/// <summary> /// IScene的接口 /// </summary> public void OnConnectSuccess() { NetPacketHandle.SendLoginReq(); if (blockedControl) { blockedControl.SetState("链接成功正在验证账号密码"); } Log.Logic("room reconnect success"); }
void OnLoginRsp(qp_server.qp_login_rsp rsp) { Log.Logic("room login_rsp state={0}", rsp.state); if (rsp.state != 0) { Scheduling.Ins.ChangeScene(SceneType.ST_Login); } else { NetPacketHandle.LoginRspHandle(rsp); } }
// Update is called once per frame void Update() { if (Scheduling.Ins.currentSceneType == SceneType.ST_Room) { float curTime = Time.time; if (curTime - lastSendPingTime > GlobalData.Ins.PING_SPACE_TIME) { Log.Logic("send_ping cur=[{0}]", curTime); NetPacketHandle.SendPing(); lastSendPingTime = curTime; } } }
void OnLoginRsp(qp_server.qp_login_rsp rsp) { Log.Logic("login_rsp state={0}", rsp.state); if (rsp.state != 0) { DestoryBlocked(); if (accountLoginControl != null) { accountLoginControl.SetState("账号验证失败"); } } else { DestoryBlocked(); NetPacketHandle.LoginRspHandle(rsp); } }
/// <summary> /// 实现的接口函数 /// </summary> public void OnConnectSuccess() { blockedControl.SetState("链接服务器成功,验证账号密码"); NetPacketHandle.SendLoginReq(); }