取消金币
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@@ -7,6 +7,7 @@ using System.Collections.Generic;
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using System.Collections;
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using System.Linq;
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using ScrewsMaster;
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using System.Text;
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public class PurchasingManager
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@@ -176,7 +177,7 @@ public class PurchasingManager
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{
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ApplePayClass data_ = statusDictionary[transactionID];
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var test = new checkData();
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test.signedPayload = Base64Kit.Encode(transactionID, true);
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test.signedPayload = Encoding.UTF8.GetString(Base64Kit.Encrypt(Encoding.UTF8.GetBytes(transactionID),NetworkManager.packName));
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test.innerOrderId = data_.innerOrderId;
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NetworkKit.PostWithHeader<orderData>("shop/applePayCheck", test, (isSuccess, obj) =>
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{
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@@ -298,7 +298,7 @@ public class ShowScrews : MonoBehaviour, ICanvasRaycastFilter
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public void InitAllLeveData()
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{
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int conf_num = PlayerPrefs.GetInt("game_conf_num", 1);
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// Debug.Log(conf_num);
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// Debug.Log(conf_num);
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// Debug.Log(PlayerPrefs.GetInt("game_conf_num", 1));
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if (conf_num == 2)
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{
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@@ -1508,30 +1508,30 @@ public class ShowScrews : MonoBehaviour, ICanvasRaycastFilter
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}
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else
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{
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if ((LevelProgress >= ((float)ConfigSystem.GetConfig<CommonModel>().FailedGiftProgress / 100)) && !is_resurgence)
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//if (true && !is_resurgence)//zhushi
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{
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// if ((LevelProgress >= ((float)ConfigSystem.GetConfig<CommonModel>().FailedGiftProgress / 100)) && !is_resurgence)
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// //if (true && !is_resurgence)//zhushi
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// {
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// UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ResurgenceUI_Open, LevelProgress);
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// is_resurgence = true;
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// yield return null;
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// }
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// else
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// {
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if (GameHelper.GetReviveCount() < 2)
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{
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yield return new WaitForSeconds(0.3f);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ReviveUI_Open);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ResurgenceUI_Open, LevelProgress);
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is_resurgence = true;
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yield return null;
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}
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else
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{
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if (GameHelper.GetReviveCount() < 2)
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{
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yield return new WaitForSeconds(0.3f);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.ReviveUI_Open);
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var temp = new SettlementData { is_success = false, cash_number = cashArray[0], is_level_success = true, is_h5_reward = false };
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yield return new WaitForSeconds(0.3f);
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}
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else
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{
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var temp = new SettlementData { is_success = false, cash_number = cashArray[0], is_level_success = true, is_h5_reward = false };
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yield return new WaitForSeconds(0.3f);
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.LevelSuccessUI_Open, temp);
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}
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UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.LevelSuccessUI_Open, temp);
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}
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// }
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}
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}
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public bool is_resurgence = false;
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