private void ConnectToGameserver() { if (state == eTitleState.idle) { Network.Instance.Init(); state = eTitleState.init; } if (state == eTitleState.init) { Network.Instance.StartConnect(); state = eTitleState.connecting; } }
// Update is called once per frame void Update() { switch (state) { case eTitleState.idle: //空闲的状态 case eTitleState.init: //初始化的状态 m_LabelTouchToStart.text = Localization.Get("TouchToStart"); //初始化点击提示的文本 if (Network.ConnectState == eConnectState.connecting || Network.ConnectState == eConnectState.connected) { state = eTitleState.connecting; //状态改为正在连接 } if (Input.GetKeyDown(KeyCode.Escape)) { Popup.PopupInfo popup = Popup.Instance.GetCurrentPopup(); if (popup == null) { Popup.Instance.ShowConfirmKey(new PopupConfirm.Callback(OnExit), "ConfirmQuit"); } } break; case eTitleState.connecting: m_LabelTouchToStart.text = Localization.Get("ConnectingToGameServer"); if (Network.ConnectState == eConnectState.connected) { state = eTitleState.connected; } else if (Network.ConnectState == eConnectState.idle) { state = eTitleState.init; m_LabelTouchToStart.text = Localization.Get("TouchToStart"); return; } break; case eTitleState.connected: Network.ShowIndicator(); UnityEngine.SceneManagement.SceneManager.LoadScene("Main", UnityEngine.SceneManagement.LoadSceneMode.Single); //跳转到main场景 //state = eTitleState.touchToStart; break; } }