/// <summary>
    /// 处理登录请求的来自服务器端的响应
    /// </summary>
    /// <param name="data"></param>
    public override void OnResponse(string data)
    {
        //【测试成功-用netty框架后,不再因为新开线程不能调用Unity主线程中的内容而写标志位使程序复杂】
        //RoomListPanel roomListPanel = GameFacade.Instance.UiManager.PushPanel(PanelType.RoomList) as RoomListPanel;

        //解析到来自服务器的响应【按#拆分】
        string[]   info       = data.Split('#');
        ReturnType returnType = (ReturnType)(int.Parse(info[0]));//先获得是登录成功还是失败

        if (returnType == ReturnType.Failed)
        {
            //登录失败-剩余交给LoginPanel的HandleLoginResponse处理
            _loginPanel.HandleLoginResponse(false);
        }
        else if (returnType == ReturnType.Successful)
        {
            //登录成功-剩余交给LoginPanel的HandleLoginResponse处理
            _loginPanel.HandleLoginResponse(true);
            //解析战绩数据-给PlayerManager的User对象和Score对象
            string[] playerInfo = data.Split('#');//直接从下标1开始,0是ReturnCode,已经用过了
            User     user       = new User();
            Score    score      = new Score();
            user.Id          = int.Parse(playerInfo[1]); //UID
            user.Username    = playerInfo[2];            //用户名
            score.TotalCount = int.Parse(playerInfo[3]); //用户总场数
            score.WinCount   = int.Parse(playerInfo[4]); //用户胜利数
            //赋值给PlayerManager
            GameFacade.Instance.PlayerManager.currentLoginedUser = user;
            GameFacade.Instance.PlayerManager.currentUserScore   = score;
        }
    }