UserPlayer.cs 4.7 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. /* Socket组件-玩家业务 */
  8. public class UserPlayer : JCEntity
  9. {
  10. public static UserPlayer ins;
  11. public UserPlayer() {
  12. ins = this;
  13. components.Add("PKComp", PKComp.Instance);
  14. components.Add("UserComp", UserComp.Instance);
  15. }
  16. public static void ConnectServer() {
  17. if (ins != null) return;
  18. if (HomeMgr.ins) HomeMgr.ins.ShowAuthLoginMask(true);
  19. JCEngine.boot(CommonConfig.businessServerWsURI, new UserPlayer());
  20. }
  21. //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。
  22. IEnumerator ReconnenctServer() {
  23. yield return new WaitForSecondsRealtime(0.1f);
  24. JCEngine.reboot(this);
  25. }
  26. bool canReconnnect = true;
  27. public override void onLoad() {
  28. Debug.Log("UserPlayer onLoad()");
  29. authToken();
  30. }
  31. public override void onReload() {
  32. Debug.Log("UserPlayer onReload()");
  33. authToken();
  34. }
  35. public override void onDestroy() {
  36. Debug.Log("UserPlayer onDestroy()");
  37. if (canReconnnect) {
  38. JCUnityLib.CoroutineStarter.Start(ReconnenctServer());
  39. }
  40. }
  41. public override void onMiss() {
  42. Debug.Log("UserPlayer onMiss()");
  43. if (canReconnnect) {
  44. JCUnityLib.CoroutineStarter.Start(ReconnenctServer());
  45. }
  46. }
  47. public void Close() {
  48. PlayerPrefs.DeleteKey("IdAndToken");
  49. LoginMgr.myUserInfo.id = 0;
  50. if (ins == this) ins = null;
  51. this.canReconnnect = false;
  52. this.channel.close();
  53. Debug.Log("user player close");
  54. }
  55. //向服务端发送的请求
  56. public void authToken() {
  57. string p0 = PlayerPrefs.GetString("IdAndToken", "");
  58. #if UNITY_EDITOR
  59. if (string.IsNullOrEmpty(p0)) {
  60. p0 = "12&f29f72fcba4b4a63aa4f965b5d603a4e";
  61. }
  62. #endif
  63. string p1 = SceneManager.GetActiveScene().name;
  64. call("authToken2", p0, p1);
  65. }
  66. //被服务端调用的函数
  67. public void onAuthRes(bool res) {
  68. Debug.Log("onAuthRes," + res);
  69. if (res) {
  70. UserComp.Instance.getUserInfo(delegate(UserInfo userInfo) {
  71. LoginMgr.myUserInfo = userInfo;
  72. if (HomeView.ins) {
  73. HomeView.ins.RenderMyAvatarSprite();
  74. HomeView.ins.RenderNameOrGender();
  75. HomeView.ins.RenderDeviceNames();
  76. }
  77. if (HomeMgr.ins) {
  78. HomeMgr.ins.ShowAuthLoginMask(false);
  79. }
  80. if (SceneManager.GetActiveScene().name.Equals("Home") && !LoginMgr.myUserInfo.IsGuideFinish(0)) {
  81. NewUserGuiderManager.ins?.ReviewNewUserGuide();
  82. }
  83. if (SceneManager.GetActiveScene().name.Equals("Home")) {
  84. if (userInfo.phone == "10086") {
  85. var reporter = GameObject.Find("Reporter")?.GetComponent<Reporter>();
  86. if (reporter && !reporter.enabled) {
  87. reporter.enabled = true;
  88. Debug.LogWarning("调试控制台启动-在屏幕画圆激活");
  89. }
  90. }
  91. }
  92. });
  93. } else {
  94. //tip
  95. if (HomeMgr.ins && HomeMgr.ins.IsAuthLoginMaskActive()) {
  96. HomeMgr.ins.SetAuthLoginText(TextAutoLanguage2.GetTextByCNKey("登录认证过期"));
  97. } else {
  98. PopupMgr.ins.ShowTip(TextAutoLanguage2.GetTextByCNKey("登录认证过期"));
  99. }
  100. //delay back login
  101. Sequence seq = DOTween.Sequence();
  102. seq.AppendInterval(1.5f);
  103. seq.AppendCallback(() => {
  104. SceneManager.LoadScene("Login", LoadSceneMode.Single);
  105. });
  106. //close userplayer
  107. Close();
  108. }
  109. }
  110. public void onRequestAddFriend() {
  111. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("tip_friend-receive-request"));
  112. tempData.hasFriendRequest = true;
  113. }
  114. public void onHasFriendTip() {
  115. tempData.hasFriendRequest = true;
  116. }
  117. public TempData tempData = new TempData();
  118. public class TempData {
  119. public System.Action onUpdate;
  120. private bool _hasFriendRequest;
  121. public bool hasFriendRequest {
  122. get {
  123. return _hasFriendRequest;
  124. }
  125. set {
  126. _hasFriendRequest = value;
  127. onUpdate?.Invoke();
  128. }
  129. }
  130. }
  131. }