Esempio n. 1
0
    /// <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();
    }
Esempio n. 2
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    /// <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);
    }
Esempio n. 3
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    /// <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();
        });
    }
Esempio n. 4
0
    /// <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();
        //    });
    }