Files
test/Assets/PerfectWorld/Scripts/UI/Login/LoginScreenUI.cs
T
2025-09-16 15:34:48 +07:00

171 lines
5.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using BrewMonster.Network;
using CSNetwork.Protocols;
using CSNetwork.Protocols.RPCData;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace BrewMonster.UI
{
/// <summary>
/// Login Flow:
/// 1. Enter username and password
/// 2. Click login button
/// 3. Login success, get the list of characters
/// 4. Open the select character screen
/// </summary>
public class LoginScreenUI : MonoBehaviour
{
[SerializeField] private TMP_InputField _usernameInputField;
[SerializeField] private TMP_InputField _passwordInputField;
[SerializeField] private Button _loginButton;
[SerializeField] private SelecScreenCharacter _selectCharacterScreen;
private List<RoleInfo> _roleInfos;
bool isDoneWorldRender = false;
bool isDoneNPCRender = false;
private SynchronizationContext context;
void Start()
{
_loginButton.onClick.AddListener(OnLoginButtonClicked);
context = SynchronizationContext.Current;
}
// Update is called once per frame
void Update()
{
if (_roleInfos != null)
{
_selectCharacterScreen.InitScreen(_roleInfos, OnClickSelectCharacter);
_roleInfos = null;
}
}
public async void OnLoginButtonClicked()
{
Logger.Log("OnLoginButtonClicked");
string username = _usernameInputField.text;
string password = _passwordInputField.text;
UnityGameSession.SetConnectionInfo("103.182.22.52", 29000);
await UnityGameSession.Login(username, password, OnLoginComplete);
}
/// <summary>
/// Callback when the login is complete.
/// Then get the list of characters
/// </summary>
private void OnLoginComplete(bool result)
{
if (!result)
{
Logger.LogError("Login failed");
return;
}
UnityGameSession.GetRoleListAsync(OnGetRoleListComplete);
}
/// <summary>
/// Callback when the list of characters is retrieved.
/// Then move to the select character screen
/// </summary>
private void OnGetRoleListComplete(List<RoleInfo> roleInfos)
{
Logger.Log($"OnGetRoleListComplete {roleInfos.Count}");
_roleInfos = roleInfos;
}
private void OnClickSelectCharacter(RoleInfo roleInfo)
{
Logger.Log($"OnClickSelectCharacter {roleInfo.name}");
UnityGameSession.SelectRoleAsync(roleInfo, OnSelectRoleComplete);
}
private void OnSelectRoleComplete(RoleInfo roleInfo)
{
context.Post(_ =>
{
isDoneWorldRender = false;
isDoneNPCRender = false;
Action actLoadChar = () =>
{
Debug.Log(" isDoneNPCRender || !isDoneWorldRende.isDoneNPCRender || !isDoneWorldRende(");
if (!isDoneNPCRender || !isDoneWorldRender)
{
return;
}
Debug.Log(" UnityGameSession.SendProtocol(");
// now we have to enter the world
UnityGameSession.SendProtocol(
new enterworld()
{
Roleid = roleInfo.roleid,
Provider_link_id = 0,
L_timeout = 0,
Localsid = 0,
Locktime = 0,
Settime = 0,
Timeout = 0
}
);
};
string nameScene = "NPCRender";
UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Single, (value) =>
{
isDoneNPCRender = value;
actLoadChar?.Invoke();
});
nameScene = "WorldRender";
UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Additive, (value) =>
{
isDoneWorldRender = value;
actLoadChar?.Invoke();
});
}, null);
OnEnterWorldComplete();
}
private async void OnEnterWorldComplete()
{
Debug.Log("OnEnterWorldDelay");
await Task.Delay(2000);
Logger.Log("Entered world successfully.");
// Request all known packages: 0=Inventory,1=Equipment,2=Task
UnityGameSession.RequestAllInventoriesAsync(() => { Logger.Log("Sent Inventory Detail Requests (all packs)"); }, 0, 1, 2);
}
//private void OnInventoryReceived(List<InventoryItem> inventoryData)
//{
// _inventoryUI.DisplayInventory(inventoryData);
//}
#if UNITY_EDITOR
private void OnValidate()
{
if (_usernameInputField == null)
{
// find childrend with name "username"
_usernameInputField = transform.Find("username").GetComponent<TMP_InputField>();
}
if (_passwordInputField == null)
{
// find childrend with name "password"
_passwordInputField = transform.Find("password").GetComponent<TMP_InputField>();
}
if (_loginButton == null)
{
// find childrend with name "LoginBtn"
_loginButton = transform.Find("LoginBtn").GetComponent<Button>();
}
}
#endif
}
}