void Message_Login_Result(TcpResponseLogin _mes) { if (_mes.result) { NetGlobal.Instance().userUid = _mes.uid; NetGlobal.Instance().udpSendPort = _mes.udpPort; Debug.Log("登录成功~~~" + NetGlobal.Instance().userUid); ClearSceneData.LoadScene(GameConfig.mainScene); } else { Debug.Log("登录失败~~~"); waitTip.SetActive(false); } }
private void LoginCon_On_TCP_Message(MessageBuffer msg) { if (ServerToClientID.TcpResponseLogin == (ServerToClientID)msg.Id()) { TcpResponseLogin _mes = ProtoTransfer.DeserializeProtoBuf3 <TcpResponseLogin>(msg); if (_mes.Result) { Debug.Log("登录成功~~~" + _mes.Uid); ClientService.GetSingleton().token = _mes.Token; //场景 ClearSceneData.LoadScene(GameConfig.mainScene); } else { text.text = _mes.Reason; waitTip.SetActive(false); } } }
public IEnumerator waitForUpdate(string xmlName) { UnityEngine.Debug.Log("waitForUpdate"); UnityEngine.Debug.Log(AppOpera.OperaStatus); while (AppOpera.OperaStatus != AppOperState.Loop && AppOpera.OperaStatus != AppOperState.Apprun && AppOpera.OperaStatus != AppOperState.LoadScene) { yield return(null); } UnityEngine.Debug.Log("end wait"); string tmpName; tmpName = "PPTVesal"; try { char[] separator = { '*' }; string[] message = new string[4]; //"91*C:\\VesalDigital\\PPT\\Data\\vesal.dat*C13B491BEB*SA0101047" message = xmlName.Split(separator); User = message[0]; url = message[1]; password = message[2]; sceneName = message[3]; //CollectionB = ""; UnityEngine.Debug.Log("message:" + message); //不要摧毁此物体,切换控制 DontDestroyOnLoad(this.gameObject); tmpName = LoadXml(); if (tmpName == "PPTBookmark") { string jsonPath = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal/sign/NewAndOldSign.json"; Dictionary <int, NewAndOldSign> nao = JsonConvert.DeserializeObject <Dictionary <int, NewAndOldSign> >(File.ReadAllText(jsonPath)); foreach (NewAndOldSign tmpNao in nao.Values) { if (sceneName == tmpNao.app_id_old && tmpNao.app_id_new != "") { sceneName = tmpNao.app_id_new; //UnityEngine.Debug.LogError(sceneName); tmpName = "UI_sign_all"; break; } } } UnityEngine.Debug.Log("tmpName:" + tmpName + "--" + sceneName); string result = getType(sceneName); string[] tmpAyyay = result.Split('@'); PublicClass.app = null; if (SceneModels.instance != null) { SceneModels.instance.destoryTempParent(); } //判断模式 switch (tmpName) { case "PPTAnimation": //3D动画 AnimationControl.url = url; AnimationControl.pwd = password; AnimationControl.aniNo = sceneName; ClearSceneData.LoadLevel(tmpName); break; case "PPTAnimation2D": ClearSceneData.LoadLevel(tmpName); //2d动画 break; case "PPTBookmark": //旧标注 PublicClass.app = new App(); PublicClass.app.app_type = "sign"; PublicClass.app.struct_name = tmpAyyay[1]; PublicClass.app.app_id = sceneName; //PublicClass.app.ab_path = sceneName + "_1.assetbundle"; PublicClass.app.xml_path = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal/sign/" + sceneName + "_1.assetbundle"; break; case "UI_sign_all": //新标注 PublicClass.app = new App(); PublicClass.app.ab_path = Application.persistentDataPath.Substring(0, Application.persistentDataPath.LastIndexOf("AppData") + 7) + "/roaming/Vesal/sign_ssp_path/SignNewJG.db"; PublicClass.app.app_id = sceneName; PublicClass.app.app_type = "sign_new"; break; case "PPTVesal": PublicClass.app = new App(); //PublicClass.app.ab_path = ; PublicClass.app.app_id = sceneName; PublicClass.app.app_type = "model"; //模型 break; } if (!tmpName.Contains("PPTAnimation")) { if (GameObject.Find("DataOpera") != null) { if (PublicClass.app != null) { GameObject.Find("DataOpera").GetComponent <AppOpera>().Get_app(PublicClass.app); } } else { SceneManager.LoadScene("SceneSwitch"); } } } catch (Exception e) { UnityEngine.Debug.Log(e.Message); UnityEngine.Debug.Log(e.StackTrace); } //isReadyToSwitch = true; //SwitchSceneName = tmpName; }
void Message_Enter_Battle(PBBattle.TcpEnterBattle _mes) { BattleData.Instance.UpdateBattleInfo(_mes.randSeed, _mes.battleUserInfo); ClearSceneData.LoadScene(GameConfig.battleScene); }
public void OnClickExit() { ClearSceneData.LoadScene(GameConfig.mainScene); }