public bool SplashScreenHidden = false;//开屏splash图是否隐藏.隐藏后其他界面才能开始更新 void OnApplicationQuit() { //主线程阻塞到下载线程结束. HttpManager.Instance.Quit(); //释放日志占用 Log.Uninit(); TcpClientProxy.Exit(); FtpLog.Uninit(); UpdateHelper.SaveCache(); }
static void OnVerifyResult(ProtocolVerifyRsp rsp) { if (rsp.result == 1) { TcpClientProxy.UpdateGameServer();//取得房间列表 } else { U3D.PopupTip(string.Format("客户端版本过低-无法连接到服务器")); TcpClientProxy.Exit(); } }
void Init() { Version.text = Main.Ins.AppInfo.MeteorVersion; SinglePlayerMode.onClick.AddListener(() => { subMenuOpen = !subMenuOpen; SubMenu.SetActive(subMenuOpen); }); //单机关卡-官方剧情 SinglePlayer.onClick.AddListener(() => { OnSinglePlayer(); }); DlcLevel.onClick.AddListener(() => { OnDlcWnd(); }); //教学关卡-教导使用招式方式 TeachingLevel.onClick.AddListener(() => { OnTeachingLevel(); }); //创建房间-各种单机玩法 CreateBattle.onClick.AddListener(() => { OnCreateRoom(); }); //多人游戏-联机 MultiplePlayer.onClick.AddListener(() => { OnlineGame(); }); //设置面板 PlayerSetting.onClick.AddListener(() => { OnSetting(); }); Replay.onClick.AddListener(() => { OnReplay(); }); EnterQueue.onClick.AddListener(() => { OnEnterQueue(); }); if (Main.Ins.GameStateMgr.gameStatus.GodLike) { UploadLog.gameObject.SetActive(true); } UploadLog.onClick.AddListener(() => { FtpLog.UploadStart(); }); TcpClientProxy.Exit(); }
static void OnConnect(int result, string message) { //取得房间信息 if (result == 1) { retryNum = 3; TcpClientProxy.UpdateGameServer(); //TcpClientProxy.AutoLogin();//验证客户端的合法性 } else { //链接失败,重置对战 U3D.PopupTip(message); Main.Ins.NetWorkBattle.OnDisconnect(); retryNum--; if (retryNum <= 0) { TcpClientProxy.Exit();//重试3次,等待切换服务器再激活链接服务器的定时器. retryNum = 3; } } }
void InsertServerItem(ServerInfo svr, int i) { GameObject btn = GameObject.Instantiate(ResMng.Load("ButtonNormal")) as GameObject; btn.transform.SetParent(serverRoot.transform); btn.transform.localScale = Vector3.one; btn.transform.localPosition = Vector3.zero; btn.transform.localRotation = Quaternion.identity; btn.GetComponent <Button>().onClick.AddListener(() => { if (Main.Ins.CombatData.Server == Main.Ins.CombatData.Servers[i]) { TcpClientProxy.CheckNeedReConnect(); return; } TcpClientProxy.Exit(); ClearRooms(); Main.Ins.CombatData.Server = svr; TcpClientProxy.ReStart(); }); btn.GetComponentInChildren <Text>().text = svr.ServerName; }