UserPlayer.cs 4.1 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.ins);
  14. }
  15. public static void ConnectServer() {
  16. if (ins != null) return;
  17. if (HomeMgr.ins) HomeMgr.ins.ShowAuthLoginMask(true);
  18. JCEngine.boot(CommonConfig.businessServerWsURI, new UserPlayer());
  19. }
  20. //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。
  21. IEnumerator ReconnenctServer() {
  22. yield return new WaitForSecondsRealtime(0.1f);
  23. JCEngine.reboot(this);
  24. }
  25. bool canReconnnect = true;
  26. public override void onLoad() {
  27. Debug.Log("UserPlayer onLoad()");
  28. authToken();
  29. }
  30. public override void onReload() {
  31. Debug.Log("UserPlayer onReload()");
  32. authToken();
  33. }
  34. public override void onDestroy() {
  35. Debug.Log("UserPlayer onDestroy()");
  36. if (canReconnnect) {
  37. JC.Unity.CoroutineStarter.Start(ReconnenctServer());
  38. }
  39. }
  40. public override void onMiss() {
  41. Debug.Log("UserPlayer onMiss()");
  42. if (canReconnnect) {
  43. JC.Unity.CoroutineStarter.Start(ReconnenctServer());
  44. }
  45. }
  46. public void Close() {
  47. if (ins == this) ins = null;
  48. this.canReconnnect = false;
  49. this.channel.close();
  50. Debug.Log("user player close");
  51. }
  52. //向服务端发送的请求
  53. public void authToken() {
  54. string p0 = PlayerPrefs.GetString("IdAndToken", "");
  55. #if UNITY_EDITOR
  56. if (string.IsNullOrEmpty(p0)) {
  57. p0 = "12&f29f72fcba4b4a63aa4f965b5d603a4e";
  58. }
  59. #endif
  60. call("authToken", p0);
  61. }
  62. //被服务端调用的函数
  63. public void onAuthRes(bool res) {
  64. Debug.Log("onAuthRes," + res);
  65. if (res) {
  66. UserComp.ins.getUserInfo(delegate(UserInfo userInfo) {
  67. LoginMgr.myUserInfo = userInfo;
  68. if (HomeView.ins) {
  69. HomeView.ins.RenderMyAvatarSprite();
  70. HomeView.ins.RenderNameOrGender();
  71. HomeView.ins.RenderDeviceNames();
  72. }
  73. if (HomeMgr.ins) {
  74. HomeMgr.ins.ShowAuthLoginMask(false);
  75. }
  76. });
  77. } else {
  78. //clear token info
  79. PlayerPrefs.DeleteKey("IdAndToken");
  80. //tip
  81. if (HomeMgr.ins && HomeMgr.ins.IsAuthLoginMaskActive()) {
  82. HomeMgr.ins.SetAuthLoginText(TextAutoLanguage2.GetTextByCNKey("登录认证过期"));
  83. } else {
  84. PopupMgr.ins.ShowTip(TextAutoLanguage2.GetTextByCNKey("登录认证过期"));
  85. }
  86. //delay back login or quit
  87. Sequence seq = DOTween.Sequence();
  88. seq.AppendInterval(1.5f);
  89. seq.AppendCallback(() => {
  90. if (SceneManager.GetActiveScene().name == "Home") {
  91. SceneManager.LoadScene("Login", LoadSceneMode.Single);
  92. } else {
  93. Application.Quit();
  94. }
  95. });
  96. //close socket
  97. Close();
  98. }
  99. }
  100. public void onRequestAddFriend() {
  101. PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("tip_friend-receive-request"));
  102. tempData.hasFriendRequest = true;
  103. }
  104. public void onHasFriendTip() {
  105. tempData.hasFriendRequest = true;
  106. }
  107. public TempData tempData = new TempData();
  108. public class TempData {
  109. public System.Action onUpdate;
  110. private bool _hasFriendRequest;
  111. public bool hasFriendRequest {
  112. get {
  113. return _hasFriendRequest;
  114. }
  115. set {
  116. _hasFriendRequest = value;
  117. onUpdate?.Invoke();
  118. }
  119. }
  120. }
  121. }