예제 #1
0
    public Action clickCancelCallBack;      //取消回调

    /// <summary>
    /// 购买指定礼物界面
    /// </summary>
    /// <param name="item">指定的礼物</param>
    /// <param name="defultAmount">默认数量</param>
    /// <param name="buySucceedCallBack">购买成功回调</param>
    /// <param name="clickCancelCallBack">点击取消回调</param>
    public async void ShowBuyView(ImpulseGiftGoods item, int defultAmount, Action <int> buySucceedCallBack = null, Action clickCancelCallBack = null)
    {
        this.gameObject.SetActive(true);//显示界面
        this.giftInfo = item;

        Title.text       = $"你还没有{ StaticData.GetMultiLanguageByGameItemId(giftInfo.goodsID)}哦,要购买吗";//TODO
        goodsIcon.sprite = await ABManager.GetAssetAsync <Sprite>(giftInfo.goodsIcon);

        goodsName.text   = $"{StaticData.GetMultiLanguageByGameItemId(giftInfo.goodsID)}";
        n2pAddValue.text = $"+{giftInfo.NpcAddValue}";
        p2nAddValue.text = $"+{giftInfo.playerAddValue}";

        int id = giftInfo.goodsPriceBuy[0].ID;              //取到钻石图片的id

        priceAmount = (int)giftInfo.goodsPriceBuy[0].Count; //取到数量
        Sprite sprite = await ZillionaireToolManager.LoadItemSprite(id);

        propIcon.sprite = sprite;

        this.buySucceedCallBack         = buySucceedCallBack;
        this.clickCancelCallBack        = clickCancelCallBack;
        amountComponent._defaultValue   = defultAmount.ToString();
        amountComponent.inputFiled.text = defultAmount.ToString();
        amountComponent.act             = BuyAmount;
        amountComponent._changeAction   = ChangeAct;
        //取消事件
        cancelBtn.onClick.RemoveAllListeners();
        cancelBtn.onClick.AddListener(Cancel);
        //初始价格显示 默认数量*指定礼物价格
        Price.text = (priceAmount * defultAmount).ToString();
    }
예제 #2
0
    /// <summary>
    /// 购买指定礼物界面
    /// </summary>
    /// <param name="item">指定的礼物</param>
    /// <param name="defultAmount">默认数量</param>
    /// <param name="buySucceedCallBack">购买成功回调</param>
    /// <param name="clickCancelCallBack">点击取消回调</param>
    public async void ShowBuyView(int defultAmount, Action buySucceedCallBack = null, Action clickCancelCallBack = null, Action buyFailure = null)
    {
        this.gameObject.SetActive(true);//显示界面

        Title.text     = $"{ StaticData.GetMultilingual(120074)}{StaticData.GetMultilingual(2000002)}";
        goodsName.text = $"{StaticData.GetMultiLanguageByGameItemId(StaticData.configExcel.GetVertical().PurpleGoldsId)}";

        var zjbData = StaticData.configExcel.GetStoreByShopId(StaticData.configExcel.GetVertical().PurpleGoldsId);

        int id = zjbData.OriginalPrice[0].ID;              //取到钻石图片的id

        priceAmount = (int)zjbData.OriginalPrice[0].Count; //取到数量
        Sprite sprite = await ZillionaireToolManager.LoadItemSprite(id);

        this.buySucceedCallBack         = buySucceedCallBack;
        this.clickCancelCallBack        = clickCancelCallBack;
        this.buyFailureCallBack         = buyFailure;
        amountComponent._defaultValue   = defultAmount.ToString();
        amountComponent.inputFiled.text = defultAmount.ToString();
        amountComponent.act             = BuyAmount;
        amountComponent._changeAction   = ChangeAct;


        //初始价格显示 默认数量*指定礼物价格
        Price.text = (priceAmount * defultAmount).ToString();
    }
예제 #3
0
    /// <summary>
    /// 投掷骰子
    /// </summary>
    private void OnClickThrowBtn()
    {
        Debug.Log("投掷骰子 OnClickThrowBtn");
        if (!_isShowDice)
        {
            return;
        }
        //新手引导标记完成
        if (StaticData.isOpenGuide && GuideCanvasComponent._instance != null && GuideCanvasComponent._instance.isCurrStepGuiding)
        {
            GuideCanvasComponent._instance.SetLittleStepFinish();
        }
        //色子可以投掷 角色移动完成
        if (!_curDiceController.IsThrow || !ZillionairePlayerManager._instance.CurrentPlayer.IsEndMove)
        {
            return;
        }
        if (!PowerIsEnough())
        {
            //没有购买体力次数进入结算界面 df
            if (!IsHavePurchases())
            {
                OnClickOut();
                return;
            }
            Debug.Log("体力不足不可以投掷骰子!!!");
            StaticData.OpenBuyPower(ConfirmBuyItems, CancelBuyPower);
            return;
        }

        //
        ZillionaireToolManager.NotifyServerDice(_selectDiceType, NotifyServerDiceCallback);
    }
예제 #4
0
    async void UnlockView(SectionDefine chapterInfo, Action ClickCallBack)
    {
        int    id     = chapterInfo.UnlockPrice[0].ID;         //取到钻石图片的id
        int    count  = (int)chapterInfo.UnlockPrice[0].Count; //取到数量
        Sprite sprite = await ZillionaireToolManager.LoadItemSprite(id);

        string str = string.Format(StaticData.GetMultilingual(120241), unlockLevel);//该章节需要解锁,是否提前解锁//钻石不足,需要购买吗

        StaticData.OpenCommonBuyTips(str, sprite, count, () => ClickCallBACK(count, ClickCallBack));
    }
예제 #5
0
    /// <summary>
    /// 确认购买体力
    /// </summary>
    /// <param name="id"></param>
    /// <param name="num"></param>
    private void ConfirmBuyItems(int id, int num)
    {
        _curBuyPorwerNum = num;
        CSBuyProp buyItem = new CSBuyProp();

        buyItem.GoodId  = ZillionaireGameMapManager._instance.CurZillionaireMapControl.CurSelectMap.PowerBuyID;
        buyItem.GoodNum = num;
        buyItem.BuyWay  = GoodsBuyWay.FirstWay;
        ZillionaireToolManager.NotifyServerBuyItems(buyItem, BuyPowerSuccess);
    }
예제 #6
0
    /// <summary>
    /// 弹出购买章节界面
    /// </summary>
    public async static void PopupBuyChapterView(int chapterID, Action cancelCallBack)
    {//如果还没出下一章TODO
        var chapterInfo = StaticData.configExcel.GetSectionBySectionId(chapterID);

        if (chapterInfo == null)
        {
            StaticData.ToManorSelf();
            cancelCallBack?.Invoke();
            return;
        }
        int    id     = chapterInfo.UnlockPrice[0].ID;         //取到钻石图片的id
        int    count  = (int)chapterInfo.UnlockPrice[0].Count; //取到数量
        Sprite sprite = await ZillionaireToolManager.LoadItemSprite(id);

        string str = $"你的等级不够解锁下一章了哦";

        StaticData.OpenCommonBuyTips(str, sprite, count, () =>
        {
            if (StaticData.GetWareHouseDiamond() >= count)
            {
                //扣除资源
                //刷新章节
                StaticData.UpdateWareHouseDiamond(-count);
                CSBuySection cSBuySection = new CSBuySection()
                {
                    SectionId = chapterID
                };
                ProtocalManager.Instance().SendCSBuySection(cSBuySection, (SCBuySection x) =>
                {
                    StaticData.CreateToastTips("章节购买成功");
                    ChapterHelper.UnlockChapter(chapterID);//存入前端缓存
                    foreach (var goodsInfo in x.CurrencyInfo)
                    {
                        StaticData.UpdateWareHouseItems(goodsInfo.GoodsId, (int)goodsInfo.Count);
                    }
                    //进入下一章
                    EnterIntoChapter(chapterID);
                }, (ErrorInfo e) =>
                {
                    StaticData.CreateToastTips("章节购买失败");
                    Debug.LogError("章节购买失败" + e.webErrorCode);
                }, false);
            }
            else
            {
                StaticData.OpenRechargeUI();
            }
        },
                                     () => //取消购买直接进庄园
        {
            cancelCallBack?.Invoke();
            StaticData.ToManorSelf();
        }, 120212);
    }
예제 #7
0
    /// <summary>
    /// 设置item信息
    /// </summary>
    /// <param name="itemObj"></param>
    /// <param name="id"></param>
    private async void SetItemInfo(GameObject itemObj, int id)
    {
        GameItemDefine itemData = StaticData.configExcel.GetGameItemByID(id);

        Sprite icon = await ZillionaireToolManager.LoadItemSpriteByIconName(itemData.Icon);

        Image itemIcon = itemObj.transform.Find("BG/Icon").GetComponent <Image>();

        itemIcon.sprite = icon;
        itemIcon.SetNativeSize();
        itemObj.transform.Find("BG/Name").GetComponent <Text>().text = LocalizationDefineHelper.GetStringNameById(itemData.ItemName);
    }
예제 #8
0
    /// <summary>
    /// 当前玩家移动完成
    /// </summary>
    public void CurRoleMoveEnd()
    {
        //没有可以执行的东西了
        if (_diceCallbackInfoNew == null || _diceCallbackInfoNew.Info == null || _diceCallbackInfoNew.Info.Count <= 0)
        {
            Debug.Log("CurRoleMoveEnd 当前玩家移动完成 通知色子可以继续!!!");
            _isShowDice = true;
            _middleTra.gameObject.SetActive(true);
            //体力不足最小骰子消耗
            if (!ZillionairePlayerManager._instance.CurrentPlayer.IsMinPower())
            {
                Debug.Log("体力不足不可以投掷骰子!!!");
                StaticData.OpenBuyPower(ConfirmBuyItems, CancelBuyPower);
            }

            return;
        }

        //获取移动终点格子
        var grid = ZillionaireGameMapManager._instance.GetGridDataByID(ZillionairePlayerManager._instance.CurrentPlayer.CurGridID);

        Debug.Log("当前移动到的格子id:" + ZillionairePlayerManager._instance.CurrentPlayer.CurGridID);
        Debug.Log("当前移动到的格子的数据的id:" + grid.GridInfo.ID);

        //激活事件 随机事件 //激活普通事件
        if (grid.IsActiveEvent || grid.GridInfo.IsEvent)
        {
            ZillionaireGameMapManager._instance.CurZillionaireMapControl.CurMapEventManager.ActiveEvent(_diceCallbackInfoNew.Info[0], grid, ActionEvenCallback);
            return;
        }

        //领取奖励
        if (grid.GridInfo.BasicReward != null && grid.GridInfo.BasicReward.ID != 0)
        {
            Debug.Log("CurRoleMoveEnd 只有奖励");
            //
            int baseNum = (int)grid.GridInfo.BasicReward.Count;
            //金币进行等级计算
            if (grid.GridInfo.BasicReward.ID == StaticData.configExcel.GetVertical().GoldGoodsId)
            {
                baseNum = ZillionaireToolManager.GetGridBaseReward(baseNum);
            }
            //暂存玩家获得的奖励
            ZillionairePlayerManager._instance.CurrentPlayer.AddPlayerRewards(grid.GridInfo.BasicReward.ID, baseNum);
            //发放体力奖励 + 播放角色获得动画
            ZillionairePlayerManager._instance.CurrentPlayer.IssueCurrentRewards();
            //CurDiceActionEnd();
        }

        CurDiceActionEnd();
    }
예제 #9
0
    /// <summary>
    /// 初始化值 数量+名称+图片+等级
    /// </summary>
    /// <param name="id"></param>
    /// <param name="num"></param>
    /// <param name="localScale"></param>
    public async void InitValue(int id, int num, float localScale = 0.0f, bool isShowLv = false)
    {
        Init();

        GameItemDefine itemData = StaticData.configExcel.GetGameItemByID(id);

        _name.text = LocalizationDefineHelper.GetStringNameById(itemData.ItemName);
        Sprite icon = await ZillionaireToolManager.LoadItemSpriteByIconName(itemData.Icon);

        _lv.SetActive(isShowLv);
        if (isShowLv)
        {
            _lvNum.text = itemData.Grade.ToString();
        }
        _level1.SetActive(false);
        _level2.SetActive(false);
        _level3.SetActive(false);
        switch (itemData.Rarity)
        {
        case TypeRarity.Intermediate:
            _level2.SetActive(true);
            _level2Icon.sprite = icon;
            _level2Icon.SetNativeSize();
            break;

        case TypeRarity.Senior:
            _level3.SetActive(true);
            _level3Icon.sprite = icon;
            _level3Icon.SetNativeSize();
            break;

        default:
            _level1.SetActive(true);
            _level1Icon.sprite = icon;
            _level1Icon.SetNativeSize();
            break;
        }

        if (num <= 0)
        {
            _num.gameObject.SetActive(false);
        }

        _num.text = num.ToString();

        if (localScale != 0.0f)
        {
            gameObject.transform.localScale = new Vector3(localScale, localScale);
        }
    }
예제 #10
0
 /// <summary>
 /// 点击进入下一章章节按钮
 /// </summary>
 public void OnClickNextChapterBtn(Button btn)
 {
     if (ChapterHelper.NextChapterIsUnlock(curChapterID))
     {//进入下一章
         btn.onClick.RemoveAllListeners();
         btn.onClick.AddListener(() =>
         {//请求读完章节
             CSClearance cSClearance = new CSClearance()
             {
                 SectionId = curChapterID
             };
             ProtocalManager.Instance().SendCSClearance(cSClearance, (x) =>
             {
                 ChapterHelper.PassChapter(curChapterID);
                 //打开下一个章节
                 ChapterHelper.EnterIntoChapter(curChapterID + 1);
                 Destroy(gameObject);//销毁自身
             }, (ErrorInfo e) => { Debug.Log("请求过关章节失败"); });
         });
     }
     else
     {//打开解锁页面
         btn.onClick.RemoveAllListeners();
         btn.onClick.AddListener(async() =>
         {
             var chapterInfo = StaticData.configExcel.GetSectionBySectionId(curChapterID + 1);
             int id          = chapterInfo.UnlockPrice[0].ID;         //取到钻石图片的id
             int count       = (int)chapterInfo.UnlockPrice[0].Count; //取到数量
             Sprite sprite   = await ZillionaireToolManager.LoadItemSprite(id);
             string str      = $"你的等级不够解锁下一章了哦";
             StaticData.OpenCommonBuyTips(str, sprite, count, () =>
             {
                 ClickCallBACK((count), () =>
                 {//购买成功扣掉钻石后直接进入下一章节
                     ChapterHelper.EnterIntoChapter(curChapterID + 1);
                     Destroy(this.gameObject);
                 });
             });
         });
     };
 }
예제 #11
0
    /// <summary>
    /// 大满贯事件
    /// </summary>
    private async void GrandSlamEvent(ZillionaireEventDefine curEvent)
    {
        //1.播放动画效果
        List <ZillionaireGameMapGridDefInfo> needPlayAnimList = new List <ZillionaireGameMapGridDefInfo>();

        //2.有大满贯触发格子播放获得道具效果
        foreach (var item in ZillionaireGameMapManager._instance.CurZillionaireMapControl.MapGridDic)
        {
            if (!item.Value.GridInfo.IsTrigger)
            {
                continue;
            }

            needPlayAnimList.Add(item.Value);

            //添加奖励
            int baseNum = (int)item.Value.GridInfo.BasicReward.Count;
            //金币进行等级计算
            if (item.Value.GridInfo.BasicReward.ID == StaticData.configExcel.GetVertical().GoldGoodsId)
            {
                baseNum = ZillionaireToolManager.GetGridBaseReward(baseNum);
            }
            //暂存玩家获得的奖励
            ZillionairePlayerManager._instance.CurrentPlayer.AddPlayerRewards(item.Value.GridInfo.BasicReward.ID, baseNum);
        }
        while (needPlayAnimList.Count > 0)
        {
            Debug.Log("通知格子播放获得奖励效果!");
            //通知格子播放获得奖励效果
            needPlayAnimList[0].PlayPickupItemEffect(true);
            await UniTask.Delay(200);

            needPlayAnimList.RemoveAt(0);
        }

        Debug.Log("大满贯事件 end");
        //完成
        EventEnd();
    }
예제 #12
0
    /// <summary>
    /// 奖励翻倍事件
    /// </summary>
    private void RewardDoubledEvent(ZillionaireEventDefine curEvent, ZillionaireGameMapGridDefInfo gridInfo)
    {
        //1.播放动画效果 翻倍数量在动效中表现
        //2.获得奖励效果
        int baseNum = (int)gridInfo.GridInfo.BasicReward.Count;

        //金币进行等级计算
        if (gridInfo.GridInfo.BasicReward.ID == StaticData.configExcel.GetVertical().GoldGoodsId)
        {
            baseNum = ZillionaireToolManager.GetGridBaseReward(baseNum);
        }

        baseNum *= curEvent.Effect;
        //暂存玩家获得的奖励
        ZillionairePlayerManager._instance.CurrentPlayer.AddPlayerRewards(gridInfo.GridInfo.BasicReward.ID, baseNum);
        //发放体力奖励 + 播放角色获得动画
        ZillionairePlayerManager._instance.CurrentPlayer.IssueCurrentRewards();
        //通知格子播放获得奖励效果
        gridInfo.PlayPickupItemEffect(true);
        //完成
        EventEnd();
    }
예제 #13
0
    /// <summary>
    /// 订单界面显示
    /// </summary>
    /// <param name="itemData"></param>
    /// <param name="num"></param>
    public async void InitValue(GameItemDefine itemData, string ownAndDemand)
    {
        Init();

        _name.gameObject.SetActive(false);
        _name.gameObject.transform.parent.gameObject.SetActive(false);
        _num.gameObject.SetActive(false);
        _lv.SetActive(false);

        Sprite icon = await ZillionaireToolManager.LoadItemSpriteByIconName(itemData.Icon);

        _level1.SetActive(false);
        _level2.SetActive(false);
        _level3.SetActive(false);
        switch (itemData.Rarity)
        {
        case TypeRarity.Intermediate:
            _level2.SetActive(true);
            _level2Icon.sprite = icon;
            _level2Icon.SetNativeSize();
            break;

        case TypeRarity.Senior:
            _level3.SetActive(true);
            _level3Icon.sprite = icon;
            _level3Icon.SetNativeSize();
            break;

        default:
            _level1.SetActive(true);
            _level1Icon.sprite = icon;
            _level1Icon.SetNativeSize();
            break;
        }

        _ownAndDemandValue.gameObject.SetActive(true);
        _ownAndDemandValue.text = ownAndDemand;
    }
예제 #14
0
    /// <summary>
    /// 初始化格子图片
    /// </summary>
    private async void InitGridIcon()
    {
        if (GridInfo.IsEvent)
        {
            _defSprite = await ZillionaireToolManager.LoadEventZillionaireSprite(GridInfo.EventFirst);
        }
        else
        {
            if (GridInfo.BasicReward != null && GridInfo.BasicReward.ID != 0)
            {
                _defSprite = await ZillionaireToolManager.LoadItemZillionaireSprite(GridInfo.BasicReward.ID);
            }
        }

        SetGridSprite(_defSprite);

        if (GridInfo.EventSecond != 0)
        {
            _randomEventSprite = await ZillionaireToolManager.LoadEventZillionaireSprite(GridInfo.EventSecond);
        }
        //等待图标加载完成再显示图标
        ShowGridIcon();
    }
예제 #15
0
    /// <summary>
    /// 生成显示的种子
    /// </summary>
    private async void SpawnSeedShow()
    {
        for (int i = 0; i < _seedMiniList.childCount; i++)
        {
            Destroy(_seedMiniList.GetChild(i).gameObject);
        }

        GameObject     itemObj  = null;
        GameItemDefine itemData = null;

        for (int i = 0; i < _unlockCrops.Count; i++)
        {
            itemData = StaticData.configExcel.GetGameItemByID(_unlockCrops[i].ID);
            Sprite icon = await ZillionaireToolManager.LoadItemSpriteByIconName(itemData.Icon);

            string name = LocalizationDefineHelper.GetStringNameById(itemData.ItemName);

            itemObj = Instantiate(_seedItem, _seedMiniList);
            itemObj.transform.Find("Icon").GetComponent <Image>().sprite     = icon;
            itemObj.transform.Find("NameBG/Name").GetComponent <Text>().text = name;
            itemObj.SetActive(true);
        }
    }
예제 #16
0
    /// <summary>
    /// 发送请求到服务器
    /// </summary>
    private void SendServer(bool isClose = false)
    {
        //是否已经请求过 / 请求数据长度小于等于0
        if (_isAllLottery || _slectedCards.Count <= 0)
        {
            if (isClose)
            {
                CloseUI();
            }
            return;
        }

        List <int> rewards = new List <int>();

        for (int i = 0; i < _gridRewards.Count; i++)
        {
            if (_slectedCards.Contains(i))
            {
                rewards.Add(_gridRewards[i].ID);
            }
        }

        ZillionaireToolManager.NotifyServerChooseOrLucky(LuckyTyep.LuckySeed, rewards, ServerCallback);
    }
예제 #17
0
 /// <summary>
 /// 进入结算
 /// </summary>
 private void EnterSettlement()
 {
     Debug.Log("EnterSettlement 进入结算");
     ZillionaireToolManager.NotifyServerGameSettlement(EnterSettlementCallback);
 }
예제 #18
0
 /// <summary>
 /// 获取当前骰子的消耗
 /// </summary>
 /// <returns></returns>
 public int GetCurDiceConsume()
 {
     return(ZillionaireToolManager.GetDiceConsume(_selectDiceType));
 }
예제 #19
0
 /// <summary>
 /// 发送请求到服务器
 /// </summary>
 private void SendRequestServer()
 {
     _lotteryItem = null;
     ZillionaireToolManager.NotifyServerChooseOrLucky(LuckyTyep.LuckyProp, null, ServerCallback);
 }
예제 #20
0
 /// <summary>
 /// 体力是否足够最小骰子需求
 /// </summary>
 /// <returns></returns>
 public bool IsMinPower()
 {
     return(ZillionaireToolManager.GetDiceMinConsume() > _curStamina ? false : true);
 }
예제 #21
0
    /// <summary>
    /// 弹出购买章节界面
    /// </summary>
    public async void PopupBuyChapterView(int chapterID, Action nextAction, Action cancelCallBack = null, int dealyTime = 0)
    {     //如果还没出下一章
        if (chapterID - StaticData.configExcel.Section[0].SectionId > StaticData.configExcel.GetVertical().CurVersionsChapterMaxCount - 1)
        { //显示未完待续页面,点击后淡出到大厅
            //var expect = await ABManager.GetAssetAsync<GameObject>("ExpectTipView");
            //GameObject go = GameObject.Instantiate(expect);
            //go.transform.SetRectTransformStretchAllWithParent(UIRoot.instance.GetUIRootCanvas().transform);
            //go.GetComponent<Button>().onClick.AddListener(() =>
            //{
            //    go.GetComponent<Button>().enabled = false;
            //    cancelCallBack?.Invoke();
            //    ChapterTool.FadeInFadeOut(go.GetComponent<CanvasGroup>(), 0, 0.01f, null, () =>
            //        {
            //            Destroy(go.gameObject);
            //            GameSoundPlayer.Instance.PlayBgMusic(MusicHelper.BgMusicLobby);
            //        });
            //});
            cancelCallBack?.Invoke();
            UIComponent.RemoveUI(UIType.UIChapter);

            await StaticData.ToManorSelf();

            GameSoundPlayer.Instance.PlayBgMusic(MusicHelper.BgMusicManor);
            return;
        }
        var    chapterInfo = StaticData.configExcel.GetSectionBySectionId(chapterID);
        int    id          = chapterInfo.UnlockPrice[0].ID;         //取到钻石图片的id
        int    count       = (int)chapterInfo.UnlockPrice[0].Count; //取到数量
        Sprite sprite      = await ZillionaireToolManager.LoadItemSprite(id);

        string str = StaticData.GetMultilingual(120225); //$"你的等级不够解锁下一章了哦";

        StaticData.OpenCommonBuyTips(str, sprite, count, () =>
        {
            if (StaticData.GetWareHouseDiamond() >= count)
            {
                //扣除资源
                //刷新章节
                StaticData.UpdateWareHouseDiamond(-count);
                CSBuySection cSBuySection = new CSBuySection()
                {
                    SectionId = chapterID
                };
                ProtocalManager.Instance().SendCSBuySection(cSBuySection, async(SCBuySection x) =>
                {
                    StaticData.CreateToastTips(StaticData.GetMultilingual(120234)); //("章节购买成功");
                    ChapterHelper.UnlockChapter(chapterID);                         //存入前端缓存
                    foreach (var goodsInfo in x.CurrencyInfo)
                    {                                                               //更新前端的货币信息
                        StaticData.UpdateWareHouseItems(goodsInfo.GoodsId, (int)goodsInfo.Count);
                    }
                    //进入下一章
                    EnterIntoNextChapter(chapterID, dealyTime);

                    cancelCallBack?.Invoke();

                    //await ChapterHelper.EnterIntoChapter(chapterID);
                }, (ErrorInfo e) =>
                {
                    StaticData.CreateToastTips(StaticData.GetMultilingual(120235));//("章节购买失败");
                    Debug.LogError("章节购买失败" + e.webErrorCode);
                }, false);
            }
            else
            {//打开提示钻石不足界面
                UnlockView();
            }
        },
                                     async() => //取消按钮改为去庄园
        {
            nextAction?.Invoke();
            if (dealyTime != 0)
            {
                await UniTask.Delay(dealyTime);
            }
            await StaticData.ToManorSelf();
            Dispose();
            UIComponent.RemoveUI(UIType.UIChapter);
            GameSoundPlayer.Instance.PlayBgMusic(MusicHelper.BgMusicManor);
        }, 120212, true);
    }
예제 #22
0
 /// <summary>
 /// 开始游戏
 /// </summary>
 /// <param name="data"></param>
 public void PlayGame(int selectMapID)
 {
     _needEnterMapID = selectMapID;
     ZillionaireToolManager.NotifyServerEnterMap(selectMapID, EnterMapCallback);
 }