【用户隐私协议】内容完善
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					@ -45,6 +45,16 @@ namespace GameLogic {
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        [SerializeField]
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					        [SerializeField]
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        Text msg;
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					        Text msg;
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        /// <summary>
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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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					        /// title
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        /// </summary>
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					        /// </summary>
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        [SerializeField]
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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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					        /// 点击回调
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        /// </summary>
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					        /// </summary>
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        UnityAction<int> action;
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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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					        protected void Awake()
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        {
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					        {
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            buttonL.onClick.AddListener(LClickHandler);
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					            buttonL.onClick.AddListener(LClickHandler);
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            buttonR.onClick.AddListener(RClickHandler);
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					            buttonR.onClick.AddListener(RClickHandler);
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            buttonC.onClick.AddListener(CClickHandler);
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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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					            title.text = SLanguageMoreLanguageMgr.Instance.GetLanguageChValBykey(more_language.TIPS);
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        }
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					        }
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					@ -87,6 +116,20 @@ namespace GameLogic {
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        {
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					        {
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            CallBack(2);
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					            CallBack(2);
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        }
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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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					        /// <summary>
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        /// 回调
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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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					        public void Show(string strL, string strR, string msg, UnityAction<int> action)
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        {
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					        {
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            this.gameObject.SetActive(true);
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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.buttonL.gameObject.SetActive(true);
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            this.buttonR.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.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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					        public void Show(string strc, string msg, UnityAction<int> action)
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        {
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					        {
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            this.gameObject.SetActive(true);
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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.buttonL.gameObject.SetActive(false);
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            this.buttonR.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.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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					        public void Show(string msg)
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        {
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					        {
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            this.gameObject.SetActive(true);
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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.buttonL.gameObject.SetActive(false);
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            this.buttonR.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.buttonC.gameObject.SetActive(false);
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            this.msg.text = msg;
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					            this.msg.text = msg;
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        }
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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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}
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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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					                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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					                // 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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					                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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					                // 背景图
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                string bgName = table["UpdatePanelBG"] as string;
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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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					                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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					        private void TryGetUserAgree(Action a)
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        {
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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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					            // 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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					            {
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                if (a != null)
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					                if (a != null)
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                {
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					                {
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					@ -136,6 +138,7 @@ namespace GameLogic
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            }
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					            }
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            // 判断是否已经同意
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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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					            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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					            if (isAgree)
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            {
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					            {
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                if (a != null)
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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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					                return;
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            }
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					            }
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            // 没同意则弹窗提示
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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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					            {
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                if (r1 == 1)
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					                if (r1 == 1)
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					                {
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					                    msgBox.ShowGrant("确定", (result) =>
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                    {
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					                    {
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                        PlayerPrefs.SetInt("APP_IsAgreeUser", 1);
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					                        PlayerPrefs.SetInt("APP_IsAgreeUser", 1);
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                        if (a != null)
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					                        if (a != null)
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                        {
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					                        {
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                            a();
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					                            a();
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                        }
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					                        }
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					                    });
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                }
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					                }
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                else
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					                else
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                {
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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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					                    {
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                        if (r2 == 1)
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					                        if (r2 == 1)
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                        {
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					                        {
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