private void FixedUpdate()
        {
            if (!ENetClient.IsConnected())
            {
                return;
            }

            SceneManager.LoadScene("Account Management");
        }
Пример #2
0
        public void Connect()
        {
            if (InputField.text == "")
            {
                return;
            }

            ENetClient.Connect(InputField.text);
            SceneManager.LoadScene("Connecting");
        }
        private IEnumerator AnimateDots()
        {
            int i = 0;

            while (!ENetClient.IsConnected())
            {
                // Animate connecting text
                Text.text = message + dots[i++ % dots.Length];
                yield return(new WaitForSeconds(0.5f));
            }
        }
Пример #4
0
        private IEnumerator ENetConnect()
        {
            while (!ENetClient.IsConnected())
            {
                if (!ConnectingENet)
                {
                    StopCoroutine(animateDots);
                    yield break;
                }

                yield return(new WaitForSeconds(0.1f));
            }

            StopCoroutine(animateDots);
            SceneManager.LoadScene("Account");
        }
Пример #5
0
        public async void Connect()
        {
            // LOGIN
            if (sendingRequest || ConnectingENet)
            {
                return;
            }

            if (inputFieldLoginName.text.Equals(""))
            {
                UpdateText("Please enter a username for login..");
                return;
            }

            if (inputFieldLoginPass.text.Equals(""))
            {
                UpdateText("Please enter a password for login..");
                return;
            }

            string name = inputFieldLoginName.text;
            string pass = inputFieldLoginPass.text;

            animateDots    = StartCoroutine(AnimateDots("Sending request to web server"));
            sendingRequest = true;

            //Network.Send(PacketType.ClientLoginAccount, PacketFlags.Reliable, inputFieldLoginName.text, inputFieldLoginPass.text);
            WebUser user = new WebUser();

            user.Name     = name;
            user.Password = pass;
            string data = await WebServer.Post("/api/login", user);

            WebResponse response = JsonConvert.DeserializeObject <WebResponse>(data);

            StopCoroutine(animateDots);
            sendingRequest = false;

            if (response.Error == 1)
            {
                UpdateText("An error occured while sending the request");
                return;
            }

            StatusCode code = (StatusCode)response.Status;

            if (code == StatusCode.LOGIN_DOESNT_EXIST)
            {
                UpdateText($"Login for account '{name}' does not exist");
                return;
            }

            if (code == StatusCode.LOGIN_WRONG_PASSWORD)
            {
                UpdateText($"Failed to login to account '{name}', wrong password");
                return;
            }

            if (code == StatusCode.LOGIN_SUCCESS)
            {
                UpdateText($"Successfully logged into account '{name}'");
                //SceneManager.LoadScene("Account");
                //StartCoroutine(ASyncLoadGame());
            }

            // CONNECT
            string IP = "127.0.0.1";

            int index = dropdownRegions.value;

            if (index == 0) // Auto
            {
                //TODO
            }

            if (index == 1) // Canada
            {
                IP = "142.160.70.176";
            }

            animateDots = StartCoroutine(AnimateDots("Attempting to connect to ENet server"));

            ENetClient.Connect(IP);
            ConnectingENet = true;
            StartCoroutine(ENetConnect());
        }