// Update is called once per frame void Update() { if (Fidd >= 1 && !IsInvoking("SneakOut")) { CancelInvoke("MoveLine"); InvokeRepeating("SneakOut", 0, 0); } if (Ah <= 0.5) { SceneSwitch.GetSceneSwitch().Switch(GameScene.Lobby); CancelInvoke("SeakOut"); m_Login.GetComponent <GetIntoLobby>().enabled = false; } }
private void LoginEventCallback(EventBase eb) { Debug.Log("LoginEventCallback"); string eventname = eb.eventName; object obj = eb.eventValue; if (CGNetConst.ROUTE_QUICKLOGIN.Equals(eventname)) { if (obj != null) { CommonResult <LoginData> commonResult = (CommonResult <LoginData>)obj; if (commonResult.errcode == -1) { Debug.Log("PlayerBase.data =" + commonResult.data.playerData); int status = commonResult.data.loginStatus; PublicTimer.ResetServerTime(commonResult.data.curTime); //PlayerDataManager.GetInstance().GUID = commonResult.GUID; PlayerDataManager.GetInstance().SetPlayerInfo(commonResult.data.playerData); //PlayerDataManager.GetInstance().SetPlayerInfo(commonResult.data.player); switch (status) { case 0: //新注册用户 Debug.Log("新注册用户"); break; case 1: //登录成功 Debug.Log("登录成功"); break; default: break; } SceneSwitch.GetSceneSwitch().Switch(GameScene.Lobby); } } } }