public void ReceiveByClientPortal_GetPassword(int p) { // Debug.Log(p); Definition.RPCProcessState resultState = (Definition.RPCProcessState)p; // Network.Disconnect(); if(this.processState == NGUIForgetPasswordController.ProcessState.SENDING) { if(resultState == Definition.RPCProcessState.SUCCESS) { nguiForgetPasswordSceneViewer.SendPasswordMailSuccessSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.SENDED; // Debug.Log("SendPasswordSuccess"); } else if(resultState == Definition.RPCProcessState.USERNOTEXIST) { nguiForgetPasswordSceneViewer.AccountIsNotExistSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.FAIL_USERUNEXIST; // Debug.Log("SendPasswordFail: UserNotExist"); } else if(resultState == Definition.RPCProcessState.FAIL) { nguiForgetPasswordSceneViewer.SendPasswordMailErrorSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.FAIL; // Debug.Log("SendPasswordFail: Fail"); } else if(resultState == Definition.RPCProcessState.UNAVAILABLE) { nguiForgetPasswordSceneViewer.ServiceUnavailableSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.UNAVAILABLE; // Debug.Log("SendPasswordFail: Unavailable"); } } }
private void GetPasswordStart(string text) { if(text == "") { nguiForgetPasswordSceneViewer.FillInAccountSceneSetting(); return; } userMemberID = text; this.processState = NGUIForgetPasswordController.ProcessState.START; if(Network.peerType == NetworkPeerType.Disconnected) { Network.Connect(getPasswordServiceIP, getPasswordServicePort); this.processState = NGUIForgetPasswordController.ProcessState.CONNECTING; nguiForgetPasswordSceneViewer.ConnectingToServerSceneSetting(); // PasswordGettingSceneSetting(); }else{ // Debug.Log("FAIL"); nguiForgetPasswordSceneViewer.SendPasswordMailErrorSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.FAIL; } }
void OnFailedToConnect() { // Debug.Log("RegisterState OnFailedToConnect, Count:" + connectToGameLobbyCount); if(this.processState == NGUIForgetPasswordController.ProcessState.CONNECTING) { if(connectToGameLobbyCount-- > 0) { GetPasswordStart(userMemberID); }else{ this.processState = NGUIForgetPasswordController.ProcessState.CONNECTIONFAIL; connectToGameLobbyCount = maxConnectToGameLobbyCount; } } }
void OnConnectedToServer() { if(this.processState == NGUIForgetPasswordController.ProcessState.CONNECTING) { this.processState = NGUIForgetPasswordController.ProcessState.CONNECTED; networkView.RPC("SendToGameLobby_GetPassword", RPCMode.Server, this.gameName, this.userMemberID); nguiForgetPasswordSceneViewer.SendingPasswordMailSceneSetting(); this.processState = NGUIForgetPasswordController.ProcessState.SENDING; } }