public override void OnReceive(int subCode, object value) { switch (subCode) { case AccCode.ACC_LOGIN_SREP: SceneMesg sMesg = new SceneMesg(1, () => { Debug.Log("场景加载成功"); UserDto userDto = value as UserDto; if (userDto == null) { return; } Dispatch(AreaCode.UI, UIEvent.UI_CHANGE_ID, userDto.Account); //TODO 接受返回的数据刷新视图 Dispatch(AreaCode.UI, UIEvent.UI_REFRESH, userDto); }); Dispatch(AreaCode.SCENE, SceneEvent.SCENE_LOAD, sMesg); break; case AccCode.ACC_LOGIN_NOACC: Dispatch(AreaCode.UI, UIEvent.UI_LOGIN_NOACC, null); break; case AccCode.ACC_CREATE_SREP: SceneMesg sceneMesg = new SceneMesg(1, () => { UserDto userDto = value as UserDto; if (userDto == null) { return; } if (userDto.Account == "0") { return; } ShowToast.MakeToast("创建成功"); Dispatch(AreaCode.UI, UIEvent.UI_CHANGE_ID, userDto.Account); Dispatch(AreaCode.UI, UIEvent.UI_REFRESH, userDto); }); Dispatch(AreaCode.SCENE, SceneEvent.SCENE_LOAD, sceneMesg); break; case AccCode.ACC_RELOAD_SREP: SceneMesg Mesg = new SceneMesg(1, () => { Debug.Log("场景加载成功"); UserDto userDto = value as UserDto; if (userDto == null) { return; } Dispatch(AreaCode.UI, UIEvent.UI_CHANGE_ID, userDto.Account); //TODO 接受返回的数据刷新视图 Dispatch(AreaCode.UI, UIEvent.UI_REFRESH, userDto); }); Dispatch(AreaCode.SCENE, SceneEvent.SCENE_LOAD, Mesg); break; default: break; } }
private void onClick() { if (isConnected) { string acc = PlayerPrefs.GetString("ID", "0"); socketMessage.Change(OpCode.ACCOUNT, AccCode.ACC_LOGIN_CREQ, acc); Dispatch(AreaCode.NET, 0, socketMessage); } else { ShowToast.MakeToast("无法接到服务器"); } }
private void Exit() { if (isExit) { Application.Quit(); NetManager.Instance.OffLine(); } else { ShowToast.MakeToast("再点一次就退出了"); isExit = true; StartCoroutine(CountDown()); } }
public void Connect() { ShowToast.MakeToast("尝试连接到服务器"); try { socket.Connect(IP, PORT); ShowToast.MakeToast("连接服务器成功"); GameObject.Find("LoginButton").GetComponent <Login>().isConnected = true; StartReceive(); } catch (Exception ex) { // Debug.LogError(ex.Message); ShowToast.MakeToast("无法接到服务器"); } }
/// <summary> /// 收到数据后回调 /// </summary> /// <param name="ar"></param> private void ReceiveCallBack(IAsyncResult ar) { try { int length = socket.EndReceive(ar); byte[] tmpByteArray = new byte[length]; Buffer.BlockCopy(receiveBuffer, 0, tmpByteArray, 0, length); dataCache.AddRange(tmpByteArray); if (!isReceiveProcess) { ProcessReceive(); } StartReceive(); } catch (Exception ex) { Debug.LogError(ex.Message); //断线报错 //TODO 返回标题界面 ShowToast.MakeToast("与服务器连接断开"); } }
private void CopyCode() { GUIUtility.systemCopyBuffer = PlayerPrefs.GetString("ID"); ShowToast.MakeToast("已复制到剪贴板"); }