UserPlayer.cs 3.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using JCEngineCore;
  5. using UnityEngine.SceneManagement;
  6. using DG.Tweening;
  7. public class UserPlayer : JCEntity
  8. {
  9. public static UserPlayer ins;
  10. public UserPlayer() {
  11. ins = this;
  12. components.Add("PKComp", PKComp.ins);
  13. }
  14. public static void ConnectServer() {
  15. if (ins != null) return;
  16. if (HomeMgr.ins) HomeMgr.ins.ShowAuthLoginMask(true);
  17. JCEngine.boot(CommonConfig.businessServerWsURI, new UserPlayer());
  18. }
  19. //之所以做成协程延迟触发,是因为用编辑器调试时,停止运行后会触发断线重连,就会造成游戏停止调试了,但socket还连接的现象。
  20. IEnumerator ReconnenctServer() {
  21. yield return new WaitForSecondsRealtime(0.1f);
  22. JCEngine.reboot(this);
  23. }
  24. bool canReconnnect = true;
  25. public override void onLoad() {
  26. Debug.Log("UserPlayer onLoad()");
  27. authToken();
  28. }
  29. public override void onReload() {
  30. Debug.Log("UserPlayer onReload()");
  31. authToken();
  32. }
  33. public override void onDestroy() {
  34. Debug.Log("UserPlayer onDestroy()");
  35. if (canReconnnect) {
  36. JC.Unity.CoroutineStarter.Start(ReconnenctServer());
  37. }
  38. }
  39. public override void onMiss() {
  40. Debug.Log("UserPlayer onMiss()");
  41. if (canReconnnect) {
  42. JC.Unity.CoroutineStarter.Start(ReconnenctServer());
  43. }
  44. }
  45. public void Close() {
  46. if (ins == this) ins = null;
  47. this.canReconnnect = false;
  48. this.channel.close();
  49. Debug.Log("user player close");
  50. }
  51. //向服务端发送的请求
  52. public void authToken() {
  53. string p0 = PlayerPrefs.GetString("IdAndToken", "");
  54. #if UNITY_EDITOR
  55. if (string.IsNullOrEmpty(p0)) {
  56. p0 = "12&f29f72fcba4b4a63aa4f965b5d603a4e";
  57. }
  58. #endif
  59. call("authToken", p0);
  60. }
  61. //被服务端调用的函数
  62. public void onAuthRes(bool res) {
  63. Debug.Log("onAuthRes," + res);
  64. if (res) {
  65. UserComp.ins.getUserInfo(delegate(UserInfo userInfo) {
  66. LoginMgr.myUserInfo = userInfo;
  67. if (HomeView.ins) {
  68. HomeView.ins.RenderMyAvatarSprite();
  69. HomeView.ins.RenderNameOrGender();
  70. HomeView.ins.RenderDeviceNames();
  71. }
  72. if (HomeMgr.ins) {
  73. HomeMgr.ins.ShowAuthLoginMask(false);
  74. }
  75. });
  76. } else {
  77. //clear token info
  78. PlayerPrefs.DeleteKey("IdAndToken");
  79. //tip
  80. PopupMgr.ins.ShowTip(TextAutoLanguage2.GetTextByCNKey("登录认证过期"));
  81. //delay back login or quit
  82. Sequence seq = DOTween.Sequence();
  83. seq.AppendInterval(1.5f);
  84. seq.AppendCallback(() => {
  85. if (SceneManager.GetActiveScene().name == "Home") {
  86. SceneManager.LoadScene("Login", LoadSceneMode.Single);
  87. } else {
  88. Application.Quit();
  89. }
  90. });
  91. //close socket
  92. Close();
  93. }
  94. }
  95. public void onRequestAddFriend() {
  96. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("tip_friend-receive-request"));
  97. tempData.hasFriendRequest = true;
  98. }
  99. public void onHasFriendTip() {
  100. tempData.hasFriendRequest = true;
  101. }
  102. public TempData tempData = new TempData();
  103. public class TempData {
  104. public System.Action onUpdate;
  105. private bool _hasFriendRequest;
  106. public bool hasFriendRequest {
  107. get {
  108. return _hasFriendRequest;
  109. }
  110. set {
  111. _hasFriendRequest = value;
  112. onUpdate?.Invoke();
  113. }
  114. }
  115. }
  116. }