LoginMgr.cs 8.8 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. //显示游戏最高分(不同距离分数独立)
  68. public Dictionary<string, float> timeLimitGameScores = new Dictionary<string, float>();
  69. //闯关记录(gameType:通关数)(野兔、野鸡、野狼的通关数)
  70. public Dictionary<int, int> challengeLevels = new Dictionary<int, int>();
  71. public string guideRecord = "";
  72. //wildAttackRecord最高分纪录
  73. public int wildAttackRecord;
  74. public void Save()
  75. {
  76. try { UserComp.Instance.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  77. }
  78. public void SetChallengeLevelPass(int gameType, int level)
  79. {
  80. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  81. if (challengeLevels.ContainsKey(gameType))
  82. {
  83. if (level <= challengeLevels[gameType])
  84. {
  85. return;
  86. }
  87. }
  88. challengeLevels.Remove(gameType);
  89. challengeLevels.Add(gameType, level);
  90. }
  91. public int GetChallengeLevelPass(int gameType)
  92. {
  93. if (challengeLevels.ContainsKey(gameType))
  94. {
  95. return challengeLevels[gameType];
  96. }
  97. return 0;
  98. }
  99. //判断引导是否完成(服务端保存)
  100. //index0: 新手引导NewUserGuide
  101. public bool IsGuideFinish(int index)
  102. {
  103. if (index == 0)
  104. {
  105. return PlayerPrefs.GetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 0) == 1;
  106. }
  107. char[] chars = guideRecord.ToCharArray();
  108. if (index < chars.Length)
  109. {
  110. return chars[index] == '1';
  111. }
  112. return false;
  113. }
  114. public void SaveGuideFinish(int index)
  115. {
  116. if (index == 0)
  117. {
  118. PlayerPrefs.SetInt("NewUserGuideFinish_" + LoginMgr.myUserInfo.id, 1);
  119. return;
  120. }
  121. char[] chars = guideRecord.ToCharArray();
  122. if (index < chars.Length)
  123. {
  124. if (chars[index] == '1') return;
  125. chars[index] = '1';
  126. }
  127. else
  128. {
  129. int newLen = index + 1;
  130. char[] newChars = new char[newLen];
  131. for (int i = 0; i < newLen; i++)
  132. {
  133. newChars[i] = i < chars.Length ? chars[i] : '0';
  134. }
  135. newChars[index] = '1';
  136. chars = newChars;
  137. }
  138. this.guideRecord = string.Join("", chars);
  139. UserPlayer.ins?.call("userComp.saveGuideRecord", this.guideRecord);
  140. }
  141. }
  142. public class UserSettings
  143. {
  144. //打开BGM
  145. public bool openBGM = true;
  146. //打开音效
  147. public bool openEffect = true;
  148. //是否打开准心
  149. public bool openCrossHair = true;
  150. //射击难度
  151. public int shootLevel = 0;
  152. //游戏里的箭重,单位克
  153. public float actualArrowWeight = 20;
  154. //弓箭旋转转化
  155. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  156. //游戏中是否固定镜头
  157. public bool bowCameraFixed = true;
  158. //训练模式
  159. public bool trainMode = false;
  160. //设备校准引导-是否已经完成
  161. public bool deviceCalibrateGuideFinish = false;
  162. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  163. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  164. private static UserSettings _ins;
  165. public static UserSettings ins
  166. {
  167. get
  168. {
  169. if (_ins == null)
  170. {
  171. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  172. try
  173. {
  174. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  175. }
  176. catch (System.Exception) { }
  177. if (_ins == null)
  178. {
  179. _ins = new UserSettings();
  180. }
  181. if (CommonConfig.SpecialVersion1)
  182. {
  183. if (PlayerPrefs.GetInt("sv1_UserSettings_2", 0) == 0)
  184. {
  185. PlayerPrefs.SetInt("sv1_UserSettings_2", 1);
  186. UserSettings us = _ins;
  187. us.bowRotateConvert.screenSize = 60;
  188. us.bowRotateConvert.screenDistance = 1.5f;
  189. us.Save();
  190. }
  191. }
  192. }
  193. return _ins;
  194. }
  195. }
  196. public void Save()
  197. {
  198. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  199. }
  200. }
  201. /*
  202. 描述1
  203. 已知:
  204. 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°。
  205. 可知:
  206. 屏幕尺寸s1 = (s * 0.0254)米
  207. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  208. 结果:
  209. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  210. */
  211. /*
  212. 描述2(适配各种尺寸的屏幕)
  213. 已知:
  214. 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°。
  215. 借用描述1的结果q
  216. 可知:
  217. 屏幕尺寸s1 = (s * 0.0254)米
  218. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  219. 实际指向右边树的角度为e = atan(q * unit / d)
  220. 结果:
  221. 游戏转动角度:实际转动角度 = r / e
  222. */
  223. public class BowRotateConvert
  224. {
  225. public float screenSize = 60; //屏幕尺寸(英寸)
  226. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  227. [NonSerialized] public float fieldOfView = 25;
  228. //获取建议的屏幕距离
  229. public float GetAdviseScreenDistance()
  230. {
  231. float w = 16;
  232. float h = 9;
  233. float s1 = screenSize * 0.0254f;
  234. float unit = s1 / Mathf.Sqrt(w * w + h * h);
  235. float screenHeight = 9 * unit;
  236. return screenHeight * 0.5f / Mathf.Tan(fieldOfView / 2 / 180 * Mathf.PI);
  237. }
  238. // 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)
  239. public float GetRate()
  240. {
  241. return 1;
  242. }
  243. // 游戏旋转角度 : 实际旋转角度
  244. // public float GetRate() {
  245. // double w = 16;
  246. // double h = 9;
  247. // double s = Convert.ToDouble(screenSize);
  248. // double d = Convert.ToDouble(screenDistance);
  249. // double r = 27.3 / 180 * Math.PI;
  250. // double q = get_q();
  251. // double s1 = s * 0.0254;
  252. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  253. // double e = Math.Atan(q * unit / d);
  254. // return (float) (r / e);
  255. // }
  256. // private double get_q() {
  257. // double w = 16;
  258. // double h = 9;
  259. // double s = 60.11;
  260. // double d = 2.5;
  261. // double e = 5.56 / 180 * Math.PI;
  262. // double s1 = s * 0.0254;
  263. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  264. // double q = Math.Tan(e) * d / unit;
  265. // return q;
  266. // }
  267. }