【用户隐私协议】内容完善
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b30a5e09eb
commit
ab20dc943c
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@ -45,6 +45,16 @@ namespace GameLogic {
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[SerializeField]
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Text msg;
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/// <summary>
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/// 消息
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/// </summary>
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[SerializeField]
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GameObject proto;
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/// <summary>
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/// 消息
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/// </summary>
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[SerializeField]
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GameObject grant;
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/// <summary>
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/// title
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/// </summary>
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[SerializeField]
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@ -53,11 +63,30 @@ namespace GameLogic {
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/// 点击回调
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/// </summary>
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UnityAction<int> action;
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/// <summary>
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/// 隐私协议按钮
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/// </summary>
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[SerializeField]
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Button[] protoButton;
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[SerializeField]
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Button[] privateButton;
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protected void Awake()
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{
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buttonL.onClick.AddListener(LClickHandler);
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buttonR.onClick.AddListener(RClickHandler);
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buttonC.onClick.AddListener(CClickHandler);
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foreach(Button b in protoButton)
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{
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b.onClick.AddListener(ProtoClickHandler);
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}
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foreach (Button b in privateButton)
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{
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b.onClick.AddListener(PrivateClickHandler);
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}
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title.text = SLanguageMoreLanguageMgr.Instance.GetLanguageChValBykey(more_language.TIPS);
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}
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@ -87,6 +116,20 @@ namespace GameLogic {
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{
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CallBack(2);
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}
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/// <summary>
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/// 用户隐私协议按钮点击事件
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/// </summary>
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private void ProtoClickHandler()
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{
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SDK.SDKManager.Instance.OpenWeb("http://www.baidu.com");
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}
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/// <summary>
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/// 用户隐私协议按钮点击事件
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/// </summary>
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private void PrivateClickHandler()
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{
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SDK.SDKManager.Instance.OpenWeb("http://www.baidu.com");
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}
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/// <summary>
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/// 回调
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@ -110,6 +153,9 @@ namespace GameLogic {
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public void Show(string strL, string strR, string msg, UnityAction<int> action)
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{
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this.gameObject.SetActive(true);
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this.msg.gameObject.SetActive(true);
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this.proto.gameObject.SetActive(false);
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this.grant.gameObject.SetActive(false);
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this.buttonL.gameObject.SetActive(true);
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this.buttonR.gameObject.SetActive(true);
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this.buttonC.gameObject.SetActive(false);
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@ -128,6 +174,9 @@ namespace GameLogic {
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public void Show(string strc, string msg, UnityAction<int> action)
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{
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this.gameObject.SetActive(true);
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this.msg.gameObject.SetActive(true);
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this.proto.gameObject.SetActive(false);
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this.grant.gameObject.SetActive(false);
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this.buttonL.gameObject.SetActive(false);
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this.buttonR.gameObject.SetActive(false);
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this.buttonC.gameObject.SetActive(true);
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@ -146,11 +195,54 @@ namespace GameLogic {
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public void Show(string msg)
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{
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this.gameObject.SetActive(true);
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this.msg.gameObject.SetActive(true);
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this.proto.gameObject.SetActive(false);
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this.grant.gameObject.SetActive(false);
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this.buttonL.gameObject.SetActive(false);
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this.buttonR.gameObject.SetActive(false);
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this.buttonC.gameObject.SetActive(false);
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this.msg.text = msg;
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}
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/// <summary>
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/// 显示用户隐私协议
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/// </summary>
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/// <param name="strL"></param>
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/// <param name="strR"></param>
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/// <param name="msg"></param>
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public void ShowProto(string strL, string strR, UnityAction<int> action)
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{
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this.gameObject.SetActive(true);
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this.msg.gameObject.SetActive(false);
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this.proto.gameObject.SetActive(true);
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this.grant.gameObject.SetActive(false);
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this.buttonL.gameObject.SetActive(true);
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this.buttonR.gameObject.SetActive(true);
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this.buttonC.gameObject.SetActive(false);
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this.buttonLText.text = strL;
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this.buttonRText.text = strR;
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this.action = action;
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}
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/// <summary>
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/// 显示权限申请
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/// </summary>
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/// <param name="strL"></param>
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/// <param name="strR"></param>
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/// <param name="msg"></param>
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public void ShowGrant(string strC, UnityAction<int> action)
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{
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this.gameObject.SetActive(true);
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this.msg.gameObject.SetActive(false);
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this.proto.gameObject.SetActive(false);
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this.grant.gameObject.SetActive(true);
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this.buttonL.gameObject.SetActive(false);
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this.buttonR.gameObject.SetActive(false);
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this.buttonC.gameObject.SetActive(true);
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this.buttonCText.text = strC;
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this.action = action;
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}
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}
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}
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@ -63,7 +63,8 @@ namespace GameLogic
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Hashtable table = MiniJSON.jsonDecode(uwr.downloadHandler.text) as Hashtable;
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// 判断是否需要用户隐私协议
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string userAgree = table["UserAgree"] as string;
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bool needUserAgree = userAgree == "1";
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needUserAgree = userAgree == "1";
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Debug.Log("是否需要用户隐私协议222:" + needUserAgree);
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// 背景图
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string bgName = table["UpdatePanelBG"] as string;
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string texPath = Application.streamingAssetsPath + "/Res/" + bgName + ".png";
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@ -126,7 +127,8 @@ namespace GameLogic
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private void TryGetUserAgree(Action a)
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{
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// 判断是否需要显示用户隐私界面
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if(!needUserAgree)
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Debug.Log("是否需要用户隐私协议:" + needUserAgree);
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if (!needUserAgree)
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{
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if (a != null)
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{
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@ -136,6 +138,7 @@ namespace GameLogic
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}
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// 判断是否已经同意
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bool isAgree = PlayerPrefs.GetInt("APP_IsAgreeUser", 0) == 1;
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Debug.Log("判断是否已经同意:" + isAgree);
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if (isAgree)
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{
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if (a != null)
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@ -145,19 +148,22 @@ namespace GameLogic
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return;
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}
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// 没同意则弹窗提示
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msgBox.Show("拒绝", "同意", "这里是隐私协议的提示内容", (r1) =>
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msgBox.ShowProto("不同意", "同意", (r1) =>
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{
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if (r1 == 1)
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{
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PlayerPrefs.SetInt("APP_IsAgreeUser", 1);
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if (a != null)
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msgBox.ShowGrant("确定", (result) =>
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{
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a();
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}
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PlayerPrefs.SetInt("APP_IsAgreeUser", 1);
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if (a != null)
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{
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a();
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}
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});
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}
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else
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{
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msgBox.Show("退出游戏", "查看协议", "不同意你就不能玩儿哦", (r2) =>
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msgBox.Show("退出游戏", "查看协议", "需要同意本隐私权政策才能继续游戏,若仍不同意本隐私权政策,很遗憾我们将无法为您提供服务。", (r2) =>
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{
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if (r2 == 1)
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{
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