private void OnQuery_JOIN() { GameSection.StayEvent(); MonoBehaviourSingleton <GuildManager> .I.SendRequestJoin(_clanId, -1, delegate(bool isSuccess, Error error) { InGameGuildInvitedJoinDialog inGameGuildInvitedJoinDialog = this; DoWaitProtocolBusyFinish(delegate { if (!GuildManager.IsValidInGuild()) { GameSection.ChangeStayEvent("REQUEST", null); } GameSection.ResumeEvent(isSuccess, null); if (GuildManager.IsValidInGuild()) { MonoBehaviourSingleton <GuildManager> .I.guildInviteList.Clear(); MonoBehaviourSingleton <UserInfoManager> .I.ClearPartyInvite(); MonoBehaviourSingleton <UIManager> .I.invitationButton.Close(UITransition.TYPE.CLOSE); MonoBehaviourSingleton <UIManager> .I.invitationInGameButton.Close(UITransition.TYPE.CLOSE); MonoBehaviourSingleton <UserInfoManager> .I.showJoinClanInGame = true; inGameGuildInvitedJoinDialog.BackToHome(); } }); }); }
private void OnQuery_REJECT() { GameSection.StayEvent(); MonoBehaviourSingleton <GuildManager> .I.SendRejectInviteClan(guildInviteInfo.requestId, delegate(bool isSuccess) { InGameGuildInvitedJoinDialog inGameGuildInvitedJoinDialog = this; DoWaitProtocolBusyFinish(delegate { GameSection.ResumeEvent(isSuccess, null); MonoBehaviourSingleton <GuildManager> .I.guildInviteList.Remove(inGameGuildInvitedJoinDialog.guildInviteInfo); }); }); }