/// <summary> /// 购买体力成功 /// </summary> private void BuyPowerSuccess(SCBuyProp sCBuyProp) { StaticData.UpdateBackpackProps(sCBuyProp); ZillionairePlayerManager._instance.CurrentPlayer.BuyPowerNum += _curBuyPorwerNum; ZillionairePlayerManager._instance.CurrentPlayer.AddPower(ZillionaireGameMapManager._instance.GetBuyPowerInfo().GoodNum *_curBuyPorwerNum); OnClickThrowBtn(); }
/// <summary> /// 购买地图成功 /// </summary> private void BuyMapSuccess(SCBuyProp sCBuyProp) { //地图解锁 UnlockMap(); SelectMap(); //通知本地数据地图解锁了 //StaticData.UnlockZillionaireMap(_mapData._mapID); //货币更新 StaticData.UpdateBackpackProps(sCBuyProp); }
/// <summary> /// 购买角色 /// </summary> /// <param name="roleID"></param> /// <param name="successAction"></param> /// <param name="failedAction"></param> public static void NotifyServerBuyRole(int roleID, Action <SCBuyProp> successAction, Action failedAction) { #if UNITY_EDITOR if (StaticData.IsUsedLocalDataNotServer) { SCBuyProp sCBuyProp = new SCBuyProp(); successAction?.Invoke(sCBuyProp); return; } #endif CSRoleBuy cSRoleBuy = new CSRoleBuy(); cSRoleBuy.RoleId = roleID; ProtocalManager.Instance().SendCSRoleBuy(cSRoleBuy, (SCBuyProp sCBuyProp) => { successAction?.Invoke(sCBuyProp); }, (ErrorInfo er) => { Debug.Log("通知服务器购买购买角色:" + er.ErrorMessage); failedAction?.Invoke(); }); }
/// <summary> /// 购买道具 快捷购买 /// </summary> /// <param name="item"></param> /// <param name="successAction"></param> /// <param name="failedAction"></param> public static void NotifyServerFastBuyItem(int itemID, Action <SCBuyProp> successAction, Action failedAction) { #if UNITY_EDITOR if (StaticData.IsUsedLocalDataNotServer) { SCBuyProp sCBuyProp = new SCBuyProp(); successAction?.Invoke(sCBuyProp); return; } #endif //CSShortcut item = new CSShortcut(); //item.GoodId = itemID; //ProtocalManager.Instance().SendCSShortcut(item, (SCBuyProp sCBuyProp) => //{ // Debug.Log("购买道具成功!"); // successAction?.Invoke(sCBuyProp); //}, // (ErrorInfo er) => // { // Debug.Log("通知服务器购买道具:" + er.ErrorMessage); // failedAction?.Invoke(); // }); }