void OnPleasureBtnClick() { //先把客户端的状态给改了 PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE; GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE; //notice gameserver CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT); if (null != pPacket) { pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//It is the most effective way that encourages us programming. pPacket.SendPacket(); } GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_CALL_NAVIGATOR); gameEvent.IsDelay = true; gameEvent.DelayTime = 0.3f; Singleton <EventSystem> .GetInstance().PushEvent(gameEvent); UIManager.CloseUI(UIInfo.RequestReviewWindow); if (null != FunctionButtonLogic.Instance()) { FunctionButtonLogic.Instance().UpdateActionButtonTip(); } }
void OnRefuseBtnClick() { if ((int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON == PlayerPreferenceData.ReviewRefuseType) { PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.INTOLERABILITY; GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON; CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT); if (null != pPacket) { pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//refuse without any concern. pPacket.SendPacket(); if (null != FunctionButtonLogic.Instance()) { FunctionButtonLogic.Instance().UpdateActionButtonTip(); } } } else { PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.REFUSE_WITHOUT_RESON; PlayerPreferenceData.ClientLoginCount = 0; } UIManager.CloseUI(UIInfo.RequestReviewWindow); }
//现在去评价按钮 void ReviewNow() { //先把客户端的状态给改了 PlayerPreferenceData.ReviewRefuseType = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE; GameManager.gameManager.PlayerDataPool.ReviewResult = (int)Games.GlobeDefine.GameDefine_Globe.REVIEW_TYPE.WITH_PLEASURE; //notice gameserver CG_REVIEW_RESULT pPacket = (CG_REVIEW_RESULT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REVIEW_RESULT); if (null != pPacket) { pPacket.SetResult(GameManager.gameManager.PlayerDataPool.ReviewResult);//It is the most effective way that encourages us programming. pPacket.SendPacket(); } Application.OpenURL(PlatformHelper.GetAppDetailUrl()); //隐藏tab CloseWindow(); HideReviewTab(); }