Пример #1
0
        private void MsgLoginByTokenRs(Google.Protobuf.IMessage msg)
        {
            Proto.LoginByTokenRs protoRs = msg as Proto.LoginByTokenRs;
            if (protoRs == null)
            {
                return;
            }

            switch (protoRs.ReturnCode)
            {
            case Proto.LoginByTokenRs.Types.ReturnCode.LgrcNotFoundAccount:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{protoRs.ReturnCode}]Token与账号不匹配...", Show);
                break;

            case Proto.LoginByTokenRs.Types.ReturnCode.LgrcTokenWrong:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{protoRs.ReturnCode}]Token不匹配...", Show);
                break;

            case Proto.LoginByTokenRs.Types.ReturnCode.LgrcUnkonwn:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{protoRs.ReturnCode}]未知错误...", Show);
                break;

            case Proto.LoginByTokenRs.Types.ReturnCode.LgrcOk:
                UiMgr.GetInstance().OpenModalBox0("登录消息", "登录成功,正在进入游戏...");
                break;

            default:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{protoRs.ReturnCode}]未知错误...", Show);
                break;
            }
        }
Пример #2
0
        private IEnumerator GetServer()
        {
            var             globalObj  = Global.GetInstance();
            UnityWebRequest webRequest = UnityWebRequest.Get($"http://{globalObj.GetServerIp()}:{globalObj.GetServerPort()}/login");

            webRequest.SetRequestHeader("Content-Type", "application/json;charset=utf-8");
            webRequest.downloadHandler = new DownloadHandlerBuffer();
            yield return(webRequest.SendWebRequest());

            if (webRequest.isHttpError || webRequest.isNetworkError)
            {
                UnityEngine.Debug.Log(webRequest.error);
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"{webRequest.error}", Show);
            }
            else
            {
                UnityEngine.Debug.Log(webRequest.downloadHandler.text);
                string result   = webRequest.downloadHandler.text;
                var    jsonData = JsonMapper.ToObject <HttpJson>(result);
                if (jsonData.returncode == 0)
                {
                    _serverIp   = jsonData.ip;
                    _serverPort = jsonData.port;
                    _loginState = UiLoginState.Connect;
                }
                else
                {
                    UnityEngine.Debug.Log(webRequest.error);
                    UiMgr.GetInstance().OpenModalBox1("登录消息", $"获取服务器失败:{jsonData.returncode}", Show);
                }
            }
        }
Пример #3
0
        protected override void OnUpdate()
        {
            if (_characterObj == null)
            {
                return;
            }

            ToUiAccountInfo obj = UiMgr.GetInstance().GetUpdateData <ToUiAccountInfo>(UiUpdateDataType.AccountInfo);

            if (obj == null)
            {
                return;
            }

            if (obj.Version == _lastVersion)
            {
                return;
            }

            _lastVersion = obj.Version;
            _account     = obj.Account;
            int size = obj.Players.Count;

            CheckUiComponents(size);

            for (int i = 0; i < size; i++)
            {
                _players[i].Update(obj.Players[i]);
            }
        }
Пример #4
0
        protected override void OnUpdate()
        {
            var             uiMgr = UiMgr.GetInstance();
            ToUiAccountInfo obj   = uiMgr.GetUpdateData <ToUiAccountInfo>(UiUpdateDataType.AccountInfo);

            if (obj == null)
            {
                return;
            }

            if (obj.Version == _lastVersion)
            {
                return;
            }

            _lastVersion = obj.Version;
            if (obj.Players.Count == 0)
            {
                uiMgr.OpenUi(UiType.RoleCreate);
            }
            else
            {
                uiMgr.OpenUi(UiType.RoleSelect);
            }

            CloseThisUi();
        }
Пример #5
0
 protected override void OnUpdate()
 {
     if (_loginState == UiLoginState.Connect)
     {
         NetworkMgr.GetInstance().Connect(_serverIp, _serverPort, AppType.Login);
         Hide();
         UiMgr.GetInstance().OpenModalBox0("网络连接", $"正在连接服务器...");
         _loginState = UiLoginState.Normal;
     }
 }
Пример #6
0
        public void Update()
        {
            switch (_state)
            {
            case ReadyToLoadStateType.Init1:
            {
                if (!AssetBundleMgr.GetInstance().IsInited())
                {
                    break;
                }

                UiMgr.GetInstance().Init();
                _state = ReadyToLoadStateType.Init2;
                break;
            }

            case ReadyToLoadStateType.Init2:
            {
                if (!UiMgr.GetInstance().IsInited())
                {
                    break;
                }

                _state = ReadyToLoadStateType.LoadScene;
                break;
            }

            case ReadyToLoadStateType.LoadScene:
            {
                // 初始化加载,下面二行可以优化成加载类
                GameMain.GetInstance().Init();

                // 设置 加载场景需要加载的数据
                AsyncLoaderCache cache = AsyncLoaderCache.GetInstance();
                cache.Loaders.Clear();

                AsyncLoaderScene ssloader = new AsyncLoaderScene(AsyncLoader.SceneLoginAbPath, AsyncLoader.SceneLoginName, AsyncLoader.SceneLoginMapId);
                cache.Loaders.Add(ssloader);

                //AsyncLoaderTest testLoader = new AsyncLoaderTest( );
                //cache.Loaders.Add( testLoader );

                // 准备开始游戏了,加载“加载场景”
                SceneManager.LoadScene(AsyncLoader.SceneLoader);

                _state = ReadyToLoadStateType.Ok;
                break;
            }

            case ReadyToLoadStateType.Ok:
                break;
            }
        }
Пример #7
0
        public void Update( )
        {
            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                if (!UiMgr.GetInstance( ).MouseInGui( ))
                {
                    m_fDownTime  = Time.time;
                    m_downPos    = Input.mousePosition;
                    m_mouseState = eGestureState.Down;
                }
                else
                {
                    //GameLogger.GetInstance().Trace( string.Format( "{0} MouseInGUI", Time.realtimeSinceStartup ) );
                }
            }

            if (Input.GetKeyUp(KeyCode.Mouse0))
            {
                // GameLogger.GetInstance().Trace( string.Format( "{0} m_mouseState:{1}", Time.realtimeSinceStartup, m_mouseState ) );

                m_upPos = Input.mousePosition;

                float distance = Vector3.Distance(m_upPos, m_downPos);
                switch (m_mouseState)
                {
                case eGestureState.Down: {
                    if (distance > 50f)
                    {
                        UpdateSwipeEnd( );     // 滑动判断
                    }
                    else
                    {
                        float intervalTime = 0.2f;
                        if (Time.time - m_fUpTime < intervalTime && distance < 10f)
                        {
                            UpdateDoubleClick( );
                        }
                        else
                        {
                            UpdateClick( );
                        }
                    }
                }
                break;
                }

                m_fUpTime    = Time.time;
                m_mouseState = eGestureState.Up;
            }
        }
Пример #8
0
        private void EventNetworkConnected(AppType appType)
        {
            // 发送登录协议
            Proto.AccountCheck protoCheck = new Proto.AccountCheck
            {
                Account  = _inputAccount.text.Trim(),
                Password = Md5(System.Text.Encoding.Default.GetBytes(_inputPassword.text.Trim()))
            };

            NetworkMgr.GetInstance().SendPacket(Proto.MsgId.C2LAccountCheck, protoCheck);

            Hide();
            UiMgr.GetInstance().OpenModalBox0("登录消息", "正在验证账号...");
        }
Пример #9
0
        public UiRoleCreate() : base(UiType.RoleCreate)
        {
            _playerCount = 0;

            var             uiMgr = UiMgr.GetInstance();
            ToUiAccountInfo obj   = uiMgr.GetUpdateData <ToUiAccountInfo>(UiUpdateDataType.AccountInfo);

            if (obj == null)
            {
                return;
            }

            _lastVersion = obj.Version;
            _playerCount = obj.Players.Count;
        }
Пример #10
0
        private void MsgGameToken(Google.Protobuf.IMessage msg)
        {
            Proto.GameToken gameInfo = msg as Proto.GameToken;
            if (gameInfo == null)
            {
                return;
            }

            _token = gameInfo.Token;

            UiMgr.GetInstance().OpenModalBox0("登录消息", "正在连接游戏服务器...");

            NetworkMgr.GetInstance().Disconnect();
            NetworkMgr.GetInstance().Connect(gameInfo.Ip, gameInfo.Port, AppType.Game);

            _linkAppType = AppType.Game;
        }
Пример #11
0
        private void OnClickPlayer()
        {
            foreach (var one in _players)
            {
                if (!one.IsOn())
                {
                    continue;
                }

                UiMgr.GetInstance().OpenModalBox0("选择角色", "正在进入地图...");
                Proto.SelectPlayer proto = new Proto.SelectPlayer();
                proto.PlayerSn = one.PlayerSn;

                NetworkMgr.GetInstance().SendPacket(Proto.MsgId.C2LSelectPlayer, proto);
                return;
            }
        }
Пример #12
0
        private void MsgAccoutCheckRs(Google.Protobuf.IMessage msg)
        {
            Proto.AccountCheckRs protoRs = msg as Proto.AccountCheckRs;
            if (protoRs == null)
            {
                return;
            }

            Proto.AccountCheckReturnCode returnCode = protoRs.ReturnCode;

            UnityEngine.Debug.LogFormat("Recv account check rs. return code:{0}", returnCode);

            switch (returnCode)
            {
            case Proto.AccountCheckReturnCode.ArcOnline:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{returnCode}]该账号在线...", Show);
                break;

            case Proto.AccountCheckReturnCode.ArcLogging:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{returnCode}]该账号正在登录...", Show);
                break;

            case Proto.AccountCheckReturnCode.ArcNotFoundAccount:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{returnCode}]没有找到账号...", Show);
                break;

            case Proto.AccountCheckReturnCode.ArcPasswordWrong:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{returnCode}]密码错误...", Show);
                break;

            case Proto.AccountCheckReturnCode.ArcOk:
                UiMgr.GetInstance().OpenModalBox0("登录消息", "登录成功,正在分配游戏服务器...");
                break;

            default:
                UiMgr.GetInstance().CloseModalBox0();
                UiMgr.GetInstance().OpenModalBox1("登录消息", $"[No:{returnCode}]未知错误...", Show);
                break;
            }
        }
Пример #13
0
        private void EventNetworkDisconnect(AppType appType)
        {
            // 只关心 AppType.Login 的网络链接情况
            if (appType != AppType.Login)
            {
                return;
            }

            if (appType != _linkAppType)
            {
                return;
            }

            UiMgr.GetInstance().CloseModalBox0();
            UiMgr.GetInstance().OpenModalBox1("网络消息", $"网络断开,请重新登录...", delegate()
            {
                UiMgr.GetInstance().CloseAll();
                UiMgr.GetInstance().OpenUi(UiType.Login);
            });
        }
Пример #14
0
        private void OnClickCreate( )
        {
            if (string.IsNullOrEmpty(_inputName.text))
            {
                UiMgr.GetInstance( ).OpenModalBox1("创建角色", "角色名不能为空", null);
                return;
            }

            UiMgr.GetInstance( ).OpenModalBox0("创建角色", "角色正在创建中...");
            Proto.CreatePlayer proto = new Proto.CreatePlayer( );
            proto.Name = _inputName.text;
            if (_toggleFemale.isOn)
            {
                proto.Gender = Proto.Gender.Female;
            }
            else
            {
                proto.Gender = Proto.Gender.Male;
            }

            NetworkMgr.GetInstance( ).SendPacket(Proto.MsgId.C2LCreatePlayer, proto);
        }
Пример #15
0
        protected override void OnUpdate( )
        {
            var             uiMgr = UiMgr.GetInstance();
            ToUiAccountInfo obj   = uiMgr.GetUpdateData <ToUiAccountInfo>(UiUpdateDataType.AccountInfo);

            if (obj == null)
            {
                return;
            }

            if (obj.Version == _lastVersion)
            {
                return;
            }

            _lastVersion = obj.Version;
            if (obj.Players.Count > _playerCount)
            {
                this.CloseThisUi();
                UiMgr.GetInstance().CloseModalBox0();  // 关闭正在显示的“角色正在创建中”
                uiMgr.OpenUi(UiType.RoleSelect);
            }
        }
Пример #16
0
 private void UpdateBeginLoadingBar( )
 {
     _uiLoading = UiMgr.GetInstance( ).OpenUi(UiType.LoadingBar) as UiLoadBar;
     _phase     = AsyncLoaderPhase.LoadingBar;
 }
Пример #17
0
 private void OnClickCreate()
 {
     this.CloseThisUi();
     UiMgr.GetInstance().OpenUi(UiType.RoleCreate);
 }
Пример #18
0
 protected void UpdataUiData(T obj)
 {
     _version++;
     obj.Version = _version;
     UiMgr.GetInstance( ).UpdateUiData(_uiUpdataType, obj);
 }
Пример #19
0
 public void CloseThisUi()
 {
     Hide();
     UiMgr.GetInstance().CloseUi(_uiType, _sn);
 }
Пример #20
0
 private void EventNetworkDisconnect(AppType appType)
 {
     // 不相等的情况,有可能是linkGame之后,收到 login 的 disconnect,此种情况,不需要处理
     UiMgr.GetInstance().CloseModalBox0();
     UiMgr.GetInstance().OpenModalBox1("登录消息", $"网络断开,请重新登录...", Show);
 }