void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "连接测试")) { Debug.Log("开始连接"); string ip = "192.168.0.43"; int port = 6000; NetWorkManage s_NetWorkManage = NetWorkManage.getInstance(); s_NetWorkManage.setHostPort(ip, port); if (!s_NetWorkManage.Connect()) { Debug.Log("服务器连接失败,请检查网络!"); return; } } if (GUI.Button(new Rect(150, 10, 100, 50), "登陆")) { //登录请求 Debug.Log("登录请求"); Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 SendDataStruct data = new SendDataStruct(); data.cmd = 2; data.dest = 2; data.instance = msg; //NetWorkManage.SendData(2, 2, msg); NetWorkManage.SendData(data); } if (GUI.Button(new Rect(350, 10, 100, 50), "login")) { //登录请求 Debug.Log("login界面"); GameObject obj = UILayerManage.getInstance().CreateRoot("UILogin", "UILogin"); } if (GUI.Button(new Rect(500, 10, 100, 50), "抽象工厂模式")) { IProtocolFactory factory = new ProtocolFactory(); factory.createProtocolType1().DeserializeData(null); factory.createProtocolType2().DeserializeData(null); } }
public void preFireBnt(GameObject obj) { if ("netBnt" == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 NetWorkManage.SendData <Msg_2_2>(2, 2, msg); } else { UILayerManage.getInstance().RemoveLayer(gameObject); } }
public void preFireBnt(GameObject obj) { if ("getTestBnt0" == obj.name) { UILayerManage.getInstance().RemoveLayer(gameObject); } else if ("getTestBnt1" == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIAdditionTip", "UIAdditionTip", false); } else if ("getTestBnt2" == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIAdditionTip", "UIAdditionTip", true); } }
public void preFireBnt(GameObject obj) { if (LOGINBTN0 == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 //NetWorkManage.SendData<Msg_2_2>(2, 2, msg); } else if (LOGINBTN1 == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIHeroUP", "UIHeroUP", false); } else if (LOGINBTN2 == obj.name) { Debug.Log("我我我"); } }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} //void Awake() //{ // UIComponent netWork = gameObject.GetComponent<UIComponent>(); // UIEventListener.Get(netWork.objMap["closeBnt"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["netBnt"]).onClick += preFireBnt; // netWork.onNetWord = NetResponse; // netWork.onEnter = OnEnterkkk; // netWork.onExit = OnExitkkk; //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UIAdditionTip AddNew(bool replace = false) { UIAdditionTip s_UIHeroUP = (UIAdditionTip)UILayerManage.getInstance().CreateAndAdd(new UIAdditionTip(), "UIAdditionTip", replace); return(s_UIHeroUP); }
//void Awake() //{ // UIComponent netWorkCOM = gameObject.GetComponent<UIComponent>(); // netWorkCOM.setCallback(NetResponse, OnEnterkkk, OnExitkkk); // //添加按钮回调 // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN0]).onClick += preFireBnt; // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN1]).onClick += preFireBnt; // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN2]).onClick += preFireBnt; //} //// Use this for initialization //void Start() //{ //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UILogin AddNew(bool replace = false) { UILogin s_UITongtiantaView = (UILogin)UILayerManage.getInstance().CreateAndAdd(new UILogin(), "UILogin", replace); return(s_UITongtiantaView); }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} //void Awake() //{ // UIComponent netWork = gameObject.GetComponent<UIComponent>(); // netWork.onEnter = OnEnterkkk; // netWork.onExit = OnExitkkk; // // // UIEventListener.Get(netWork.objMap["getTestBnt0"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt1"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt2"]).onClick += preFireBnt; //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UIHeroUP AddNew(bool replace = false) { UIHeroUP s_UIHeroUP = (UIHeroUP)UILayerManage.getInstance().CreateAndAdd(new UIHeroUP(), "UIHeroUP", replace); return(s_UIHeroUP); }