private void PayMoneyCallback(IGamerProfile.PayMoneyData paydata, bool isSucceed)
 {
     switch (paydata.item)
     {
     case IGamerProfile.PayMoneyItem.PayMoneyItem_Skill:
     {
         IsStartWork = true;
         ReleaseSkillprompt();
         if (!isSucceed)
         {
             //如果技能释放失败了就不要提示后面的了
             skillCheckTimerLock          = new FTLibrary.Time.TimeLocker(int.MaxValue);
             skillCheckTimerLock.IsLocked = true;
             return;
         }
         //增加技能数量
         GameSkill.SkillData data = IGamerProfile.gameSkill.FindSkillData(currentSkillpromptId);
         IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] += data.oncebuycount;
         IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] -= 1;
         UpdateSkillCount();
         playerMoney.SetIntegerRollValue(IGamerProfile.Instance.playerdata.playerMoney);
         //需要存档
         IGamerProfile.Instance.SaveGamerProfileToServer();
         //释放这个技能
         EffectSkill(currentSkillpromptId);
     }
     break;
     }
 }
    private void FireSkill()
    {
        if (IGameCenterEviroment.effectGameCharge)
        {
            if (IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] >= 1)
            {
                IsStartWork = true;
                ReleaseSkillprompt();

                IGamerProfile.Instance.playerdata.skillCount[(int)currentSkillpromptId] -= 1;
                UpdateSkillCount();
                //需要存档
                IGamerProfile.Instance.SaveGamerProfileToServer();
                //释放这个技能
                EffectSkill(currentSkillpromptId);
                return;
            }
            else
            {
                GameSkill.SkillData data = IGamerProfile.gameSkill.FindSkillData(currentSkillpromptId);
                IGamerProfile.Instance.PayMoney(new IGamerProfile.PayMoneyData(IGamerProfile.PayMoneyItem.PayMoneyItem_Skill,
                                                                               data.oncemoney * data.oncebuycount,
                                                                               0,
                                                                               PayMoneyCallback), this);
            }
        }
        else
        {
            IsStartWork = true;
            ReleaseSkillprompt();
            //释放这个技能
            EffectSkill(currentSkillpromptId);
            return;
        }
    }