void OnRefuseBtnClick()
    {
        if ((int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON == PlayerPreferenceData.ReviewRefuseType)
        {
            PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.INTOLERABILITY;
            GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON;
            CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT);
            if (null != pPacket)
            {
                pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//refuse without any concern.
                pPacket.SendPacket();

                if (null != FunctionButtonLogic.Instance())
                {
                    FunctionButtonLogic.Instance().UpdateActionButtonTip();
                }
            }
        }
        else
        {
            PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON;
            PlayerPreferenceData.ClientLoginCount = 0;
        }

        UIManager.CloseUI(UIInfo.RequestReviewWindow);
    }
    void OnPleasureBtnClick()
    {
        //先把客户端的状态给改了
        PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE;
        GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE;

        //notice gameserver
        CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT);

        if (null != pPacket)
        {
            pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//It is the most effective way that encourages us programming.
            pPacket.SendPacket();
        }

        GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_CALL_NAVIGATOR);

        gameEvent.IsDelay   = true;
        gameEvent.DelayTime = 0.3f;
        Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);

        UIManager.CloseUI(UIInfo.RequestReviewWindow);
        if (null != FunctionButtonLogic.Instance())
        {
            FunctionButtonLogic.Instance().UpdateActionButtonTip();
        }
    }
        public uint Execute(PacketDistributed ipacket)
        {
            CG_REVIEW_RESULT packet = (CG_REVIEW_RESULT )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 4
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    //现在去评价按钮
    void ReviewNow()
    {
        //先把客户端的状态给改了
        PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE;
        GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE;

        //notice gameserver
        CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT);

        if (null != pPacket)
        {
            pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//It is the most effective way that encourages us programming.
            pPacket.SendPacket();
        }

        Application.OpenURL(PlatformHelper.GetAppDetailUrl());

        //隐藏tab
        CloseWindow();
        HideReviewTab();
    }