LoginMgr.cs 10.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Newtonsoft.Json;
  5. using JCUnityLib;
  6. /* 登录管理者,用户数据定义和存储 */
  7. public class LoginMgr : MonoBehaviour
  8. {
  9. [SerializeField] GameObject loginView;
  10. [SerializeField] GameObject registerView;
  11. public static UserInfo myUserInfo = new UserInfo();
  12. public void showRegisterView()
  13. {
  14. loginView.SetActive(false);
  15. registerView.SetActive(true);
  16. AgreenmentOption.ins.gameObject.SetActive(true);
  17. }
  18. public void showLoginView()
  19. {
  20. loginView.SetActive(true);
  21. registerView.SetActive(false);
  22. AgreenmentOption.ins.gameObject.SetActive(true);
  23. }
  24. public void showForgetPWD_View()
  25. {
  26. Instantiate(SceneResourceManager.Instance.GetPrefab("RetrievePasswordView"));
  27. }
  28. public const string LoginTokenKey = "LoginToken";
  29. public static bool HasToken()
  30. {
  31. string loginToken = PlayerPrefs.GetString(LoginMgr.LoginTokenKey, "");
  32. return string.IsNullOrEmpty(loginToken) ? false : true;
  33. }
  34. void Awake()
  35. {
  36. transform.Find("AgreementPopup").gameObject.SetActive(true);
  37. ViewMgr.Instance.DestroyAllViews();
  38. }
  39. void Start()
  40. {
  41. //退出到登录界面,也要把蓝牙断开
  42. if (BluetoothAim.ins) {
  43. if (BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess) BluetoothAim.ins.DoConnect();
  44. else BluetoothAim.ins.connectCanceled = true;
  45. }
  46. }
  47. }
  48. public class UserInfo
  49. {
  50. public int id;
  51. public int avatarID = 0;
  52. public string avatarUrl = "";
  53. public string nickname = "超级射手";
  54. public int gender = 1;
  55. public string phone = "";
  56. public string email = "";
  57. public string birthday = "";
  58. public string country = "";
  59. public string state = "";
  60. public string city = "";
  61. public int integral = 0;
  62. public int coin = 0;
  63. public int diamond = 1000;
  64. public string mac = "";
  65. public List<PropInfo> bagList = new List<PropInfo>();
  66. public List<DeviceInfo> deviceList = new List<DeviceInfo>();
  67. /// <summary>
  68. /// 显示游戏最高分(不同距离分数独立)
  69. /// 2023-7-16兼容WildAttack最高分纪录
  70. /// </summary>
  71. public Dictionary<string, float> timeLimitGameScores = new Dictionary<string, float>();
  72. //闯关记录(gameType:通关数)(野兔、野鸡、野狼的通关数)
  73. public Dictionary<int, int> challengeLevels = new Dictionary<int, int>();
  74. public string guideRecord = "";
  75. public static UserInfo LoadLocal(int id)
  76. {
  77. UserInfo result = null;
  78. if (CommonConfig.StandaloneMode)
  79. {
  80. try
  81. {
  82. result = JsonConvert.DeserializeObject<UserInfo>(PlayerPrefs.GetString("UserInfo_" + id));
  83. if (result == null) throw new Exception("UserInfo.LoadLocal Null");
  84. }
  85. catch (Exception e)
  86. {
  87. Debug.LogError(e);
  88. }
  89. }
  90. return result;
  91. }
  92. public void Save()
  93. {
  94. if (CommonConfig.StandaloneMode)
  95. {
  96. PlayerPrefs.SetString("UserInfo_" + id, JsonConvert.SerializeObject(this));
  97. return;
  98. }
  99. try { UserComp.Instance.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  100. }
  101. public void SetChallengeLevelPass(int gameType, int level)
  102. {
  103. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  104. if (challengeLevels.ContainsKey(gameType))
  105. {
  106. if (level <= challengeLevels[gameType])
  107. {
  108. return;
  109. }
  110. }
  111. challengeLevels.Remove(gameType);
  112. challengeLevels.Add(gameType, level);
  113. }
  114. public int GetChallengeLevelPass(int gameType)
  115. {
  116. if (challengeLevels.ContainsKey(gameType))
  117. {
  118. return challengeLevels[gameType];
  119. }
  120. return 0;
  121. }
  122. //判断引导是否完成(服务端保存)
  123. //index0: 新手引导NewUserGuide
  124. public bool IsGuideFinish(int index)
  125. {
  126. if (index == 0)
  127. {
  128. return PlayerPrefs.GetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 0) == 1;
  129. }
  130. char[] chars = guideRecord.ToCharArray();
  131. if (index < chars.Length)
  132. {
  133. return chars[index] == '1';
  134. }
  135. return false;
  136. }
  137. public void SaveGuideFinish(int index)
  138. {
  139. if (index == 0)
  140. {
  141. PlayerPrefs.SetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 1);
  142. return;
  143. }
  144. char[] chars = guideRecord.ToCharArray();
  145. if (index < chars.Length)
  146. {
  147. if (chars[index] == '1') return;
  148. chars[index] = '1';
  149. }
  150. else
  151. {
  152. int newLen = index + 1;
  153. char[] newChars = new char[newLen];
  154. for (int i = 0; i < newLen; i++)
  155. {
  156. newChars[i] = i < chars.Length ? chars[i] : '0';
  157. }
  158. newChars[index] = '1';
  159. chars = newChars;
  160. }
  161. this.guideRecord = string.Join("", chars);
  162. UserPlayer.ins?.call("userComp.saveGuideRecord", this.guideRecord);
  163. }
  164. }
  165. public class UserSettings
  166. {
  167. //打开BGM
  168. public bool openBGM = true;
  169. //打开音效
  170. public bool openEffect = true;
  171. //是否打开准心
  172. public bool openCrossHair = true;
  173. //射击难度
  174. public int shootLevel = 0;
  175. //游戏里的箭重,单位克
  176. public float actualArrowWeight = 20;
  177. //弓箭旋转转化
  178. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  179. //游戏中是否固定镜头
  180. public bool bowCameraFixed = true;
  181. //训练模式
  182. public bool trainMode = false;
  183. //游戏里面视角重置时间(3秒改成默认5秒)
  184. public float calibrationTime = 5f;
  185. //游戏里面的弓箭手臂(在所有游戏中,游戏设置里的‘手臂弓箭’这个选项,默认为关;即在游戏中,不出现手臂和弓箭的模型)
  186. public bool openBowAndArrow = false;
  187. //选择的红外连接设备
  188. public string selectDevicesName = "";
  189. //b端 每一局的设置
  190. public int PerRoundCoin = 2; //投币
  191. public int PerRoundSeconds = 1200;//时间
  192. //设备校准引导-是否已经完成
  193. public bool deviceCalibrateGuideFinish = false;
  194. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  195. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  196. private static UserSettings _ins;
  197. public static UserSettings ins
  198. {
  199. get
  200. {
  201. if (_ins == null)
  202. {
  203. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  204. try
  205. {
  206. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  207. }
  208. catch (System.Exception) { }
  209. if (_ins == null)
  210. {
  211. _ins = new UserSettings();
  212. }
  213. if (CommonConfig.SpecialVersion1)
  214. {
  215. if (PlayerPrefs.GetInt("sv1_UserSettings_2", 0) == 0)
  216. {
  217. PlayerPrefs.SetInt("sv1_UserSettings_2", 1);
  218. UserSettings us = _ins;
  219. us.bowRotateConvert.screenSize = 60;
  220. us.bowRotateConvert.screenDistance = 1.5f;
  221. us.Save();
  222. }
  223. }
  224. }
  225. return _ins;
  226. }
  227. }
  228. public void Save()
  229. {
  230. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  231. }
  232. }
  233. /*
  234. 描述1
  235. 已知:
  236. 屏幕宽高比例w:h=16:9,屏幕尺寸s=60.11英寸,屏幕距离d=2.50米,实际指向右边树的角度为e=5.56°。
  237. 可知:
  238. 屏幕尺寸s1 = (s * 0.0254)米
  239. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  240. 结果:
  241. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  242. */
  243. /*
  244. 描述2(适配各种尺寸的屏幕)
  245. 已知:
  246. 屏幕宽高比例w:h=16:9,屏幕尺寸s=(任意)英寸,屏幕距离d=(任意)米,游戏指向右边树的角度为r=27.30°。
  247. 借用描述1的结果q
  248. 可知:
  249. 屏幕尺寸s1 = (s * 0.0254)米
  250. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  251. 实际指向右边树的角度为e = atan(q * unit / d)
  252. 结果:
  253. 游戏转动角度:实际转动角度 = r / e
  254. */
  255. public class BowRotateConvert
  256. {
  257. public float screenSize = 60; //屏幕尺寸(英寸)
  258. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  259. [NonSerialized] public float fieldOfView = 25;
  260. //获取建议的屏幕距离
  261. public float GetAdviseScreenDistance()
  262. {
  263. float w = 16;
  264. float h = 9;
  265. float s1 = screenSize * 0.0254f;
  266. float unit = s1 / Mathf.Sqrt(w * w + h * h);
  267. float screenHeight = 9 * unit;
  268. return screenHeight * 0.5f / Mathf.Tan(fieldOfView / 2 / 180 * Mathf.PI);
  269. }
  270. // 游戏旋转角度 : 实际旋转角度 (这个版本丢弃掉这个功能-所以直接返回1)
  271. public float GetRate()
  272. {
  273. return 1;
  274. }
  275. // 游戏旋转角度 : 实际旋转角度
  276. // public float GetRate() {
  277. // double w = 16;
  278. // double h = 9;
  279. // double s = Convert.ToDouble(screenSize);
  280. // double d = Convert.ToDouble(screenDistance);
  281. // double r = 27.3 / 180 * Math.PI;
  282. // double q = get_q();
  283. // double s1 = s * 0.0254;
  284. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  285. // double e = Math.Atan(q * unit / d);
  286. // return (float) (r / e);
  287. // }
  288. // private double get_q() {
  289. // double w = 16;
  290. // double h = 9;
  291. // double s = 60.11;
  292. // double d = 2.5;
  293. // double e = 5.56 / 180 * Math.PI;
  294. // double s1 = s * 0.0254;
  295. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  296. // double q = Math.Tan(e) * d / unit;
  297. // return q;
  298. // }
  299. }