public void SendFollowAgency(List <int> send_follow_list, Action <bool> callback = null) { MonoBehaviourSingleton <FriendManager> .I.SendFollowUser(send_follow_list, delegate(Error err, List <int> follow_list) { bool flag = err == Error.None && follow_list.Count > 0; if (flag) { bool updated = false; send_follow_list.ForEach(delegate(int userId) { FollowPartyMember followPartyMember = GetFollowPartyMember(userId); if (followPartyMember != null && !followPartyMember.following) { followPartyMember.following = true; updated = true; } }); if (updated) { UpdateParty(partyData, followPartyMember, partyServerData, inviteFriendInfo, null); } } if (callback != null) { callback(flag); } }); }
public void SendUnFollowAgency(int send_unfollow_user_id, Action <bool> callback = null) { MonoBehaviourSingleton <FriendManager> .I.SendUnfollowUser(send_unfollow_user_id, delegate(bool is_success) { if (is_success) { FollowPartyMember followPartyMember = GetFollowPartyMember(send_unfollow_user_id); if (followPartyMember != null && followPartyMember.following) { followPartyMember.following = false; UpdateParty(partyData, this.followPartyMember, partyServerData, inviteFriendInfo, null); } } if (callback != null) { callback(is_success); } }); }