private void updateServer(bool isUpdateRequired) { if (isUpdateRequired) { CountrySetting.ReloadMaster(); RestrictionInput.StartLoad(RestrictionInput.LoadType.LARGE_IMAGE_MASK_ON); GameWebAPI.RequestUS_RegisterLanguageInfo requestUS_RegisterLanguageInfo = new GameWebAPI.RequestUS_RegisterLanguageInfo(); requestUS_RegisterLanguageInfo.SetSendData = delegate(GameWebAPI.US_Req_RegisterLanguageInfo param) { param.countryCode = int.Parse(CountrySetting.GetCountryCode(CountrySetting.CountryCode.EN)); }; requestUS_RegisterLanguageInfo.OnReceived = delegate(WebAPI.ResponseData response) { GUIMain.BackToTOP("UIStartupCaution", 0.8f, 0.8f); if (GUIFace.instance != null) { UnityEngine.Object.Destroy(GUIFace.instance.gameObject.transform.parent.gameObject); } }; GameWebAPI.RequestUS_RegisterLanguageInfo requestUS_RegisterLanguageInfo2 = requestUS_RegisterLanguageInfo; RequestBase request = requestUS_RegisterLanguageInfo2; if (CMD_MultiLangSetting.< > f__mg$cache0 == null) { CMD_MultiLangSetting.< > f__mg$cache0 = new Action(RestrictionInput.EndLoad); } base.StartCoroutine(request.RunOneTime(CMD_MultiLangSetting.< > f__mg$cache0, delegate(Exception noop) { RestrictionInput.EndLoad(); }, null)); } else { base.ClosePanel(true); } }
private IEnumerator checkAndSyncCountryCode() { if (!DataMng.Instance().RespDataUS_PlayerInfo.playerInfo.countryCode.Equals(CountrySetting.GetCountryCode(CountrySetting.CountryCode.EN))) { GameWebAPI.RequestUS_RegisterLanguageInfo requestUS_RegisterLanguageInfo = new GameWebAPI.RequestUS_RegisterLanguageInfo(); requestUS_RegisterLanguageInfo.SetSendData = delegate(GameWebAPI.US_Req_RegisterLanguageInfo param) { param.countryCode = int.Parse(CountrySetting.GetCountryCode(CountrySetting.CountryCode.EN)); }; GameWebAPI.RequestUS_RegisterLanguageInfo request = requestUS_RegisterLanguageInfo; yield return(base.StartCoroutine(request.Run(null, null, null))); } yield break; }