示例#1
0
    protected void onAnomalyEvnet(C_BasePacket curevent)
    {
        C_Anomaly data = (C_Anomaly)curevent;

        switch (data.m_type)
        {
        case AnomalyType.loginServer_Reconnect:
            m_waitReconnectUI.SetActive(false);
            break;

        case AnomalyType.loginServer_Disconnect:
#if NOTLOGINSERVER
            return;
#endif
            m_waitReconnectUI.SetActive(true);
            //m_uiList[m_uiIndexStack.Peek()].stopWaitingUI();
            m_uiList[m_uiIndexStack.Peek()].releaseUI();
            m_uiList[m_uiIndexStack.Peek()].closeUI(1);
            break;

        case AnomalyType.mainServer_Reconnect:
            break;

        case AnomalyType.mainServer_Disconnect:
            while (m_uiIndexStack.Count > 1)
            {
                closeUI(1);
            }
            //openUI((int)INDEX_OF_CONTROLLER_UI.LOGIN_UI);
            m_uiList[m_uiIndexStack.Peek()].releaseUI();

            GameManager.m_Instance.connect_loginServer();
            break;
        }
    }
    public void closeOkMsgUI()
    {
        m_okMsgObj.SetActive(false);
        //
        if (m_clearWaitingFUNC == null || m_clearWaitingFUNC() == false)
        {
            return;
        }
        C_Anomaly anomaly = new C_Anomaly();

        if (GameManager.m_Instance.isConnectedMainServer())
        {
            GameManager.m_Instance.disconnect_mainServer();
            GameManager.m_Instance.setConnectStateMainServer(false, true);
        }
        else if (GameManager.m_Instance.isConnectedLoginServer())
        {
            GameManager.m_Instance.disconnect_loginServer();
            GameManager.m_Instance.setConnectStateLoginServer(false, true);
        }
        m_overTimeFunc?.Invoke();
    }
示例#3
0
 public void setConnectStateMainServer(bool bConnected, bool bAnomaly)
 {
     //m_Text.text += ("Main::" + bConnected + "//");
     m_bConnectedMainServer = bConnected;
     if (bAnomaly)
     {
         C_Anomaly   data = new C_Anomaly();
         AnomalyType anomalyType;
         if (m_bConnectedMainServer)
         {
             // wait connect ui close
             anomalyType = AnomalyType.mainServer_Reconnect;
         }
         else
         {
             // wait connect ui open
             anomalyType = AnomalyType.mainServer_Disconnect;
             setLoginState(false);
         }
         data.setType(anomalyType);
         makeUiEvent(data);
     }
 }