void responseLogin(C_BasePacket eventData) { #if DEBUGMODE #endif if (eventData.m_basicType != BasePacketType.basePacketTypeLogin) { return; } C_LoginPacket data = (C_LoginPacket)eventData; if (data.m_loginType != LoginPacketType.loginPacketTypeLoginResponse) { return; } stopWaiting(); C_LoginResponsePacket curData = (C_LoginResponsePacket)data; if (curData.m_bFlag == true) // 로그인 성공 { S_UserAccessData accessData = new S_UserAccessData(); accessData.m_accessID = m_idInputfield.text; accessData.m_accessPW = m_pwInputfield.text; GameManager.m_Instance.setAccessData(accessData); clearUserInfo(true); m_userNickNameText.text = curData.m_nickname; } else { openFailUI("<Size=40>로그인 실패!</Size>\n<size=30>아이디와 비밀번호를 다시 입력해주세요</size>"); openUI((int)INDEX_LOGIN_UI.RESULT_UI); } m_idInputfield.text = ""; m_pwInputfield.text = ""; }
public void tryLogin() { #if NOTLOGINSERVER try { if (GameManager.m_Instance.connect_mainServer()) { C_LoginResponsePacket userData = new C_LoginResponsePacket(); S_UserAccessData accessData = new S_UserAccessData(); accessData.m_accessID = m_idInputfield.text; accessData.m_accessPW = m_pwInputfield.text; GameManager.m_Instance.setAccessData(accessData); GameManager.m_Instance.disconnect_loginServer(); // openMainMenu openMainMenuUI(); } } catch (Exception ex) { GameManager.m_Instance.writeErrorLog("can not connect main server"); } return; #endif #if DEBUGMODE //responseLogin(null); //return; #endif if (GameManager.m_Instance.isConnectedLoginServer() == false) { return; } if (m_idInputfield.text.Length < 4 || (m_pwInputfield.text.Length < 8)) { openFailUI("<size=30>아이디나 \n비밀번호의 길이가\n너무 짧습니다</size>"); return; } // 나중에는 // 1. id, pw 유효성 검사 string id = m_idInputfield.text; string pw = m_pwInputfield.text; startWaiting(responseLogin); C_LoginRequestPacket eventData = new C_LoginRequestPacket(); eventData.m_accountID = id; eventData.m_accountPW = pw; GameManager.m_Instance.makePacket(eventData); }
/// <summary> /// 로그인 서버에서 로그인 완료시 계정 정보를 세팅 /// </summary> /// <param name="accessData"></param> public void setAccessData(S_UserAccessData accessData) { m_accessData = accessData; setLoginState(true); }