LoginMgr.cs 8.7 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 && BluetoothAim.ins.status == BluetoothStatusEnum.ConnectSuccess) {
  43. BluetoothAim.ins.DoConnect();
  44. }
  45. }
  46. }
  47. public class UserInfo
  48. {
  49. public int id;
  50. public int avatarID = 0;
  51. public string nickname = "超级射手";
  52. public int gender = 1;
  53. public string phone = "";
  54. public string email = "";
  55. public string birthday = "";
  56. public string country = "";
  57. public string state = "";
  58. public string city = "";
  59. public int integral = 0;
  60. public int coin = 0;
  61. public int diamond = 1000;
  62. public string mac = "";
  63. public List<PropInfo> bagList = new List<PropInfo>();
  64. public List<DeviceInfo> deviceList = new List<DeviceInfo>();
  65. //显示游戏最高分(不同距离分数独立)
  66. public Dictionary<string, float> timeLimitGameScores = new Dictionary<string, float>();
  67. //闯关记录(gameType:通关数)(野兔、野鸡、野狼的通关数)
  68. public Dictionary<int, int> challengeLevels = new Dictionary<int, int>();
  69. public string guideRecord = "";
  70. public void Save()
  71. {
  72. try { UserComp.Instance.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  73. }
  74. public void SetChallengeLevelPass(int gameType, int level)
  75. {
  76. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  77. if (challengeLevels.ContainsKey(gameType))
  78. {
  79. if (level <= challengeLevels[gameType])
  80. {
  81. return;
  82. }
  83. }
  84. challengeLevels.Remove(gameType);
  85. challengeLevels.Add(gameType, level);
  86. }
  87. public int GetChallengeLevelPass(int gameType)
  88. {
  89. if (challengeLevels.ContainsKey(gameType))
  90. {
  91. return challengeLevels[gameType];
  92. }
  93. return 0;
  94. }
  95. //判断引导是否完成(服务端保存)
  96. //index0: 新手引导NewUserGuide
  97. public bool IsGuideFinish(int index)
  98. {
  99. if (index == 0)
  100. {
  101. return PlayerPrefs.GetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 0) == 1;
  102. }
  103. char[] chars = guideRecord.ToCharArray();
  104. if (index < chars.Length)
  105. {
  106. return chars[index] == '1';
  107. }
  108. return false;
  109. }
  110. public void SaveGuideFinish(int index)
  111. {
  112. if (index == 0)
  113. {
  114. PlayerPrefs.SetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 1);
  115. return;
  116. }
  117. char[] chars = guideRecord.ToCharArray();
  118. if (index < chars.Length)
  119. {
  120. if (chars[index] == '1') return;
  121. chars[index] = '1';
  122. }
  123. else
  124. {
  125. int newLen = index + 1;
  126. char[] newChars = new char[newLen];
  127. for (int i = 0; i < newLen; i++)
  128. {
  129. newChars[i] = i < chars.Length ? chars[i] : '0';
  130. }
  131. newChars[index] = '1';
  132. chars = newChars;
  133. }
  134. this.guideRecord = string.Join("", chars);
  135. UserPlayer.ins?.call("userComp.saveGuideRecord", this.guideRecord);
  136. }
  137. }
  138. public class UserSettings
  139. {
  140. //打开BGM
  141. public bool openBGM = true;
  142. //打开音效
  143. public bool openEffect = true;
  144. //是否打开准心
  145. public bool openCrossHair = true;
  146. //射击难度
  147. public int shootLevel = 0;
  148. //游戏里的箭重,单位克
  149. public float actualArrowWeight = 20;
  150. //弓箭旋转转化
  151. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  152. //游戏中是否固定镜头
  153. public bool bowCameraFixed = true;
  154. //训练模式
  155. public bool trainMode = false;
  156. //设备校准引导-是否已经完成
  157. public bool deviceCalibrateGuideFinish = false;
  158. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  159. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  160. private static UserSettings _ins;
  161. public static UserSettings ins
  162. {
  163. get
  164. {
  165. if (_ins == null)
  166. {
  167. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  168. try
  169. {
  170. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  171. }
  172. catch (System.Exception) { }
  173. if (_ins == null)
  174. {
  175. _ins = new UserSettings();
  176. }
  177. if (CommonConfig.SpecialVersion1)
  178. {
  179. if (PlayerPrefs.GetInt("sv1_UserSettings_2", 0) == 0)
  180. {
  181. PlayerPrefs.SetInt("sv1_UserSettings_2", 1);
  182. UserSettings us = _ins;
  183. us.bowRotateConvert.screenSize = 60;
  184. us.bowRotateConvert.screenDistance = 1.5f;
  185. us.Save();
  186. }
  187. }
  188. }
  189. return _ins;
  190. }
  191. }
  192. public void Save()
  193. {
  194. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  195. }
  196. }
  197. /*
  198. 描述1
  199. 已知:
  200. 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°。
  201. 可知:
  202. 屏幕尺寸s1 = (s * 0.0254)米
  203. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  204. 结果:
  205. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  206. */
  207. /*
  208. 描述2(适配各种尺寸的屏幕)
  209. 已知:
  210. 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°。
  211. 借用描述1的结果q
  212. 可知:
  213. 屏幕尺寸s1 = (s * 0.0254)米
  214. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  215. 实际指向右边树的角度为e = atan(q * unit / d)
  216. 结果:
  217. 游戏转动角度:实际转动角度 = r / e
  218. */
  219. public class BowRotateConvert
  220. {
  221. public float screenSize = 60; //屏幕尺寸(英寸)
  222. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  223. [NonSerialized] public float fieldOfView = 25;
  224. //获取建议的屏幕距离
  225. public float GetAdviseScreenDistance()
  226. {
  227. float w = 16;
  228. float h = 9;
  229. float s1 = screenSize * 0.0254f;
  230. float unit = s1 / Mathf.Sqrt(w * w + h * h);
  231. float screenHeight = 9 * unit;
  232. return screenHeight * 0.5f / Mathf.Tan(fieldOfView / 2 / 180 * Mathf.PI);
  233. }
  234. // 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)
  235. public float GetRate()
  236. {
  237. return 1;
  238. }
  239. // 游戏旋转角度 : 实际旋转角度
  240. // public float GetRate() {
  241. // double w = 16;
  242. // double h = 9;
  243. // double s = Convert.ToDouble(screenSize);
  244. // double d = Convert.ToDouble(screenDistance);
  245. // double r = 27.3 / 180 * Math.PI;
  246. // double q = get_q();
  247. // double s1 = s * 0.0254;
  248. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  249. // double e = Math.Atan(q * unit / d);
  250. // return (float) (r / e);
  251. // }
  252. // private double get_q() {
  253. // double w = 16;
  254. // double h = 9;
  255. // double s = 60.11;
  256. // double d = 2.5;
  257. // double e = 5.56 / 180 * Math.PI;
  258. // double s1 = s * 0.0254;
  259. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  260. // double q = Math.Tan(e) * d / unit;
  261. // return q;
  262. // }
  263. }