/// <summary> /// 服务器回调 /// </summary> /// <param name="sCLucky"></param> private void ServerCallback(SCLucky sCLucky) { //抽奖获取数据失败 if (sCLucky == null) { _isLotteryState = false; return; } //界面更新 if (_isADLottery) { _defADNum -= 1; UpdateADButton(); } else { _curRemainingNum -= 1; UpdateRemainingNum(); } //物品返回 if (sCLucky != null && sCLucky.Info != null && sCLucky.Info.GoodsId != 0) { //加入临时表 ZillionairePlayerManager._instance.CurrentPlayer.AddPlayerRewards(sCLucky.Info.GoodsId, sCLucky.Info.Count); // SetBrizeIcon(sCLucky.Info.GoodsId); _lotteryItem = new GoodIDCount(); _lotteryItem.ID = sCLucky.Info.GoodsId; _lotteryItem.Count = sCLucky.Info.Count; } //播放效果 PlayEffec(); }
/// <summary> /// 服务器回调 /// </summary> /// <param name="sCLucky"></param> private void ServerCallback(SCLucky sCLucky) { _isAllLottery = true; //1.将获得的奖励加入临时表中 for (int i = 0; i < _gridRewards.Count; i++) { if (_slectedCards.Contains(i)) { ZillionairePlayerManager._instance.CurrentPlayer.AddPlayerRewards(_gridRewards[i].ID, (int)_gridRewards[i].Count); } } //关闭界面 if (_needCloseUI) { CloseUI(); } }