private void searchAccountResponse(Packet rowPacket) { messageBoxHandler.close(); var packet = rowPacket as SearchAccountResponsePacket; var errorCode = (StatusCode)packet.errorCode; switch (errorCode) { case StatusCode.Success: AccountData.Instance.FamilyName = packet.familyName; characterListUI.CreatableCharactersCount = packet.creatableCharactersCount; this.getCharacterListRequest(); break; case StatusCode.Fail: familyNameDialog.SetActive(true); break; default: messageBoxHandler.alert("알 수 없는 에러 발생"); this.searchAccountRequest(); break; } }
private IEnumerator RequestLogin() { messageBoxHandler.notice("처리 중입니다."); WWWForm form = new WWWForm(); form.AddField("username", userIdField.text); form.AddField("password", passwordField.text); UnityWebRequest webRequest = UnityWebRequest.Post(authServerIP + "/account/signin", form); yield return(webRequest.SendWebRequest()); if (webRequest.isNetworkError || webRequest.isHttpError) { messageBoxHandler.alert("네트워크 상태가 원활하지 않습니다."); yield break; } messageBoxHandler.close(); string response = webRequest.downloadHandler.text; JObject responseData = JObject.Parse(response); if (responseData.ContainsKey("error")) { messageBoxHandler.alert(responseData["error"].ToString()); yield break; } AccountData.Instance.accessKey = responseData["accessKey"].ToString(); SceneManager.LoadScene("Channel"); }
private void createCharacterResponse(Packet rowPacket) { messageBoxHandler.close(); var packet = rowPacket as CreateCharacterResponsePacket; var errorCode = (StatusCode)packet.errorCode; switch (errorCode) { case StatusCode.Success: SceneManager.LoadScene("Select"); break; case StatusCode.BadRequest: messageBoxHandler.alert("올바르지 않은 이름입니다."); break; case StatusCode.Conflict: messageBoxHandler.alert("이미 존재하는 이름입니다."); break; default: messageBoxHandler.alert("알 수 없는 에러 발생"); break; } }
private void getChannelListResponse(Packet rowPacket) { messageBoxHandler.close(); var packet = rowPacket as GetChannelListResponsePacket; channelListUI.createChannelBoxes(packet.channelList); }
private void revivePlayerResponse(Packet rowPacket) { messageBoxHandler.close(); var stateManager = this.getPlayerState(AccountData.Instance.PlayerId); stateManager.info.currentHp = stateManager.info.maxHp; stateManager.executeAction(ActionType.Revive); }