private void _onPacketArrived(Int32 _stream_id, PacketType _packet_type, GC_LoginFailedMsg _msg) { switch ((GC_LoginFailedMsg.ReasonInfo)_msg.Reason) { case GC_LoginFailedMsg.ReasonInfo.RET_SUCCESS: case GC_LoginFailedMsg.ReasonInfo.RET_SUCCESS_WITH_ITEM: break; case GC_LoginFailedMsg.ReasonInfo.ERROR_HAS_LOGINED: { string tip = Locale.Instance[string.Format("Login@{0}", (GC_LoginFailedMsg.ReasonInfo)(_msg.Reason)).ToString()]; NetManager.Instance.RequestDisConnect(); UI_MessageBox.Show(tip, Locale.Instance["Common@Confirm"], Locale.Instance["Common@Cancel"], () => { SignalSystem.FireSignal(SignalId.Login_ForceLogin); }); } break; default: { string tip = Locale.Instance[string.Format("Login@{0}", (GC_LoginFailedMsg.ReasonInfo)(_msg.Reason)).ToString()]; if (tip == string.Empty) { UI_MessageBox.Show(((GC_LoginFailedMsg.ReasonInfo)(_msg.Reason)).ToString()); } else { UI_MessageBox.Show(tip); } } break; } WaitForResponse.Release(); }
public override void Exit() { WaitForResponse.Release(); NetManager.Instance.Unregister <ConnectMsg>(); NetManager.Instance.Unregister <DisconnectMsg>(); m_time_out.Stop(); }
private void _onPacketArrived(Int32 _stream_id, PacketType _packet_type, GC_LoginOKNoPlayer _msg) { WaitForResponse.Release(); UI_MessageBox.Show(Locale.Instance["Login@NoPlayer"]); //登陆成功后更新本地配置中的账户名 LocalConfigSystem.Instacne.UpdateCurAccount(CurAccount); LocalConfigSystem.Instacne.Update("CurrentPassword", CurPassword); }
private void _onPacketArrived(Int32 _stream_id, PacketType _packet_type, GC_LoginOK _msg) { WaitForResponse.Release(); Log.Info("收到玩家数据"); MainPlayer.Instance.InitializePlayerInfo(_msg.PlayerInfo); SignalSystem.FireSignal(SignalId.Login_Success); //登陆成功后更新本地配置中的账户名 LocalConfigSystem.Instacne.UpdateCurAccount(CurAccount); LocalConfigSystem.Instacne.Update("CurrentPassword", CurPassword); }