public void OnSendChatRsp(uint iMessageType, object kParam) { NetworkMessageParam param = kParam as NetworkMessageParam; SendChatRsp rsp = param.rsp as SendChatRsp; Log4U.LogDebug(rsp.resultCode); if (rsp.resultCode == SendChatRsp.ResultCode.SUCCESS) { if (_waitSendChatDict.ContainsKey(param.msgID)) { SendChatReq req = param.req as SendChatReq; _waitSendChatDict[param.msgID].isSend = true; _waitSendChatDict.Remove(param.msgID); } MessageDispatcher.GetInstance().DispatchMessage((uint)EUIMessage.UPDATE_SEND_CHAT); } else { if (_waitSendChatDict.ContainsKey(param.msgID)) { SendChatReq req = param.req as SendChatReq; _waitSendChatDict[param.msgID].isSend = false; _waitSendChatDict.Remove(param.msgID); } MessageDispatcher.GetInstance().DispatchMessage((uint)EUIMessage.UPDATE_SEND_CHAT); } }
public void OnLoginRsp(uint iMessageType, object kParam) { LoginRsp rsp = kParam as LoginRsp; Log4U.LogDebug(rsp.resultCode); if (rsp.resultCode == LoginRsp.ResultCode.SUCCESS) { _isLogin = true; GetPersonalInfoReq req = new GetPersonalInfoReq { friendInfo = true, userInfo = true, groupInfo = true, }; NetworkManager.GetInstance().SendPacket <GetPersonalInfoReq>(ENetworkMessage.GET_PERSONALINFO_REQ, req); PlayerPrefs.SetString(GlobalVars.PREF_USER_ID, _userId); PlayerPrefs.SetString(GlobalVars.PREF_USER_PASSWORD, _userPassword); CreateDir(); } else { DoLogOut(); } }
public void OnChangeGroupSync(uint iMessageType, object kParam) { ChangeGroupSync sync = kParam as ChangeGroupSync; if (_groupDict.ContainsKey(sync.groupItem.groupId)) { _groupDict[sync.groupItem.groupId] = sync.groupItem; } else { _groupDict.Add(sync.groupItem.groupId, sync.groupItem); } Log4U.LogDebug("Changing"); }
/// <summary> /// 对界面进行压栈 /// </summary> /// <typeparam name="T">下一个界面的类型</typeparam> /// <param name="go">下一个界面对应的GameObject</param> /// <param name="param">需要传给下一个界面对应的压栈参数</param> private void PushState <T>(GameObject go, object param = null) where T : BaseState { T nextState = go.GetComponent <T>(); nextState.OnEnter(param); if (_stateStack.Count != 0) { BaseState curState = _stateStack.Peek(); curState.DisableTouch(); Log4U.LogDebug("cur", curState.UIType); Tweener tweener = nextState.BeginEnterTween(); tweener.OnComplete(delegate() { curState.OnHide(); curState.EnabelTouch(); }); } _stateStack.Push(nextState); }
public void RemoveChatLog(string chatID) { Log4U.LogDebug(_chatLogDict.Remove(chatID)); }
public void OnConfirmDeleteChatLog() { GlobalChat.GetInstance().RemoveChatLog(_chatLog.chatID); Destroy(gameObject); Log4U.LogDebug("chat count", GlobalChat.GetInstance().Count); }