1- using System . Net ;
2- using GameFrameX ;
3- using GameFrameX . Event . Runtime ;
4- #if ENABLE_UI_FAIRYGUI
5- using GameFrameX . UI . FairyGUI . Runtime ;
6- #endif
7- using GameFrameX . Network . Runtime ;
8- using GameFrameX . Runtime ;
9- using GameFrameX . UI . Runtime ;
10- #if ENABLE_UI_UGUI
11- using GameFrameX . UI . UGUI . Runtime ;
12- #endif
13- using Hotfix . Config . item ;
14- using Hotfix . Network ;
15- using Hotfix . Proto ;
16- using UnityEngine ;
17-
18- namespace Hotfix . UI
19- {
20- public partial class UILogin
21- {
22- private static INetworkChannel networkChannel ;
23- public static string serverIp = "127.0.0.1" ;
24- public static int serverPort = 29100 ;
25-
26- public override void OnOpen ( object userData )
27- {
28- m_enter . onClick . Set ( OnLoginClick ) ;
29- base . OnOpen ( userData ) ;
30- }
31-
32- private void OnLoginClick ( )
33- {
34- if ( networkChannel != null && networkChannel . Connected )
35- {
36- Login ( ) ;
37- return ;
38- }
39-
40- if ( networkChannel != null && GameApp . Network . HasNetworkChannel ( "network" ) && ! networkChannel . Connected )
41- {
42- GameApp . Network . DestroyNetworkChannel ( "network" ) ;
43- }
44-
45- networkChannel = GameApp . Network . CreateNetworkChannel ( "network" , new DefaultNetworkChannelHelper ( ) ) ;
46- // 注册心跳消息
47- DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler ( ) ;
48- networkChannel . RegisterHeartBeatHandler ( packetSendHeaderHandler ) ;
49- networkChannel . Connect ( IPAddress . Parse ( serverIp ) , serverPort ) ;
50- GameApp . Event . CheckSubscribe ( NetworkConnectedEventArgs . EventId , OnNetworkConnected ) ;
51- GameApp . Event . CheckSubscribe ( NetworkClosedEventArgs . EventId , OnNetworkClosed ) ;
52- }
53-
54- private async void Login ( )
55- {
56- var item = GameApp . Config . GetConfig < TbItem > ( ) . Get ( 1 ) ;
57- Log . Info ( item ) ;
58- if ( m_UserName . text . IsNullOrWhiteSpace ( ) || m_Password . text . IsNullOrWhiteSpace ( ) )
59- {
60- m_ErrorText . text = "用户名或密码不能为空" ;
61- return ;
62- }
63-
64-
65- var req = new ReqLogin
66- {
67- SdkType = 0 ,
68- SdkToken = "" ,
69- UserName = m_UserName . text ,
70- Password = m_Password . text ,
71- Device = SystemInfo . deviceUniqueIdentifier
72- } ;
73- req . Platform = PathHelper . GetPlatformName ;
74-
75- RespLogin respLogin = await networkChannel . Call < RespLogin > ( req ) ;
76- Log . Info ( respLogin ) ;
77- ReqPlayerList reqPlayerList = new ReqPlayerList ( ) ;
78-
79- reqPlayerList . Id = respLogin . Id ;
80-
81- var respPlayerList = await networkChannel . Call < RespPlayerList > ( reqPlayerList ) ;
82- if ( respPlayerList . PlayerList . Count > 0 )
83- {
84- await GameApp . UI . OpenUIFormAsync < UIPlayerList > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
85- }
86- else
87- {
88- await GameApp . UI . OpenUIFormAsync < UIPlayerCreate > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
89- }
90-
91- // await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
92- GameApp . UI . CloseUIForm ( this ) ;
93- }
94-
95- private static void OnNetworkClosed ( object sender , GameEventArgs e )
96- {
97- Log . Info ( nameof ( OnNetworkClosed ) ) ;
98- }
99-
100- private void OnNetworkConnected ( object sender , GameEventArgs e )
101- {
102- Login ( ) ;
103- Log . Info ( nameof ( OnNetworkConnected ) ) ;
104- }
105- }
1+ using System . Net ;
2+ using GameFrameX ;
3+ using GameFrameX . Event . Runtime ;
4+ #if ENABLE_UI_FAIRYGUI
5+ using GameFrameX . UI . FairyGUI . Runtime ;
6+ #endif
7+ using GameFrameX . Network . Runtime ;
8+ using GameFrameX . Runtime ;
9+ using GameFrameX . UI . Runtime ;
10+ #if ENABLE_UI_UGUI
11+ using GameFrameX . UI . UGUI . Runtime ;
12+ #endif
13+ using Hotfix . Config . item ;
14+ using Hotfix . Network ;
15+ using Hotfix . Proto ;
16+ using UnityEngine ;
17+
18+ namespace Hotfix . UI
19+ {
20+ public partial class UILogin
21+ {
22+ private static INetworkChannel networkChannel ;
23+ public static string serverIp = "127.0.0.1" ;
24+ public static int serverPort = 29100 ;
25+
26+ public override void OnOpen ( object userData )
27+ {
28+ m_enter . onClick . Set ( OnLoginClick ) ;
29+ base . OnOpen ( userData ) ;
30+ }
31+
32+ private void OnLoginClick ( )
33+ {
34+ if ( networkChannel != null && networkChannel . Connected )
35+ {
36+ Login ( ) ;
37+ return ;
38+ }
39+
40+ if ( networkChannel != null && GameApp . Network . HasNetworkChannel ( "network" ) && ! networkChannel . Connected )
41+ {
42+ GameApp . Network . DestroyNetworkChannel ( "network" ) ;
43+ }
44+
45+ networkChannel = GameApp . Network . CreateNetworkChannel ( "network" , new DefaultNetworkChannelHelper ( ) ) ;
46+ // 注册心跳消息
47+ DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler ( ) ;
48+ networkChannel . RegisterHeartBeatHandler ( packetSendHeaderHandler ) ;
49+ networkChannel . Connect ( IPAddress . Parse ( serverIp ) , serverPort ) ;
50+ GameApp . Event . CheckSubscribe ( NetworkConnectedEventArgs . EventId , OnNetworkConnected ) ;
51+ GameApp . Event . CheckSubscribe ( NetworkClosedEventArgs . EventId , OnNetworkClosed ) ;
52+ }
53+
54+ private async void Login ( )
55+ {
56+ var item = GameApp . Config . GetConfig < TbItem > ( ) . Get ( 1 ) ;
57+ Log . Info ( item ) ;
58+ if ( m_UserName . text . IsNullOrWhiteSpace ( ) || m_Password . text . IsNullOrWhiteSpace ( ) )
59+ {
60+ m_ErrorText . text = "用户名或密码不能为空" ;
61+ return ;
62+ }
63+
64+
65+ var req = new ReqLogin
66+ {
67+ SdkType = 0 ,
68+ SdkToken = "" ,
69+ UserName = m_UserName . text ,
70+ Password = m_Password . text ,
71+ Device = SystemInfo . deviceUniqueIdentifier
72+ } ;
73+ req . Platform = PathHelper . GetPlatformName ;
74+
75+ RespLogin respLogin = await networkChannel . Call < RespLogin > ( req ) ;
76+ Log . Info ( respLogin ) ;
77+ ReqPlayerList reqPlayerList = new ReqPlayerList ( ) ;
78+
79+ reqPlayerList . Id = respLogin . Id ;
80+
81+ var respPlayerList = await networkChannel . Call < RespPlayerList > ( reqPlayerList ) ;
82+ if ( respPlayerList . PlayerList . Count > 0 )
83+ {
84+ await GameApp . UI . OpenUIFormAsync < UIPlayerList > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
85+ }
86+ else
87+ {
88+ await GameApp . UI . OpenUIFormAsync < UIPlayerCreate > ( Utility . Asset . Path . GetUIPath ( nameof ( UILogin ) ) , UIGroupConstants . Floor . Name , respLogin , true ) ;
89+ }
90+
91+ // await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
92+ GameApp . UI . CloseUIForm ( this ) ;
93+ }
94+
95+ private static void OnNetworkClosed ( object sender , GameEventArgs e )
96+ {
97+ Log . Info ( nameof ( OnNetworkClosed ) ) ;
98+ }
99+
100+ private void OnNetworkConnected ( object sender , GameEventArgs e )
101+ {
102+ Login ( ) ;
103+ Log . Info ( nameof ( OnNetworkConnected ) ) ;
104+ }
105+ }
106106}
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