LoginMgr.cs 6.4 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 void Save()
  59. {
  60. try { UserComp.ins.saveUserInfo(this); } catch (System.Exception e) { Debug.LogError(e.Message); }
  61. }
  62. public void SetChallengeLevelPass(int gameType, int level) {
  63. if (gameType != 3 && gameType != 4 && gameType != 5) return;
  64. if (challengeLevels.ContainsKey(gameType)) {
  65. if (level <= challengeLevels[gameType]) {
  66. return;
  67. }
  68. }
  69. challengeLevels.Remove(gameType);
  70. challengeLevels.Add(gameType, level);
  71. }
  72. public int GetChallengeLevelPass(int gameType) {
  73. if (challengeLevels.ContainsKey(gameType)) {
  74. return challengeLevels[gameType];
  75. }
  76. return 0;
  77. }
  78. }
  79. public class UserSettings {
  80. //打开BGM
  81. public bool openBGM = true;
  82. //打开音效
  83. public bool openEffect = true;
  84. //是否打开准心
  85. public bool openCrossHair = true;
  86. //射击难度
  87. public int shootLevel = 0;
  88. //游戏里的箭重,单位克
  89. public float actualArrowWeight = 20;
  90. //弓箭旋转转化
  91. public BowRotateConvert bowRotateConvert = new BowRotateConvert();
  92. //游戏中是否固定镜头
  93. public bool bowCameraFixed = true;
  94. //训练模式
  95. public bool trainMode = false;
  96. //设备校准引导-是否已经完成
  97. public bool deviceCalibrateGuideFinish = false;
  98. //游戏规则引导-是否已经完成(完成则保存对应的GameType)
  99. public HashSet<int> gameRuleGuideFinish = new HashSet<int>();
  100. private static UserSettings _ins;
  101. public static UserSettings ins {
  102. get {
  103. if (_ins == null) {
  104. string dataStr = PlayerPrefs.GetString("UserSettings", "{}");
  105. try {
  106. _ins = JsonConvert.DeserializeObject<UserSettings>(dataStr);
  107. }
  108. catch (System.Exception) {}
  109. if (_ins == null) {
  110. _ins = new UserSettings();
  111. }
  112. if (CommonConfig.SpecialVersion1) {
  113. if (PlayerPrefs.GetInt("sv1_UserSettings_1", 0) == 0) {
  114. PlayerPrefs.SetInt("sv1_UserSettings_1", 1);
  115. UserSettings us = _ins;
  116. us.bowRotateConvert.screenSize = 60;
  117. us.bowRotateConvert.screenDistance = 0.5f;
  118. us.Save();
  119. }
  120. }
  121. }
  122. return _ins;
  123. }
  124. }
  125. public void Save() {
  126. PlayerPrefs.SetString("UserSettings", JsonConvert.SerializeObject(this));
  127. }
  128. }
  129. /*
  130. 描述1
  131. 已知:
  132. 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°。
  133. 可知:
  134. 屏幕尺寸s1 = (s * 0.0254)米
  135. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  136. 结果:
  137. 向量(玩家->右边树)在屏幕上投影的长度比例q = tan(e) * d / unit
  138. */
  139. /*
  140. 描述2(适配各种尺寸的屏幕)
  141. 已知:
  142. 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°。
  143. 借用描述1的结果q
  144. 可知:
  145. 屏幕尺寸s1 = (s * 0.0254)米
  146. 屏幕单位大小为unit,关系式(w*unit)^2 + (h*unit)^2 = s1^2
  147. 实际指向右边树的角度为e = atan(q * unit / d)
  148. 结果:
  149. 游戏转动角度:实际转动角度 = r / e
  150. */
  151. public class BowRotateConvert {
  152. public float screenSize = 60; //屏幕尺寸(英寸)
  153. public float screenDistance = 2.5f; //玩家距离屏幕多远(米)
  154. // 游戏旋转角度 : 实际旋转角度
  155. public float GetRate() {
  156. double w = 16;
  157. double h = 9;
  158. double s = Convert.ToDouble(screenSize);
  159. double d = Convert.ToDouble(screenDistance);
  160. double r = 27.3 / 180 * Math.PI;
  161. double q = get_q();
  162. double s1 = s * 0.0254;
  163. double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  164. double e = Math.Atan(q * unit / d);
  165. return (float) (r / e);
  166. }
  167. private double get_q() {
  168. double w = 16;
  169. double h = 9;
  170. double s = 60.11;
  171. double d = 2.5;
  172. double e = 5.56 / 180 * Math.PI;
  173. double s1 = s * 0.0254;
  174. double unit = Math.Sqrt(Math.Pow(s1, 2) / (Math.Pow(w, 2) + Math.Pow(h, 2)));
  175. double q = Math.Tan(e) * d / unit;
  176. return q;
  177. }
  178. }