LoginMgr.cs 8.0 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Newtonsoft.Json;
  5. /* 登录管理者,用户数据定义和存储 */
  6. public class LoginMgr : MonoBehaviour
  7. {
  8. [SerializeField] GameObject loginView;
  9. [SerializeField] GameObject registerView;
  10. [SerializeField] GameObject forgetPWD_View;
  11. public static UserInfo myUserInfo = new UserInfo();
  12. public void showRegisterView() {
  13. loginView.SetActive(false);
  14. registerView.SetActive(true);
  15. forgetPWD_View.SetActive(false);
  16. AgreenmentOption.ins.gameObject.SetActive(true);
  17. }
  18. public void showLoginView() {
  19. loginView.SetActive(true);
  20. registerView.SetActive(false);
  21. forgetPWD_View.SetActive(false);
  22. AgreenmentOption.ins.gameObject.SetActive(true);
  23. }
  24. public void showForgetPWD_View() {
  25. loginView.SetActive(false);
  26. registerView.SetActive(false);
  27. forgetPWD_View.SetActive(true);
  28. AgreenmentOption.ins.gameObject.SetActive(false);
  29. }
  30. public static bool HasToken() {
  31. string IdAndToken = PlayerPrefs.GetString("IdAndToken", "");
  32. return string.IsNullOrEmpty(IdAndToken) ? false : true;
  33. }
  34. void Awake() {
  35. transform.Find("AgreementPopup").gameObject.SetActive(true);
  36. }
  37. }
  38. public class UserInfo {
  39. public int id;
  40. public int avatarID = 0;
  41. public string nickname = "超级射手";
  42. public int gender = 1;
  43. public string phone = "";
  44. public string birthday = "";
  45. public string country = "";
  46. public string state = "";
  47. public string city = "";
  48. public int integral = 0;
  49. public int coin = 0;
  50. public int diamond = 1000;
  51. public string mac = "";
  52. public List<PropInfo> bagList = new List<PropInfo>();
  53. public List<DeviceInfo> deviceList = new List<DeviceInfo>();
  54. //显示游戏最高分(不同距离分数独立)
  55. public Dictionary<string, float> timeLimitGameScores = new Dictionary<string, float>();
  56. //闯关记录(gameType:通关数)(野兔、野鸡、野狼的通关数)
  57. public Dictionary<int, int> challengeLevels = new Dictionary<int, int>();
  58. public string guideRecord = "";
  59. public void Save()
  60. {
  61. try { UserComp.ins.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  62. }
  63. public void SetChallengeLevelPass(int gameType, int level) {
  64. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  65. if (challengeLevels.ContainsKey(gameType)) {
  66. if (level <= challengeLevels[gameType]) {
  67. return;
  68. }
  69. }
  70. challengeLevels.Remove(gameType);
  71. challengeLevels.Add(gameType, level);
  72. }
  73. public int GetChallengeLevelPass(int gameType) {
  74. if (challengeLevels.ContainsKey(gameType)) {
  75. return challengeLevels[gameType];
  76. }
  77. return 0;
  78. }
  79. //判断引导是否完成(服务端保存)
  80. //index0: 新手引导NewUserGuide
  81. public bool IsGuideFinish(int index) {
  82. char[] chars = guideRecord.ToCharArray();
  83. if (index < chars.Length) {
  84. return chars[index] == '1';
  85. }
  86. return false;
  87. }
  88. public void SaveGuideFinish(int index) {
  89. char[] chars = guideRecord.ToCharArray();
  90. if (index < chars.Length) {
  91. if (chars[index] == '1') return;
  92. chars[index] = '1';
  93. } else {
  94. int newLen = index + 1;
  95. char[] newChars = new char[newLen];
  96. for (int i = 0; i < newLen; i++) {
  97. newChars[i] = i < chars.Length ? chars[i] : '0';
  98. }
  99. newChars[index] = '1';
  100. chars = newChars;
  101. }
  102. this.guideRecord = string.Join("", chars);
  103. UserPlayer.ins?.call("userComp.saveGuideRecord", this.guideRecord);
  104. }
  105. }
  106. public class UserSettings {
  107. //打开BGM
  108. public bool openBGM = true;
  109. //打开音效
  110. public bool openEffect = true;
  111. //是否打开准心
  112. public bool openCrossHair = true;
  113. //射击难度
  114. public int shootLevel = 0;
  115. //游戏里的箭重,单位克
  116. public float actualArrowWeight = 20;
  117. //弓箭旋转转化
  118. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  119. //游戏中是否固定镜头
  120. public bool bowCameraFixed = true;
  121. //训练模式
  122. public bool trainMode = false;
  123. //设备校准引导-是否已经完成
  124. public bool deviceCalibrateGuideFinish = false;
  125. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  126. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  127. private static UserSettings _ins;
  128. public static UserSettings ins {
  129. get {
  130. if (_ins == null) {
  131. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  132. try {
  133. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  134. }
  135. catch (System.Exception) {}
  136. if (_ins == null) {
  137. _ins = new UserSettings();
  138. }
  139. if (CommonConfig.SpecialVersion1) {
  140. if (PlayerPrefs.GetInt("sv1_UserSettings_2", 0) == 0) {
  141. PlayerPrefs.SetInt("sv1_UserSettings_2", 1);
  142. UserSettings us = _ins;
  143. us.bowRotateConvert.screenSize = 60;
  144. us.bowRotateConvert.screenDistance = 1.5f;
  145. us.Save();
  146. }
  147. }
  148. }
  149. return _ins;
  150. }
  151. }
  152. public void Save() {
  153. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  154. }
  155. }
  156. /*
  157. 描述1
  158. 已知:
  159. 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°。
  160. 可知:
  161. 屏幕尺寸s1 = (s * 0.0254)米
  162. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  163. 结果:
  164. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  165. */
  166. /*
  167. 描述2(适配各种尺寸的屏幕)
  168. 已知:
  169. 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°。
  170. 借用描述1的结果q
  171. 可知:
  172. 屏幕尺寸s1 = (s * 0.0254)米
  173. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  174. 实际指向右边树的角度为e = atan(q * unit / d)
  175. 结果:
  176. 游戏转动角度:实际转动角度 = r / e
  177. */
  178. public class BowRotateConvert {
  179. public float screenSize = 60; //屏幕尺寸(英寸)
  180. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  181. [NonSerialized] public float fieldOfView = 25;
  182. //获取建议的屏幕距离
  183. public float GetAdviseScreenDistance() {
  184. float w = 16;
  185. float h = 9;
  186. float s1 = screenSize * 0.0254f;
  187. float unit = s1 / Mathf.Sqrt(w * w + h * h);
  188. float screenHeight = 9 * unit;
  189. return screenHeight * 0.5f / Mathf.Tan(fieldOfView / 2 / 180 * Mathf.PI);
  190. }
  191. // 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)
  192. public float GetRate() {
  193. return 1;
  194. }
  195. // 游戏旋转角度 : 实际旋转角度
  196. // public float GetRate() {
  197. // double w = 16;
  198. // double h = 9;
  199. // double s = Convert.ToDouble(screenSize);
  200. // double d = Convert.ToDouble(screenDistance);
  201. // double r = 27.3 / 180 * Math.PI;
  202. // double q = get_q();
  203. // double s1 = s * 0.0254;
  204. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  205. // double e = Math.Atan(q * unit / d);
  206. // return (float) (r / e);
  207. // }
  208. // private double get_q() {
  209. // double w = 16;
  210. // double h = 9;
  211. // double s = 60.11;
  212. // double d = 2.5;
  213. // double e = 5.56 / 180 * Math.PI;
  214. // double s1 = s * 0.0254;
  215. // double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  216. // double q = Math.Tan(e) * d / unit;
  217. // return q;
  218. // }
  219. }