private void HandleRegisterLoginServerFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); RegisterS2C feedback = ProtobufUtils.Deserialize <RegisterS2C>(data); if (feedback == null) { Utils.DebugUtils.LogError(Utils.DebugUtils.Type.Login, "HandleRegisterLoginServerFeedback - feedback is null"); return; } if (feedback.result > 0) { Account account = datamanager.GetAccount(); account.userID = userID; account.password = password; account.accountId = feedback.accountId; ClientTcpMessage.sessionId = feedback.loginSessionId; PlayerPrefs.SetString("userID", userID); PlayerPrefs.SetString("userPW", password); Utils.DebugUtils.Log(Utils.DebugUtils.Type.Login, "HandleRegisterLoginServerFeedback"); view.SetPlayerChoiceWindow(true); } else { view.FailedRegister(feedback.tipType); } }
private void HandleInvationMatchFeedback( byte[] data ) { UILockManager.ResetGroupState( UIEventGroup.Middle ); InvitationMatchS2C feedback = ProtobufUtils.Deserialize<InvitationMatchS2C>( data ); if ( feedback.result ) { switch ( feedback.state ) { case InvitationState.AcceptInvitation: view.OpenFightMatchView( matcherReadyDatas ); break; case InvitationState.RefuseInvitation: case InvitationState.DestroyInvitation: view.CloseView(); break; case InvitationState.FriendInBattle: view.CloseView(); OpenPopUp( "提示", "您的好友已进入战斗" ); break; case InvitationState.FriendInMatching: view.CloseView(); OpenPopUp( "提示", "您的好友已在匹配中" ); break; } } }
private void HandleChangeBattleConfigFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); ChangeBattleConfigS2C feedback = ProtobufUtils.Deserialize <ChangeBattleConfigS2C>(data); if (feedback.result) { DataManager dataManager = DataManager.GetInstance(); switch (feedback.configType) { case 1: //1-army 2-rune 3-instituteSkill dataManager.SetBattleConfigArmyIndex(feedback.config.battleType, feedback.config.labelPage); break; case 2: //1-army 2-rune 3-instituteSkill dataManager.SetBattleConfigRuneIndex(feedback.config.battleType, feedback.config.labelPage); break; case 3: //1-army 2-rune 3-instituteSkill dataManager.SetBattleConfigInstituteSkillIndex(feedback.config.battleType, feedback.config.labelPage); break; } } }
private void HandleBattleMessageFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); BattleS2C feedback = ProtobufUtils.Deserialize <BattleS2C>(data); if (feedback.result) { DataManager dataManager = DataManager.GetInstance(); if (feedback.battleId != 0) { // receive this message second time dataManager.SetBattleServerIp(feedback.serverIp); dataManager.SetBattleServerPort(feedback.serverPort); dataManager.SetBattleId(feedback.battleId); dataManager.SetSeed(feedback.seed); ConnectBattleServer(); } else { // receive this message first time dataManager.SetBattlers(feedback.battlers); } } else { DebugUtils.LogError(DebugUtils.Type.Match, " HandleBattleMessage result = false, maybe some error occured! "); } }
private void HandleJoinBattleListFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); JoinArmyS2C feedback = ProtobufUtils.Deserialize <JoinArmyS2C>(data); if (feedback.result) { } }
private void HandleLoginFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); LoginS2C feedback = ProtobufUtils.Deserialize <LoginS2C>(data); if (feedback == null) { Utils.DebugUtils.LogError(Utils.DebugUtils.Type.Login, "HandleLoginFeedback - feedback is null"); return; } if (feedback.result == 1) { Account account = datamanager.GetAccount(); account.userID = userID; account.password = password; datamanager.SetAccountId(feedback.accountId); ClientTcpMessage.sessionId = feedback.loginSessionId; if (feedback.playerId < 0) { Utils.DebugUtils.Log(Utils.DebugUtils.Type.Login, "HandleLoginFeedback - need to chose avatar and username"); view.SetPlayerChoiceWindow(true); } else { ClientTcpMessage.sessionId = feedback.loginSessionId; datamanager.SetPlayerId(feedback.playerId); datamanager.SetAccountId(feedback.accountId); datamanager.SetGameServerIp(feedback.gameServerIp); datamanager.SetGameServerPort(feedback.gameServerPort); gameServerIP = feedback.gameServerIp; gameServerPort = feedback.gameServerPort; socialServerIP = feedback.socialServerIp; socialServerPort = feedback.socialServerPort; PlayerPrefs.SetString("userID", userID); PlayerPrefs.SetString("userPW", password); Utils.DebugUtils.Log(Utils.DebugUtils.Type.Login, "HandleLoginFeedback"); DisconnectLoginServerAndConnectGameServer(feedback.gameServerIp, feedback.gameServerPort); SwtichScene(); } } else if (feedback.result == 2) { datamanager.SetAccountId(feedback.accountId); view.OpenPlayerChoiceWindow(); } else { view.FailedLogin(feedback.tipType); } }
private void HandleNoticeMessageFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); NoticeS2C feedback = ProtobufUtils.Deserialize <NoticeS2C>(data); if (feedback.type == NoticeType.BattleBegin) { view.currentUIType = FightMatchView.FightMatchUIType.None; view.OnExit(true); } }
private void HandleChangeScienceSkillFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); ChangeScienceSkillS2C feedback = ProtobufUtils.Deserialize <ChangeScienceSkillS2C>(data); if (feedback.result) { DataManager.GetInstance().SetPlayerSetedPackageInstituteSkills(feedback.pageId, feedback.scienceSkillIds); view.RefreshInstituteItem(); } }
private void HandleApplyRoomFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); ApplyRoomS2C feedback = ProtobufUtils.Deserialize <ApplyRoomS2C>(data); if (feedback.result) { NetworkManager.Shutdown(() => MatchLobbyServer(feedback.lobbyServerIp, feedback.lobbyServerPort)); DataManager.GetInstance().SetLobbyServerIp(feedback.lobbyServerIp); DataManager.GetInstance().SetLobbyServerPort(feedback.lobbyServerPort); } }
private void HandleBuySkillArrributeFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); BuySciencePageS2C feedback = ProtobufUtils.Deserialize <BuySciencePageS2C>(data); if (feedback.result) { DataManager manager = DataManager.GetInstance(); if (feedback.pageId == 1) { view.SetSecondSkillDeck(true); } else if (currentUnlockSkillDeckIndex == 2) { view.SetThirdSkillDeck(true); } manager.SetPlayerSetedPackageInstituteSkills(feedback.pageId, feedback.scienceSkillIds); } }
/// <summary> /// Exit current view /// </summary> /// <param name="isGoBack"> true: Exit current view and return to top view, false, Just exit current view </param> public virtual void OnExit(bool isGoBack) { if (_viewStack != null) { _viewStack.Pop(); UIManager.Instance.RecycleUI(this); if (isGoBack) { ExitTransition(uiTransitionMode); } if (this._controller != null) { this._controller.OnPause(); } openState = false; UILockManager.ResetGroupState(UIEventGroup.Middle); } }
private void HandleMatchFeedback(byte[] data) { UILockManager.ResetGroupState(UIEventGroup.Middle); MatchS2C feedback = ProtobufUtils.Deserialize <MatchS2C>(data); switch (feedback.result) { case MatchServerMessageType.RoomCreatedSucceed: DebugUtils.Log(DebugUtils.Type.Match, "Room Created Succeed~"); //view.timeLeft_room = feedback.matchTime / 1000; view.OpenMatchingUI(); break; case MatchServerMessageType.RoomCreatedFail: DebugUtils.Log(DebugUtils.Type.Match, "Match Room Created Fail~"); break; case MatchServerMessageType.RoomFound: DebugUtils.Log(DebugUtils.Type.Match, "Room Found~"); break; case MatchServerMessageType.RoomReady: DebugUtils.Log(DebugUtils.Type.Match, "Room Ready~"); view.OpenMatchSucceedUI(); view.timeLeft_matchSucceed = feedback.matchTime / 1000; MatchSucceedUIData(feedback.matchers); break; case MatchServerMessageType.Cancelled: case MatchServerMessageType.MatchingTimeout: DebugUtils.Log(DebugUtils.Type.Match, feedback.result.ToString() + "~"); isTimeOut = false; ConnectGameServer(feedback); matcherReadyDatas.Remove(matcherReadyDatas.Find(p => p.playerId != DataManager.GetInstance().GetPlayerId())); view.SetFriendUI(false); view.beInvited = false; currentFriendItem = null; currentFriendId = 0; view.OpenMatchUI(); view.SetStartMatchState(false); break; case MatchServerMessageType.CancelFailed: DebugUtils.Log(DebugUtils.Type.Match, "Match Cancel Failed~"); break; case MatchServerMessageType.MatcherFound: DebugUtils.Log(DebugUtils.Type.Match, "Matcher Found~"); break; case MatchServerMessageType.MatcherCancelled: DebugUtils.Log(DebugUtils.Type.Match, "Matcher Cancelled~"); MatcherCancelledUIData(feedback.matchers); //view.timeLeft_room = feedback.matchTime / 1000; //TODO: if the friend cancelled , need do something break; case MatchServerMessageType.MatcherReady: DebugUtils.Log(DebugUtils.Type.Match, "Matcher Ready~"); MatchSucceedUIData(feedback.matchers); break; default: DebugUtils.Log(DebugUtils.Type.Match, "Match result is wrong~"); break; } }