public static void OnAccountChangeToThird(ENUM_ACCOUNT_TYPE type_) { switch (type_) { case ENUM_ACCOUNT_TYPE.E_APPLE: break; case ENUM_ACCOUNT_TYPE.E_FACEBOOK: CommonHelper.FBLogout(); LoadingProgressManager.Instance.LoadFacebook(); #if UNITY_EDITOR //OnFaceBookChange(); TimeModule.Instance.SetTimeout(() => { OnFaceBookChange(); }, 1.0f); #else TimeModule.Instance.SetTimeout(() => { OnFaceBookStart(); }, 1.0f); //OnFaceBookStart(); #endif break; case ENUM_ACCOUNT_TYPE.E_TWITTER: break; default: break; } }
public static bool BackToLogin(ENUM_ACCOUNT_TYPE at_ = ENUM_ACCOUNT_TYPE.E_INVALID) { if (!GameRoot.instance.GameFSM.CurrentState.StateFlag.Equals((int)ClientFSM.ClientState.LOGIN)) { Debug.Log("FACEBOOK : cur state is not login"); HttpPingModule.Instance.Enable = false; CommonHelper.ShowLoading(true); BigWorldManager.Instance.ClearBigWorld(); EngineCoreEvents.ResourceEvent.LeaveScene.SafeInvoke(); if (ENUM_ACCOUNT_TYPE.E_INVALID == at_) { TimeModule.Instance.SetTimeout(() => GameRoot.instance.GameFSM.GotoState((int)ClientFSM.ClientState.LOGIN), 1.0f); } else { TimeModule.Instance.SetTimeout(() => GameRoot.instance.GameFSM.GotoStateWithParam((int)ClientFSM.ClientState.LOGIN, at_), 1.0f); } return(true); } else { CommonHelper.ShowLoading(false); } return(false); }
private void OnFBVersionClicked(GameObject obj) { m_login_type = ENUM_ACCOUNT_TYPE.E_FACEBOOK; DoTestNetwork(); //if (ENUM_ACCOUNT_TYPE.E_GUEST == m_login_type) //{ // OnLoginButtonClick(null); //} //else //{ // OnFaceBookButtonClick(null); //} }
private void OnNormalVersionClicked(GameObject obj) { delta_time = CommonUtils.GetCurTimeMillSenconds(); m_login_type = ENUM_ACCOUNT_TYPE.E_GUEST; DoTestNetwork(); //if (ENUM_ACCOUNT_TYPE.E_GUEST == m_login_type) //{ // OnLoginButtonClick(null); //} //else //{ // OnFaceBookButtonClick(null); //} }
public static void OnAccountNativeLogin(ENUM_ACCOUNT_TYPE type_) { switch (type_) { case ENUM_ACCOUNT_TYPE.E_APPLE: break; case ENUM_ACCOUNT_TYPE.E_FACEBOOK: NativeFaceBookLogin(); break; case ENUM_ACCOUNT_TYPE.E_TWITTER: break; default: break; } }