SocketPlayer.cs 3.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.UI;
  6. using UnityEngine.SceneManagement;
  7. public class SocketPlayer : JC.SocketIO.SocketIOClient
  8. {
  9. void Awake()
  10. {
  11. InitDestroySelf();
  12. }
  13. void InitDestroySelf() {
  14. GlobalEventCenter.ins.onGameSceneDestroy += DestroySelf;
  15. }
  16. void DestroySelf() {
  17. GlobalEventCenter.ins.onGameSceneDestroy -= DestroySelf;
  18. if (gameObject) Destroy(gameObject);
  19. }
  20. void Start()
  21. {
  22. openInGameScene = SceneManager.GetActiveScene().name.StartsWith("Game");
  23. connectServer("ws://192.168.101.14:8000/SmartBowGameServer");
  24. }
  25. public Action onLoad_;
  26. public override void onLoad()
  27. {
  28. }
  29. //方便测试
  30. public bool openInGameScene;
  31. //测试阶段,用这个
  32. public void onLoadForTest(int id, string nickname, int avatarID) {
  33. LoginMgr.myUserInfo.id = id;
  34. if (openInGameScene) {
  35. LoginMgr.myUserInfo.nickname = nickname;
  36. LoginMgr.myUserInfo.avatarID = avatarID;
  37. }
  38. Debug.Log("onLoad");
  39. onLoad_?.Invoke();
  40. }
  41. public override void onReload()
  42. {
  43. Debug.Log("onReload");
  44. }
  45. public Action onDestroy_;
  46. [NonSerialized] public bool canBackHome = true;
  47. public override void onDestroy()
  48. {
  49. Debug.Log("onDestroy");
  50. onDestroy_?.Invoke();
  51. if (canBackHome && UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.StartsWith("Game")) {
  52. PopupMgr.ins.ShowTip("某方退出或掉线,联机游戏终止!");
  53. SceneManager.LoadScene("Home", LoadSceneMode.Single);
  54. }
  55. }
  56. public override void onMiss()
  57. {
  58. Debug.Log("onMiss");
  59. }
  60. //上传玩家用户匹配信息
  61. public void UploadPlayerInfo() {
  62. UserInfo userInfo = LoginMgr.myUserInfo;
  63. call("UploadPlayerInfo", userInfo.id, userInfo.nickname, userInfo.avatarID);
  64. }
  65. //匹配成功后,大家同一开始,才进入游戏场景
  66. public void AgreeStartGame() {
  67. call("AgreeStartGame");
  68. }
  69. public Action onAgreeStartGame;
  70. public void OnAgreeStartGame() {
  71. onAgreeStartGame?.Invoke();
  72. }
  73. //随机匹配
  74. public void RandomMatchRoom() {
  75. call("RandomMatchRoom", GlobalData.matchRoomType);
  76. }
  77. public Action onMatchSuccess;
  78. public void OnMatchSuccess(List<MatchPlayerInfo> matchPlayerInfos, int roomID) {
  79. GlobalData.roomID = roomID;
  80. GlobalData.matchPlayerInfos = matchPlayerInfos;
  81. for (int i = 0; i < matchPlayerInfos.Count; i++) {
  82. if (matchPlayerInfos[i].playerID == LoginMgr.myUserInfo.id) {
  83. GlobalData.playerIndexInRoom = i;
  84. }
  85. }
  86. onMatchSuccess?.Invoke();
  87. }
  88. //上传游戏数据
  89. public void UploadPKGameData(string key, object data) {
  90. if (!isValid) return;
  91. call("UploadPKGameData", key, data);
  92. }
  93. public Action<string, string> onReceivePKGameData;
  94. public void OnReceivePKGameData(string key, string data) {
  95. onReceivePKGameData?.Invoke(key, data);
  96. }
  97. }