LoginMgr.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Newtonsoft.Json;
  5. using JCUnityLib;
  6. using AdaptUI;
  7. /* 登录管理者,用户数据定义和存储 */
  8. public class LoginMgr : MonoBehaviour
  9. {
  10. [SerializeField] GameObject loginView;
  11. [SerializeField] GameObject registerView;
  12. [SerializeField] GameObject loginView_iPad;
  13. [SerializeField] GameObject registerView_iPad;
  14. public static UserInfo myUserInfo = new UserInfo();
  15. public void showRegisterView()
  16. {
  17. // loginView.SetActive(false);
  18. // registerView.SetActive(true);
  19. //获取设备类型
  20. DeviceTypeHelper.DeviceType detectedType = DeviceTypeHelper.DetectDeviceType();
  21. Debug.Log($"showRegisterView设备类型: {detectedType}");
  22. //根据设备类型显示不同的登录界面
  23. if(detectedType == DeviceTypeHelper.DeviceType.iPad)
  24. {
  25. loginView_iPad.SetActive(false);
  26. registerView_iPad.SetActive(true);
  27. }
  28. else
  29. {
  30. loginView.SetActive(false);
  31. registerView.SetActive(true);
  32. }
  33. AgreenmentOption.ins.gameObject.SetActive(true);
  34. }
  35. public void showLoginView()
  36. {
  37. //loginView.SetActive(true);
  38. //registerView.SetActive(false);
  39. DeviceTypeHelper.DeviceType detectedType = DeviceTypeHelper.DetectDeviceType();
  40. Debug.Log($"showLoginView设备类型: {detectedType}");
  41. //根据设备类型显示不同的登录界面
  42. if(detectedType == DeviceTypeHelper.DeviceType.iPad)
  43. {
  44. loginView.SetActive(false);
  45. loginView_iPad.SetActive(true);
  46. registerView_iPad.SetActive(false);
  47. }
  48. else
  49. {
  50. loginView.SetActive(true);
  51. loginView_iPad.SetActive(false);
  52. registerView.SetActive(false);
  53. }
  54. AgreenmentOption.ins.gameObject.SetActive(true);
  55. }
  56. public void showForgetPWD_View()
  57. {
  58. Instantiate(SceneResourceManager.Instance.GetPrefab("RetrievePasswordView"));
  59. }
  60. public const string LoginTokenKey = "LoginToken";
  61. public static bool HasToken()
  62. {
  63. string loginToken = PlayerPrefs.GetString(LoginMgr.LoginTokenKey, "");
  64. return string.IsNullOrEmpty(loginToken) ? false : true;
  65. }
  66. void Awake()
  67. {
  68. //显示登录界面
  69. showLoginView();
  70. transform.Find("AgreementPopup").gameObject.SetActive(true);
  71. ViewMgr.Instance.DestroyAllViews();
  72. }
  73. void Start()
  74. {
  75. //退出到登录界面,也要把蓝牙断开
  76. if (BluetoothAim.ins) {
  77. if (BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess) BluetoothAim.ins.DoConnect();
  78. else BluetoothAim.ins.connectCanceled = true;
  79. }
  80. }
  81. }
  82. public class UserInfo
  83. {
  84. public int id;
  85. public int avatarID = 0;
  86. public string avatarUrl = "";
  87. public string nickname = "超级射手";
  88. public int gender = 1;
  89. public string phone = "";
  90. public string email = "";
  91. public string birthday = "";
  92. public string country = "";
  93. public string state = "";
  94. public string city = "";
  95. public int integral = 0;
  96. public int coin = 0;
  97. public int diamond = 1000;
  98. public string mac = "";
  99. public List<PropInfo> bagList = new List<PropInfo>();
  100. public List<DeviceInfo> deviceList = new List<DeviceInfo>();
  101. /// <summary>
  102. /// 显示游戏最高分(不同距离分数独立)
  103. /// 2023-7-16兼容WildAttack最高分纪录
  104. /// </summary>
  105. public Dictionary<string, float> timeLimitGameScores = new Dictionary<string, float>();
  106. //闯关记录(gameType:通关数)(野兔、野鸡、野狼的通关数)
  107. public Dictionary<int, int> challengeLevels = new Dictionary<int, int>();
  108. public string guideRecord = "";
  109. public static UserInfo LoadLocal(int id)
  110. {
  111. UserInfo result = null;
  112. if (CommonConfig.StandaloneMode)
  113. {
  114. try
  115. {
  116. result = JsonConvert.DeserializeObject<UserInfo>(PlayerPrefs.GetString("UserInfo_" + id));
  117. if (result == null) throw new Exception("UserInfo.LoadLocal Null");
  118. }
  119. catch (Exception e)
  120. {
  121. Debug.LogError(e);
  122. }
  123. }
  124. return result;
  125. }
  126. public void Save()
  127. {
  128. if (CommonConfig.StandaloneMode)
  129. {
  130. PlayerPrefs.SetString("UserInfo_" + id, JsonConvert.SerializeObject(this));
  131. return;
  132. }
  133. try { UserComp.Instance.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  134. }
  135. public void SetChallengeLevelPass(int gameType, int level)
  136. {
  137. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  138. if (challengeLevels.ContainsKey(gameType))
  139. {
  140. if (level <= challengeLevels[gameType])
  141. {
  142. return;
  143. }
  144. }
  145. challengeLevels.Remove(gameType);
  146. challengeLevels.Add(gameType, level);
  147. }
  148. public int GetChallengeLevelPass(int gameType)
  149. {
  150. if (challengeLevels.ContainsKey(gameType))
  151. {
  152. return challengeLevels[gameType];
  153. }
  154. return 0;
  155. }
  156. //判断引导是否完成(服务端保存)
  157. //index0: 新手引导NewUserGuide
  158. public bool IsGuideFinish(int index)
  159. {
  160. if (index == 0)
  161. {
  162. return PlayerPrefs.GetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 0) == 1;
  163. }
  164. char[] chars = guideRecord.ToCharArray();
  165. if (index < chars.Length)
  166. {
  167. return chars[index] == '1';
  168. }
  169. return false;
  170. }
  171. public void SaveGuideFinish(int index)
  172. {
  173. if (index == 0)
  174. {
  175. PlayerPrefs.SetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 1);
  176. return;
  177. }
  178. char[] chars = guideRecord.ToCharArray();
  179. if (index < chars.Length)
  180. {
  181. if (chars[index] == '1') return;
  182. chars[index] = '1';
  183. }
  184. else
  185. {
  186. int newLen = index + 1;
  187. char[] newChars = new char[newLen];
  188. for (int i = 0; i < newLen; i++)
  189. {
  190. newChars[i] = i < chars.Length ? chars[i] : '0';
  191. }
  192. newChars[index] = '1';
  193. chars = newChars;
  194. }
  195. this.guideRecord = string.Join("", chars);
  196. UserPlayer.ins?.call("userComp.saveGuideRecord", this.guideRecord);
  197. }
  198. }
  199. public class UserSettings
  200. {
  201. //打开BGM
  202. public bool openBGM = true;
  203. //打开音效
  204. public bool openEffect = true;
  205. //是否打开准心
  206. public bool openCrossHair = true;
  207. //射击难度
  208. public int shootLevel = 0;
  209. //游戏里的箭重,单位克
  210. public float actualArrowWeight = 20;
  211. //弓箭旋转转化
  212. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  213. //游戏中是否固定镜头
  214. public bool bowCameraFixed = true;
  215. //训练模式
  216. public bool trainMode = false;
  217. //游戏里面视角重置时间(3秒改成默认5秒)
  218. public float calibrationTime = 5f;
  219. //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)
  220. public bool openBowAndArrow = false;
  221. //选择的红外连接设备
  222. public string selectDevicesName = "";
  223. //b端 每一局的设置
  224. public int PerRoundCoin = 2; //投币
  225. public int PerRoundSeconds = 1200;//时间
  226. //设备校准引导-是否已经完成
  227. public bool deviceCalibrateGuideFinish = false;
  228. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  229. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  230. private static UserSettings _ins;
  231. public static UserSettings ins
  232. {
  233. get
  234. {
  235. if (_ins == null)
  236. {
  237. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  238. try
  239. {
  240. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  241. }
  242. catch (System.Exception) { }
  243. if (_ins == null)
  244. {
  245. _ins = new UserSettings();
  246. }
  247. if (CommonConfig.SpecialVersion1)
  248. {
  249. if (PlayerPrefs.GetInt("sv1_UserSettings_2", 0) == 0)
  250. {
  251. PlayerPrefs.SetInt("sv1_UserSettings_2", 1);
  252. UserSettings us = _ins;
  253. us.bowRotateConvert.screenSize = 60;
  254. us.bowRotateConvert.screenDistance = 1.5f;
  255. us.Save();
  256. }
  257. }
  258. }
  259. return _ins;
  260. }
  261. }
  262. public void Save()
  263. {
  264. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  265. }
  266. }
  267. /*
  268. 描述1
  269. 已知:
  270. 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°。
  271. 可知:
  272. 屏幕尺寸s1 = (s * 0.0254)米
  273. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  274. 结果:
  275. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  276. */
  277. /*
  278. 描述2(适配各种尺寸的屏幕)
  279. 已知:
  280. 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°。
  281. 借用描述1的结果q
  282. 可知:
  283. 屏幕尺寸s1 = (s * 0.0254)米
  284. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  285. 实际指向右边树的角度为e = atan(q * unit / d)
  286. 结果:
  287. 游戏转动角度:实际转动角度 = r / e
  288. */
  289. public class BowRotateConvert
  290. {
  291. public float screenSize = 60; //屏幕尺寸(英寸)
  292. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  293. [NonSerialized] public float fieldOfView = 25;
  294. //获取建议的屏幕距离
  295. public float GetAdviseScreenDistance()
  296. {
  297. float w = 16;
  298. float h = 9;
  299. float s1 = screenSize * 0.0254f;
  300. float unit = s1 / Mathf.Sqrt(w * w + h * h);
  301. float screenHeight = 9 * unit;
  302. return screenHeight * 0.5f / Mathf.Tan(fieldOfView / 2 / 180 * Mathf.PI);
  303. }
  304. // 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)
  305. public float GetRate()
  306. {
  307. return 1;
  308. }
  309. // 游戏旋转角度 : 实际旋转角度
  310. // public float GetRate() {
  311. // double w = 16;
  312. // double h = 9;
  313. // double s = Convert.ToDouble(screenSize);
  314. // double d = Convert.ToDouble(screenDistance);
  315. // double r = 27.3 / 180 * Math.PI;
  316. // double q = get_q();
  317. // double s1 = s * 0.0254;
  318. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  319. // double e = Math.Atan(q * unit / d);
  320. // return (float) (r / e);
  321. // }
  322. // private double get_q() {
  323. // double w = 16;
  324. // double h = 9;
  325. // double s = 60.11;
  326. // double d = 2.5;
  327. // double e = 5.56 / 180 * Math.PI;
  328. // double s1 = s * 0.0254;
  329. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  330. // double q = Math.Tan(e) * d / unit;
  331. // return q;
  332. // }
  333. }