Пример #1
0
    private IEnumerator GameWebConnect()
    {
        // 상태 접속중으로 한다
        UI_Start.Get().SetTextStatus(Global.g_startStatusConnect);

        yield return(new WaitForSeconds(0.3f));

#if UNITY_EDITOR
#else
        if (Application.internetReachability == NetworkReachability.NotReachable)
        {
            UI_Start.Get().commonMessageBox.Initialize(LocalizationManager.GetLangDesc("Option_Internet"),
                                                       LocalizationManager.GetLangDesc("Option_Internetconfirm"),
                                                       LocalizationManager.GetLangDesc("Option_Quit"), null,
                                                       () =>
            {
                Application.Quit();
            }, false);

            yield break;
        }
#endif

        // 서버 접속이 끝난후 버전 체크를 한다
        GetState <GameStateStart>().SetStartState(Global.E_STARTSTEP.START_VERSION);
    }
Пример #2
0
    private IEnumerator GameVersionCheck()
    {
        // 상태 버전 체크중..
        UI_Start.Get().SetTextStatus(Global.g_startStatusVersionCheck);

        yield return(new WaitForSeconds(0.3f));

        // 버전 체크후 데이터 다운 및 로딩
        GetState <GameStateStart>().SetStartState(Global.E_STARTSTEP.START_DATADOWN);
    }
Пример #3
0
    public void Play()
    {
        if (PlayerPrefs.GetInt("Robot", 4) == 4)
        {
            UI_WyborRobotow.SetActive(true);
        }
        else
        {
            UI_Levels.SetActive(true);
        }

        UI_Start.SetActive(false);
        SprLevele();
    }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        //PlayerPrefs.DeleteAll();
        PlayerPrefs.SetInt("Level1", 1);


        if (PlayerPrefs.GetInt("Menu", 0) == 1)
        {
            UI_Levels.SetActive(true);
            UI_Start.SetActive(false);
        }
        else
        {
            UI_Levels.SetActive(false);
            UI_Start.SetActive(true);
        }
        SprLevele();
        PlayerPrefs.SetInt("Menu", 0);
    }
Пример #5
0
    public void Login()
    {
        if (!Social.localUser.authenticated)                              // 로그인 되어 있지 않다면
        {
            Social.localUser.Authenticate((bool success, string error) => // 로그인 시도
            {
                UI_Start.Get().btn_GuestAccount.gameObject.SetActive(false);
                UI_Start.Get().btn_GooglePlay.gameObject.SetActive(false);
                UI_Start.Get().btn_GameCenter.gameObject.SetActive(false);

                if (success)     // 성공하면
                {
#if UNITY_EDITOR
                    type = EPlatformType.Guest;
#elif UNITY_ANDROID
                    type = EPlatformType.Android;
#elif UNITY_IOS
                    type = EPlatformType.IOS;
#endif
                    StartCoroutine(LoginCoroutine(true));
                }
                else     // 실패하면
                {
                    Debug.Log("Login Error : " + error);
                    UI_Start.Get().btn_GuestAccount.gameObject.SetActive(true);
#if UNITY_ANDROID
                    UI_Start.Get().btn_GooglePlay.gameObject.SetActive(true);
#elif UNITY_IOS
                    UI_Start.Get().btn_GameCenter.gameObject.SetActive(true);
#endif
                }
            });
        }
        else
        {
            UI_Start.Get().btn_GuestAccount.gameObject.SetActive(false);
            UI_Start.Get().btn_GooglePlay.gameObject.SetActive(false);
            UI_Start.Get().btn_GameCenter.gameObject.SetActive(false);

            StartCoroutine(LoginCoroutine(true));
        }
    }
Пример #6
0
    private IEnumerator GameDataDownLoad()
    {
        // 상태 데이터 다운중
        UI_Start.Get().SetTextStatus(Global.g_startStatusDataDown);

        yield return(new WaitForSeconds(0.3f));

        // game data patch download
        DataPatchManager.Get().JsonDownLoad();

        // TODO : [개선] 신규 테이블 매니져 초기화
        TableManager.Get().Init(Application.persistentDataPath + "/Resources/");


        // 상태 데이터 로딩중
        yield return(new WaitForSeconds(0.1f));

        // 데이터 다운 및 로딩 후 로그인 유저 정보 받아오기
        GetState <GameStateStart>().SetStartState(Global.E_STARTSTEP.START_USERDATA);
    }
Пример #7
0
    private IEnumerator GameUserData()
    {
        // 상태 유저 정보 받는중..혹은 로그인중
        UI_Start.Get().SetTextStatus(Global.g_startStatusUserData);

        yield return(new WaitForSeconds(0.1f));

#if NETWORK_ACT
        if (NetworkManager.Get().IsConnect() == true)
        {
            if (NetworkManager.Get().CheckReconnection() == false)
            {
                MoveMainScene();
            }
        }
        else
        {
            string id = UserInfoManager.Get().GetUserInfo().platformID;
            if (string.IsNullOrEmpty(id))
            {
                UI_Start.Get().SetTextStatus(string.Empty);
                UI_Start.Get().btn_GuestAccount.gameObject.SetActive(true);
                // UI_Start.Get().btn_GuestAccount.onClick.AddListener(() =>
                // {
                //     UI_Start.Get().btn_GuestAccount.gameObject.SetActive(false);
                //     UI_Start.Get().btn_GooglePlay.gameObject.SetActive(false);
                //     UI_Start.Get().btn_GameCenter.gameObject.SetActive(false);
                //     UI_Start.Get().SetTextStatus(Global.g_startStatusUserData);
                //
                //     NetworkManager.session.AccountTemplate.AccountLoginReq(NetworkManager.session.HttpClient, string.Empty, (int)EPlatformType.Guest, string.Empty, string.Empty, string.Empty, string.Empty, OnReceiveAccountLoginAck);
                // });
#if UNITY_EDITOR
#elif UNITY_ANDROID
                UI_Start.Get().btn_GooglePlay.gameObject.SetActive(true);
                UI_Start.Get().btn_GooglePlay.onClick.AddListener(() =>
                {
                    UI_Start.Get().btn_GuestAccount.gameObject.SetActive(false);
                    UI_Start.Get().btn_GooglePlay.gameObject.SetActive(false);
                    UI_Start.Get().btn_GameCenter.gameObject.SetActive(false);
                    UI_Start.Get().SetTextStatus(Global.g_startStatusUserData);

                    AuthManager.Get().Login();
                });
#elif UNITY_IOS
                UI_Start.Get().btn_GameCenter.gameObject.SetActive(true);
                UI_Start.Get().btn_GameCenter.onClick.AddListener(() =>
                {
                    UI_Start.Get().btn_GuestAccount.gameObject.SetActive(false);
                    UI_Start.Get().btn_GooglePlay.gameObject.SetActive(false);
                    UI_Start.Get().btn_GameCenter.gameObject.SetActive(false);
                    UI_Start.Get().SetTextStatus(Global.g_startStatusUserData);

                    AuthManager.Get().Login();
                });
#endif
            }
            else
            {
#if UNITY_EDITOR
                NetworkManager.session.AccountTemplate.AccountLoginReq(NetworkManager.session.HttpClient, UserInfoManager.Get().GetUserInfo().platformID, (int)EPlatformType.Guest, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, OnReceiveAccountLoginAck);
#elif UNITY_ANDROID
                NetworkManager.session.AccountTemplate.AccountLoginReq(NetworkManager.session.HttpClient, UserInfoManager.Get().GetUserInfo().platformID, ObscuredPrefs.GetInt("PlatformType", (int)EPlatformType.Guest), string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, OnReceiveAccountLoginAck);
#elif UNITY_IOS
                NetworkManager.session.AccountTemplate.AccountLoginReq(NetworkManager.session.HttpClient, UserInfoManager.Get().GetUserInfo().platformID, ObscuredPrefs.GetInt("PlatformType", (int)EPlatformType.Guest), string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, string.Empty, OnReceiveAccountLoginAck);
#endif
            }
        }
#else
        // 추후 필요에 의해 다른 스텝이 낄경우 스텝 추가  가능
        // 유저 정보 까지 받고 다 했으면 다음 씬으로 이동
        ChangeScene(Global.E_GAMESTATE.STATE_MAIN);
#endif
    }