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[修复]1. 修复引用代码异常的问题
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AlianBlank committed Dec 4, 2024
1 parent 387c280 commit 6b0abce
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Showing 11 changed files with 267 additions and 267 deletions.
8 changes: 4 additions & 4 deletions Assets/Bundles/UI/UILogin/UILogin.prefab
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Expand Up @@ -401,17 +401,17 @@ MonoBehaviour:
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--- !u!1 &5484277854968332070
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2 changes: 1 addition & 1 deletion Assets/Bundles/UI/UILogin/UIPlayerList.prefab
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Expand Up @@ -57,7 +57,7 @@ MonoBehaviour:
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4 changes: 2 additions & 2 deletions Assets/Bundles/UI/UIMain/UIMain.prefab
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Expand Up @@ -486,12 +486,12 @@ MonoBehaviour:
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mplayer_level: {fileID: 2091764510}
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@@ -1,106 +1,106 @@
using System.Net;
using GameFrameX;
using GameFrameX.Event.Runtime;
#if ENABLE_UI_FAIRYGUI
using GameFrameX.UI.FairyGUI.Runtime;
#endif
using GameFrameX.Network.Runtime;
using GameFrameX.Runtime;
using GameFrameX.UI.Runtime;
#if ENABLE_UI_UGUI
using GameFrameX.UI.UGUI.Runtime;
#endif
using Hotfix.Config.item;
using Hotfix.Network;
using Hotfix.Proto;
using UnityEngine;

namespace Hotfix.UI
{
public partial class UILogin
{
private static INetworkChannel networkChannel;
public static string serverIp = "127.0.0.1";
public static int serverPort = 29100;

public override void OnOpen(object userData)
{
m_enter.onClick.Set(OnLoginClick);
base.OnOpen(userData);
}

private void OnLoginClick()
{
if (networkChannel != null && networkChannel.Connected)
{
Login();
return;
}

if (networkChannel != null && GameApp.Network.HasNetworkChannel("network") && !networkChannel.Connected)
{
GameApp.Network.DestroyNetworkChannel("network");
}

networkChannel = GameApp.Network.CreateNetworkChannel("network", new DefaultNetworkChannelHelper());
// 注册心跳消息
DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler();
networkChannel.RegisterHeartBeatHandler(packetSendHeaderHandler);
networkChannel.Connect(IPAddress.Parse(serverIp), serverPort);
GameApp.Event.CheckSubscribe(NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameApp.Event.CheckSubscribe(NetworkClosedEventArgs.EventId, OnNetworkClosed);
}

private async void Login()
{
var item = GameApp.Config.GetConfig<TbItem>().Get(1);
Log.Info(item);
if (m_UserName.text.IsNullOrWhiteSpace() || m_Password.text.IsNullOrWhiteSpace())
{
m_ErrorText.text = "用户名或密码不能为空";
return;
}


var req = new ReqLogin
{
SdkType = 0,
SdkToken = "",
UserName = m_UserName.text,
Password = m_Password.text,
Device = SystemInfo.deviceUniqueIdentifier
};
req.Platform = PathHelper.GetPlatformName;

RespLogin respLogin = await networkChannel.Call<RespLogin>(req);
Log.Info(respLogin);
ReqPlayerList reqPlayerList = new ReqPlayerList();

reqPlayerList.Id = respLogin.Id;

var respPlayerList = await networkChannel.Call<RespPlayerList>(reqPlayerList);
if (respPlayerList.PlayerList.Count > 0)
{
await GameApp.UI.OpenUIFormAsync<UIPlayerList>(Utility.Asset.Path.GetUIPath(nameof(UILogin)), UIGroupConstants.Floor.Name, respLogin, true);
}
else
{
await GameApp.UI.OpenUIFormAsync<UIPlayerCreate>(Utility.Asset.Path.GetUIPath(nameof(UILogin)), UIGroupConstants.Floor.Name, respLogin, true);
}

// await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
GameApp.UI.CloseUIForm(this);
}

private static void OnNetworkClosed(object sender, GameEventArgs e)
{
Log.Info(nameof(OnNetworkClosed));
}

private void OnNetworkConnected(object sender, GameEventArgs e)
{
Login();
Log.Info(nameof(OnNetworkConnected));
}
}
using System.Net;
using GameFrameX;
using GameFrameX.Event.Runtime;
#if ENABLE_UI_FAIRYGUI
using GameFrameX.UI.FairyGUI.Runtime;
#endif
using GameFrameX.Network.Runtime;
using GameFrameX.Runtime;
using GameFrameX.UI.Runtime;
#if ENABLE_UI_UGUI
using GameFrameX.UI.UGUI.Runtime;
#endif
using Hotfix.Config.item;
using Hotfix.Network;
using Hotfix.Proto;
using UnityEngine;

namespace Hotfix.UI
{
public partial class UILogin
{
private static INetworkChannel networkChannel;
public static string serverIp = "127.0.0.1";
public static int serverPort = 29100;

public override void OnOpen(object userData)
{
m_enter.onClick.Set(OnLoginClick);
base.OnOpen(userData);
}

private void OnLoginClick()
{
if (networkChannel != null && networkChannel.Connected)
{
Login();
return;
}

if (networkChannel != null && GameApp.Network.HasNetworkChannel("network") && !networkChannel.Connected)
{
GameApp.Network.DestroyNetworkChannel("network");
}

networkChannel = GameApp.Network.CreateNetworkChannel("network", new DefaultNetworkChannelHelper());
// 注册心跳消息
DefaultPacketHeartBeatHandler packetSendHeaderHandler = new DefaultPacketHeartBeatHandler();
networkChannel.RegisterHeartBeatHandler(packetSendHeaderHandler);
networkChannel.Connect(IPAddress.Parse(serverIp), serverPort);
GameApp.Event.CheckSubscribe(NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameApp.Event.CheckSubscribe(NetworkClosedEventArgs.EventId, OnNetworkClosed);
}

private async void Login()
{
var item = GameApp.Config.GetConfig<TbItem>().Get(1);
Log.Info(item);
if (m_UserName.text.IsNullOrWhiteSpace() || m_Password.text.IsNullOrWhiteSpace())
{
m_ErrorText.text = "用户名或密码不能为空";
return;
}


var req = new ReqLogin
{
SdkType = 0,
SdkToken = "",
UserName = m_UserName.text,
Password = m_Password.text,
Device = SystemInfo.deviceUniqueIdentifier
};
req.Platform = PathHelper.GetPlatformName;

RespLogin respLogin = await networkChannel.Call<RespLogin>(req);
Log.Info(respLogin);
ReqPlayerList reqPlayerList = new ReqPlayerList();

reqPlayerList.Id = respLogin.Id;

var respPlayerList = await networkChannel.Call<RespPlayerList>(reqPlayerList);
if (respPlayerList.PlayerList.Count > 0)
{
await GameApp.UI.OpenUIFormAsync<UIPlayerList>(Utility.Asset.Path.GetUIPath(nameof(UILogin)), UIGroupConstants.Floor.Name, respLogin, true);
}
else
{
await GameApp.UI.OpenUIFormAsync<UIPlayerCreate>(Utility.Asset.Path.GetUIPath(nameof(UILogin)), UIGroupConstants.Floor.Name, respLogin, true);
}

// await GameApp.UI.OpenUIFormAsync<UIMain>(Utility.Asset.Path.GetUIPath(nameof(UIMain)), UIGroupConstants.Floor.Name);
GameApp.UI.CloseUIForm(this);
}

private static void OnNetworkClosed(object sender, GameEventArgs e)
{
Log.Info(nameof(OnNetworkClosed));
}

private void OnNetworkConnected(object sender, GameEventArgs e)
{
Login();
Log.Info(nameof(OnNetworkConnected));
}
}
}
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@@ -1,47 +1,47 @@
using GameFrameX;
#if ENABLE_UI_FAIRYGUI
using GameFrameX.UI.FairyGUI.Runtime;
#endif
using GameFrameX.Runtime;
using GameFrameX.UI.Runtime;
#if ENABLE_UI_UGUI
using GameFrameX.UI.UGUI.Runtime;
#endif
using Hotfix.Proto;

namespace Hotfix.UI
{
public partial class UIPlayerCreate
{
ReqPlayerCreate req;

public override void OnOpen(object userData)
{
req = new ReqPlayerCreate();
base.OnOpen(userData);

RespLogin respLogin = userData as RespLogin;
this.m_enter.onClick.Set(OnCreateButtonClick);
req.Id = respLogin.Id;
}

private async void OnCreateButtonClick()
{
if (m_UserName.text.IsNullOrWhiteSpace())
{
m_ErrorText.text = "角色名不能为空";
return;
}

req.Name = m_UserName.text;
var resp = await GameApp.Network.GetNetworkChannel("network").Call<RespPlayerCreate>(req);
if (resp.PlayerInfo != null)
{
Log.Info("创建角色成功");
}

await GameApp.UI.OpenUIFormAsync<UIPlayerList>(Utility.Asset.Path.GetUIPackagePath(nameof(UILogin)), UIGroupConstants.Floor.Name, UserData, true);
GameApp.UI.CloseUIForm(this);
}
}
using GameFrameX;
#if ENABLE_UI_FAIRYGUI
using GameFrameX.UI.FairyGUI.Runtime;
#endif
using GameFrameX.Runtime;
using GameFrameX.UI.Runtime;
#if ENABLE_UI_UGUI
using GameFrameX.UI.UGUI.Runtime;
#endif
using Hotfix.Proto;

namespace Hotfix.UI
{
public partial class UIPlayerCreate
{
ReqPlayerCreate req;

public override void OnOpen(object userData)
{
req = new ReqPlayerCreate();
base.OnOpen(userData);

RespLogin respLogin = userData as RespLogin;
this.m_enter.onClick.Set(OnCreateButtonClick);
req.Id = respLogin.Id;
}

private async void OnCreateButtonClick()
{
if (m_UserName.text.IsNullOrWhiteSpace())
{
m_ErrorText.text = "角色名不能为空";
return;
}

req.Name = m_UserName.text;
var resp = await GameApp.Network.GetNetworkChannel("network").Call<RespPlayerCreate>(req);
if (resp.PlayerInfo != null)
{
Log.Info("创建角色成功");
}

await GameApp.UI.OpenUIFormAsync<UIPlayerList>(Utility.Asset.Path.GetUIPackagePath(nameof(UILogin)), UIGroupConstants.Floor.Name, UserData, true);
GameApp.UI.CloseUIForm(this);
}
}
}
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