//进行一次收费 public void PayMoney(PayMoneyData paydata, GuiUiSceneBase callui) { //检测钱够不够 if (playerdata.playerMoney < paydata.money) { //激活收费框 GuiExtendButtonGroup buttonGroup = callui.GetComponent <GuiExtendButtonGroup>(); if (buttonGroup != null) { buttonGroup.IsWorkDo = false; } #if _GameType_BaoYue UiSceneNotEnoughMoney em = callui.LoadResource_UIPrefabs("notenougmoney.prefab").GetComponent <UiSceneNotEnoughMoney>(); em.Initialization(paydata, callui); #else UiSceneRechargeAsk recharge = callui.LoadResource_UIPrefabs("rechargeask.prefab").GetComponent <UiSceneRechargeAsk>(); recharge.Initialization(paydata, callui); #endif // _GameType_BaoYue return; } //扣除钱 playerdata.playerMoney -= paydata.money; //回调扣钱成功的函数 paydata.callbackFun(paydata, true); }
//决策使用那一个默认收费项目 public int CheckDefBuyItemId(PayMoneyData data) { int idIndex = playerdata.defBuyItemId; //循环到能找到的最大收费条目 do { if ((IGamerProfile.gameBaseDefine.jewelData.buyJewelList[idIndex].jewel + playerdata.playerMoney) >= data.money) { return(idIndex); } idIndex += 1; } while (idIndex < IGamerProfile.gameBaseDefine.jewelData.buyJewelList.Length); //按照最高收费走 return((int)IGamerProfile.gameBaseDefine.jewelData.buyJewelList[IGamerProfile.gameBaseDefine.jewelData.buyJewelList.Length - 1].itemId); }