Esempio n. 1
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 //=================================
 void OnCloseClick()
 {
     // 未选择角色(直接退出创建流程)
     //if (m_ChooseIndex == 0)
     {
         if (LoginData.loginRoleList.Count > 0)
         {
             LoginUILogic.Instance().EnterChooseRole();
             //HideProfeesion();
         }
         else
         {
             //NetManager.SendUserLogout();
             NetWorkLogic.GetMe().DisconnectServer();
             LoginUILogic.Instance().EnterServerChoose();
         }
     }
     // 已选择角色,退到展示界面(未做)
     //else
     //{
     //ReturnChooseChar();
     //ShowProfessionDelay(m_delaySelectBack);
     //HideProDetail();
     //}
 }
Esempio n. 2
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        public uint Execute(PacketDistributed ipacket)
        {
            GC_ENTER_SCENE packet = (GC_ENTER_SCENE)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }

            //enter your logic
            //EnterScene为玩家登陆数据的一部分,另外一部分在CreatePlayer消息包中发送
            //记录登录场景的位置
            float fEnterPosX = ((float)packet.PosX) / 100;
            float fEnterPosZ = ((float)packet.PosZ) / 100;

            GameManager.gameManager.PlayerDataPool.EnterSceneCache.EnterScenePos      = new UnityEngine.Vector3(fEnterPosX, 0, fEnterPosZ);
            GameManager.gameManager.PlayerDataPool.EnterSceneCache.EnterSceneServerID = packet.Mainplayerserverid;
            GameManager.gameManager.PlayerDataPool.EnterSceneCache.EnterSceneSceneID  = packet.Sceneclass;
            SceneData.SceneInst = packet.Sceneinst;

            //进入切场景流程
            NetWorkLogic.GetMe().CanProcessPacket = false;
            GameEvent _event = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_CHANGESCENE);

            _event.AddIntParam(packet.Sceneclass);
            Singleton <EventSystem> .GetInstance().PushEvent(_event);

            GameManager.gameManager.ActiveScene.StartTime = Time.realtimeSinceStartup;
            GameManager.gameManager.ActiveScene.ExistTime = packet.ExistTime / 1000;
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 3
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 void DoReconnect()
 {
     m_IsAskConnecting = false;
     m_bAskConnecting  = false;
     NetWorkLogic.SetConcnectDelegate(Ret_Reconnect);
     NetWorkLogic.GetMe().ReConnectToServer();
 }
Esempio n. 4
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 public static NetWorkLogic GetMe()
 {
     if (m_Impl == null)
     {
         m_Impl = new NetWorkLogic();
     }
     return(m_Impl);
 }
Esempio n. 5
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 public void backToServer()
 {
     m_chooseIndex = 0;
     NetWorkLogic.GetMe().DisconnectServer();
     LoginUILogic.Instance().EnterServerChoose();
     //DestroyPartnerFakeObj ();
     LoginUILogic.Instance().DestroyRoleModeObj();
 }
Esempio n. 6
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 void OnLeaveQueueClick()
 {
     if (ServerChooseController.Instance() != null)
     {
         ServerChooseController.Instance().SwitchWindow((int)ServerChooseController.Window.ServerList);
         UIManager.CloseUI(UIInfo.QueueWindow);
         NetWorkLogic.GetMe().DisconnectServer();
     }
 }
Esempio n. 7
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 /// <summary>
 /// 连接服务器
 /// </summary>
 /// <param name="_ip"></param>
 /// <param name="_port"></param>
 /// <param name="delConnect"></param>
 public void ConnectToServer(string _ip, int _port, Action <bool, string> delConnect)
 {
     m_connectIP   = _ip;
     m_connectPort = _port;
     m_delConnect  = delConnect;
     LogModule.DebugLog("Connect to Server... ip:" + m_connectIP + " port :" + m_connectPort.ToString());
     NetWorkLogic.SetConcnectDelegate(m_delConnect);
     NetWorkLogic.GetMe().ConnectToServer(m_connectIP, m_connectPort, 500);
 }
Esempio n. 8
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 // Use this for initialization
 void Start()
 {
     LoadUIPrefab();
     if (NetWorkLogic.GetMe().GetConnectStautus() == NetWorkLogic.ConnectStatus.DISCONNECTED)
     {
         NetManager.Instance().ConnectLost();
     }
     PVPData.CheckAutoShowChallengeUI();
     PVPData.CheckAutoShowPowerUpUI();
 }
Esempio n. 9
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    void Awake()
    {
        if (m_netManager != null)
        {
            Destroy(this.gameObject);
        }

        m_netManager = this;
        DontDestroyOnLoad(this.gameObject);

        //项目只能唯一一个地方使用RegisterLogCallback
        //Application.RegisterLogCallback(LogModule.Log);
        NetWorkLogic.SetConnectLostDelegate(ConnectLost);
        m_instance = this;
    }
Esempio n. 10
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    public void OnCYUserLogin(string param)
    {
        LogModule.DebugLog("----OnCYUserLogin:"******"data"];
        JsonData dataObj         = JsonMapper.ToObject(data);
        string   strValidateInfo = (string)dataObj["validateInfo"];
#else
        //param = "{\"uid\":\"514001613706505\",\"token\":\"9f38e276d3d758b5\",\"deviceid\":\"10001\",\"userip\":\"10001\",\"type\":\"c\",\"appid\":\"101005256\"},4001,10001"
        //LogModule.DebugLog(param);
        string keyValidateInfo = "\"validateInfo\":";

        int    validateInfoPos = param.IndexOf(keyValidateInfo) + keyValidateInfo.Length + 1;
        string strValidateInfo = param.Substring(validateInfoPos, param.IndexOf("\"", validateInfoPos) - validateInfoPos);

        //int opCodePos = param.LastIndexOf(",") + 1;
        //string opCode = param.Substring(opCodePos);

        //int channelPos = param.LastIndexOf("},") + 2;
        //string stringChannel = param.Substring(channelPos, opCodePos - 1 - channelPos);
#endif
        LoginData.accountData.SetCYData(strValidateInfo);
        if (PlatformHelper.GetChannelType() == PlatformHelper.ChannelType.IOS_XY)
        {
            m_bReceiveNewLoginData = true;
        }

        if (ServerChooseController.Instance() == null)
        {
            // 只允许在登陆界面登陆
            return;
        }

#if UNITY_WP8
        NetWorkLogic.SetConcnectDelegate(WpLoginReconnect);
        NetWorkLogic.GetMe().ReConnectToServer();
#else
        SendLoginInfo();
#endif
    }
Esempio n. 11
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        void Awake()
        {
            //设置当前场景
            if (null == GameManager.gameManager)
            {
                ResourceManager.InstantiateResource("Prefab/Logic/GameManager", "GameManagerObject");
                if (null != GameManager.gameManager)
                {
                    GameManager.gameManager.Init();
                }
                else
                {
                    LogModule.ErrorLog("Create GameManagerInstance failed");
                }
            }

            if (null == PlatformListener.Instance())
            {
                ResourceManager.InstantiateResource("Prefab/Logic/PlatformListener", "PlatformListener");
            }
            //将当前场景SceneLogic放入GameManager暂存
            GameManager.gameManager.SceneLogic = this;

            ResourceManager.InstantiateResource("Prefab/Logic/FingerGestures", "FingerGestures");

            // 将Debug工具挂入场景,如发布正式版,注释掉此行代码
            DebugHelper.CreateDebugHelper();
            CreateAndroidHelper();             //```````````````````
            Singleton <ObjManager> .GetInstance().OnEnterScene();

            // 动态加载场景无法加载SHADER问题
#if UNITY_EDITOR
            GameObject SceneObj = GameObject.Find("Scene");
            if (null != SceneObj && SceneObj.GetComponent <ShaderFix>() == null)
            {
                SceneObj.AddComponent <ShaderFix>();
            }

            TeleportPoint[] Teleports = GameObject.FindObjectsOfType <TeleportPoint>();
            foreach (TeleportPoint curTeleport in Teleports)
            {
                if (curTeleport.gameObject.GetComponent <ShaderFix>() == null)
                {
                    curTeleport.gameObject.AddComponent <ShaderFix>();
                }
            }
#endif
            GameManager.gameManager.ActiveScene.Init();

            //为了防止低端机型在场景切换完成和人物创建完成之间会照到空白的地方,这里先调整一下摄像机的位置
            if (null != Camera.main)
            {
                Vector3 camInitPos = GameManager.gameManager.PlayerDataPool.EnterSceneCache.EnterScenePos;
                camInitPos    = ActiveScene.GetTerrainPosition(camInitPos);
                camInitPos.y += 8.0f;
                Camera.main.transform.position = camInitPos;
            }

            //初始化场景通路图
            if (null != GameManager.gameManager.AutoSearch)
            {
                GameManager.gameManager.AutoSearch.InitMapConnectPath();
            }

            //设置是否可处理消息包
            NetWorkLogic.GetMe().CanProcessPacket = true;

            // 广播进入场景消息
            if (GameManager.gameManager.RunningScene != (int)GameDefine_Globe.SCENE_DEFINE.SCENE_LOADINGSCENE)
            {
                Messenger.Broadcast(MessengerConst.OnEnterSceneFinish);
            }
        }
Esempio n. 12
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 public void SendPacket()
 {
     NetWorkLogic.GetMe().SendPacket(this);
 }
Esempio n. 13
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 void Update()
 {
     NetWorkLogic.GetMe().Update();
 }
Esempio n. 14
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    protected static void _ConnectThread(object me)
    {
        NetWorkLogic rMe = me as NetWorkLogic;

        rMe.ConnectThread();
    }
Esempio n. 15
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 private static void OnReturnServerChoose()
 {
     NetWorkLogic.GetMe().DisconnectServer();
     LoginUILogic.Instance().EnterServerChoose();
 }
Esempio n. 16
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 private void DoConnectToServer()
 {
     LogModule.DebugLog("Connect to Server... ip:" + m_connectIP + " port :" + m_connectPort.ToString());
     NetWorkLogic.SetConcnectDelegate(m_delConnect);
     NetWorkLogic.GetMe().ConnectToServer(m_connectIP, m_connectPort, 500);
 }
Esempio n. 17
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 public void OnLoginTimeOut()
 {
     NetWorkLogic.GetMe().DisconnectServer();
     MessageBoxLogic.OpenOKBox(1005, 1000);
 }
Esempio n. 18
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 public void OnInit()
 {
     NetWorkLogic.SetConnectLostDelegate(ConnectLost);
 }
Esempio n. 19
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 public void OnUpdate()
 {
     NetWorkLogic.GetMe().Update();
 }
Esempio n. 20
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 public void DisconnectServer()
 {
     NetWorkLogic.GetMe().DisconnectServer();
 }
    void OnGUI()
    {
        if (GUILayout.Button("door", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
        {
            m_bUseOtherFun = !m_bUseOtherFun;
        }

        if (m_bUseOtherFun)
        {
            if (m_bOpenHideUI && GUILayout.Button("HideUI", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                if (null == uiRoot)
                {
                    uiRoot = GameObject.Find("UI Root");
                }
                uiRoot.SetActive(!uiRoot.activeSelf);
            }

            if (GUILayout.Button("DisConnect", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                NetWorkLogic.GetMe().DisconnectServer();
            }

            if (m_bOpenPlayerSound && GUILayout.Button("PlayerSound", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                bool bEnable = SoundManager.m_EnableBGM;
                bEnable = !bEnable;
                SoundManager.m_EnableBGM = bEnable;
                SoundManager.m_EnableSFX = bEnable;
            }

            if (LoginData.m_bEnableTestAccount)
            {
                if (GUILayout.Button("Disable TestAccount", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
                {
                    LoginData.m_bEnableTestAccount = false;
                }

                LoginData.m_strTestAccount = GUI.TextField(new Rect(Screen.width - 200, 0, 200, _heightValue), LoginData.m_strTestAccount, 15);
            }
            else
            {
                if (GUILayout.Button("Enable TestAccount", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
                {
                    LoginData.m_bEnableTestAccount = true;
                }
            }

            if (m_bOpenNameHeight)
            {
                m_strSetNameHeight = GUI.TextField(new Rect(Screen.width - 200, _heightValue, 200, _heightValue), m_strSetNameHeight, 15);
                if (GUILayout.Button("ChangeNameHeight", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
                {
                    if (Singleton <ObjManager> .Instance.MainPlayer)
                    {
                        float fNewHeight;
                        bool  bResult = float.TryParse(m_strSetNameHeight, out fNewHeight);
                        if (bResult)
                        {
                            Obj_Character target = Singleton <ObjManager> .Instance.MainPlayer.SelectTarget;
                            if (null != target)
                            {
                                BillBoard billboard = target.HeadInfoBoard.GetComponent <BillBoard>();
                                if (billboard != null)
                                {
                                    billboard.fDeltaHeight = fNewHeight;
                                }
                            }

                            //m_IsSetNameHeight = false;
                        }
                    }
                }
            }

            if (m_bOpenUnload && GUILayout.Button("Unload unuse", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                //BundleManager.DoUnloadUnuseBundle();
            }

#if UNITY_EDITOR
            if (GUILayout.Button("scene", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                Cutscene.CutsceneManager.Instance.PlayCutscene(999);
            }
#endif

            if (GUILayout.Button("Debug", GUILayout.Height(_heightValue), GUILayout.Width(_widthValue)))
            {
                UnityGuiConsole.Instance.Visible = !UnityGuiConsole.Instance.Visible;
            }
        }
    }