示例#1
0
 public static void SendLoginInfo()
 {
     PlatformHelper.SendUserAction(UserBehaviorDefine.LoginGetTokenSuccess);
     MessageBoxLogic.OpenWaitBox(1003, 15, 0);
     NetManager.SendUserLogin(LoginData.Ret_Login, false);
     m_bReceiveNewLoginData = false;
 }
示例#2
0
    void ReqPvPRankList()
    {
        CG_CHALLENGERANKLIST_REQ packet = (CG_CHALLENGERANKLIST_REQ)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CHALLENGERANKLIST_REQ);

        packet.Page = PVPData.PvPRankCurPage;
        packet.SendPacket();
        MessageBoxLogic.OpenWaitBox(1290, GameDefines.CONNECT_TIMEOUT, 0);
    }
示例#3
0
    void ReqUpdateHateUserInfo()
    {
        if (null != Singleton <ObjManager> .GetInstance().MainPlayer)
        {
            CG_REQ_HATE_USERINFO packet = (CG_REQ_HATE_USERINFO)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_HATE_USERINFO);
            packet.Guid = Singleton <ObjManager> .GetInstance().MainPlayer.GUID;

            packet.SendPacket();
            MessageBoxLogic.OpenWaitBox(1290, 1, 0);
        }
    }
示例#4
0
    public void ConnectToServer(string szIp, int nPort)
    {
        if (m_connnectTimer > 0)
        {
            return;
        }

        m_connnectTimer      = 3.0f;
        m_bShowConnectResult = false;
        NetManager.Instance().ConnectToServer(szIp, nPort, OnConnectResult);
        // 连接服务器,请等待
        MessageBoxLogic.OpenWaitBox(1003, 20, 0, OnConnectTimeOut);
    }
示例#5
0
    public void SendRankPack(int m_nRankType, int m_nPage)
    {
        CG_ASK_RANK packet = (CG_ASK_RANK)PacketDistributed.CreatePacket(MessageID.PACKET_CG_ASK_RANK);

        packet.NType = m_nRankType;
        packet.NPage = m_nPage;
        packet.SendPacket();
        if (m_nTipWaitWindow != 0)
        {
            MessageBoxLogic.OpenWaitBox(1290, 1, 0);
        }
        m_nTipWaitWindow = m_nTipWaitWindow + 1;
    }
示例#6
0
 void Ret_Login(GC_LOGIN_RET.LOGINRESULT result, int validateResult)
 {
     if (result == GC_LOGIN_RET.LOGINRESULT.SUCCESS)
     {
         LogModule.DebugLog("choose role....");
         MessageBoxLogic.CloseBox();
         MessageBoxLogic.OpenWaitBox(1366, 1, 0, OnChooseRole);
     }
     else
     {
         // 重新连接失败,点击确定返回登录界面
         MessageBoxLogic.OpenOKBox(1295, 1000, EnterLoginScene);
     }
 }
示例#7
0
    void GotoGame(int nIndex)
    {
        if (nIndex >= 0 && nIndex < LoginData.loginRoleList.Count)
        {
            NetManager.SendChooseRole(LoginData.loginRoleList[nIndex].guid, RetSelectRoleFail);

            if (!GameManager.gameManager.OnLineState)
            {
                //LoginUILogic.Instance().EnterGame();
            }
            else
            {
                MessageBoxLogic.OpenWaitBox(1290, GameDefines.CONNECT_TIMEOUT, GameDefines.CONNECT_WAIT_DELAY, NetManager.OnWaitPacketTimeOut);
            }

            //app评价功能,到这儿算客户端登陆一次
            PlayerPreferenceData.ClientLoginCount  = PlayerPreferenceData.ClientLoginCount + 1;
            PlayerPreferenceData.ClientClickReview = 0;
        }
    }
示例#8
0
    void SendCreateRole()
    {
        if (m_CurRoleIndex == 2)
        {
            GUIData.AddNotifyData("#{10012}");
            return;
        }
        int nChooseRole = GetRealProfessionID(m_ChooseIndex);

        if (nChooseRole < 0)
        {
            MessageBoxLogic.OpenOKBox(10012, 1000);
            return;
        }
        // 播放过场动画需要职业信息,用于切换过场动画中的模型
        GameManager.gameManager.PlayerDataPool.EnterSceneCache.Profession = nChooseRole;

        PlatformHelper.SendUserAction(UserBehaviorDefine.RoleCreate_Enter);
        // 在这里记录有问题,应该确定发送成功,才能加入
        m_bBeginHeartBeat = true;

        GC_CREATEROLE_RETHandler.retCreateRoleFail = RetCreateRoleFail;
        CG_CREATEROLE createRolePacket = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE);

        //createRolePacket.SetType(professionIndex[m_ChooseIndex]);
        createRolePacket.SetType(nChooseRole);
        createRolePacket.SetName(m_InputName.value);
        createRolePacket.SendPacket();
        MessageBoxLogic.OpenWaitBox(1014, GameDefines.CONNECT_TIMEOUT, GameDefines.CONNECT_WAIT_DELAY, NetManager.OnWaitPacketTimeOut);
        if (!GameManager.gameManager.OnLineState)
        {
            //LoginUILogic.Instance().EnterGame();
        }

        //app评价功能,到这儿算客户端登陆一次
        PlayerPreferenceData.ClientLoginCount  = PlayerPreferenceData.ClientLoginCount + 1;
        PlayerPreferenceData.ClientClickReview = 0;
    }
示例#9
0
 void OnChooseRole()
 {
     // 正在等待进入场景
     MessageBoxLogic.OpenWaitBox(2352, GameDefines.CONNECT_TIMEOUT, 0, OnWaitPacketTimeOut);
     NetManager.SendChooseRole(PlayerPreferenceData.LastRoleGUID, RetSelectRoleFail);
 }