物车型成功!"); actionCallback?.Invoke(sCBuyProp); }, (ErrorInfo er) => { Debug.Log("通知服务器购买道具 购物车型失败!Error:" + er.ErrorMessage); actionCallback?.Invoke(null); }); }
//施肥 public static void UseFertilizer(CSFertilizer csFertilizer, Action <SCEmptFertilizer> ResponseSCEmptFertilizerCallBack, Action <ErrorInfo> errorCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCEmptFertilizer SCEmptFertilizer = new SCEmptFertilizer(); ResponseSCEmptFertilizerCallBack(SCEmptFertilizer); } else { ProtocalManager.Instance().SendCSFertilizer(csFertilizer, ResponseSCEmptFertilizerCallBack, errorCallBack, true); } }
//广告加速使用化肥 public static void FertilizerAdIncrease(CSEmptyCropSpeed csEmptyCropSpeed, Action <SCEmptyCropSpeed> ResponseSCEmptyCropSpeedCallBack, Action <ErrorInfo> errorCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCEmptyCropSpeed scEmptyCropSpeed = new SCEmptyCropSpeed(); ResponseSCEmptyCropSpeedCallBack(scEmptyCropSpeed); } else { ProtocalManager.Instance().SendCSEmptyCropSpeed(csEmptyCropSpeed, ResponseSCEmptyCropSpeedCallBack, errorCallBack, true); } }
//解锁大区域 public static void UnlockRegion(CSUnlockArea csUnlockArea, Action <SCUnlockArea> ResponseSCUnlockAreaCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCUnlockArea scUnlockArea = new SCUnlockArea(); ResponseSCUnlockAreaCallBack(scUnlockArea); } else { ProtocalManager.Instance().SendCSUnlockArea(csUnlockArea, ResponseSCUnlockAreaCallBack, (error) => { }, false); } }
//一键浇水 public static void SendCSEmptyOnceWatering(CSEmptyOnceWatering csEmptyOnceWatering, Action <SCOnceWatering> ResponseSCSCOnceWateringCallBack) { if (StaticData.IsUsedLocalDataNotServer) { SCOnceWatering scOnceWatering = new SCOnceWatering(); scOnceWatering.SoilId.Add(10001); ResponseSCSCOnceWateringCallBack(scOnceWatering); } else { ProtocalManager.Instance().SendCSEmptyOnceWatering(csEmptyOnceWatering, ResponseSCSCOnceWateringCallBack, null); } }
//移动位置 public static void MoveManorGo(CSChangeLocation csChangeLocation, Action <SCEmptChangeLocationData> ResponseSCEmptChangeLocationDataCallBack) { if (StaticData.IsUsedLocalDataNotServer) { //测试 SCEmptChangeLocationData scEmptChangeLocationData = new SCEmptChangeLocationData(); ResponseSCEmptChangeLocationDataCallBack(scEmptChangeLocationData); } else { ProtocalManager.Instance().SendCSChangeLocation(csChangeLocation, ResponseSCEmptChangeLocationDataCallBack, (error) => { }, false); } }