ab1e92b412
# Conflicts: # Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.deps.json # Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll
137 lines
4.4 KiB
C#
137 lines
4.4 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using BrewMonster.Network;
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using CSNetwork.Protocols;
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using CSNetwork.Protocols.RPCData;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace BrewMonster.UI
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{
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/// <summary>
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/// Login Flow:
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/// 1. Enter username and password
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/// 2. Click login button
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/// 3. Login success, get the list of characters
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/// 4. Open the select character screen
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/// </summary>
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public class LoginScreenUI : MonoBehaviour
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{
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[SerializeField] private TMP_InputField _usernameInputField;
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[SerializeField] private TMP_InputField _passwordInputField;
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[SerializeField] private Button _loginButton;
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[SerializeField] private SelecScreenCharacter _selectCharacterScreen;
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private List<RoleInfo> _roleInfos;
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void Start()
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{
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_loginButton.onClick.AddListener(OnLoginButtonClicked);
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}
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// Update is called once per frame
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void Update()
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{
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if (_roleInfos != null)
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{
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_selectCharacterScreen.InitScreen(_roleInfos, OnClickSelectCharacter);
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_roleInfos = null;
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}
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}
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public async void OnLoginButtonClicked()
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{
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Logger.Log("OnLoginButtonClicked");
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string username = _usernameInputField.text;
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string password = _passwordInputField.text;
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UnityGameSession.SetConnectionInfo("103.182.22.52", 29000);
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await UnityGameSession.Login(username, password, OnLoginComplete);
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}
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/// <summary>
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/// Callback when the login is complete.
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/// Then get the list of characters
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/// </summary>
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private void OnLoginComplete(bool result)
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{
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if (!result)
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{
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Logger.LogError("Login failed");
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return;
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}
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UnityGameSession.GetRoleListAsync(OnGetRoleListComplete);
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}
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/// <summary>
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/// Callback when the list of characters is retrieved.
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/// Then move to the select character screen
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/// </summary>
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private void OnGetRoleListComplete(List<RoleInfo> roleInfos)
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{
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Logger.Log($"OnGetRoleListComplete {roleInfos.Count}");
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_roleInfos = roleInfos;
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}
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private void OnClickSelectCharacter(RoleInfo roleInfo)
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{
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Logger.Log($"OnClickSelectCharacter {roleInfo.name}");
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UnityGameSession.SelectRoleAsync(roleInfo, OnSelectRoleComplete);
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}
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private void OnSelectRoleComplete(RoleInfo roleInfo)
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{
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// now we have to enter the world
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/* UnityGameSession.SendProtocol(
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new enterworld()
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{
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Roleid = roleInfo.roleid,
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Provider_link_id = 0,
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L_timeout = 0,
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Localsid = 0,
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Locktime = 0,
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Settime = 0,
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Timeout = 0
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}
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);*/
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UnityGameSession.EnterWorldAsync(roleInfo, OnEnterWorldComplete);
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}
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private async void OnEnterWorldComplete()
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{
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await Task.Delay(2000);
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Logger.Log("Entered world successfully.");
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UnityGameSession.RequestInventoryAsync(() => { Logger.Log("Sent Inventory Detail Request"); });
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}
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//private void OnInventoryReceived(List<InventoryItem> inventoryData)
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//{
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// _inventoryUI.DisplayInventory(inventoryData);
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//}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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if (_usernameInputField == null)
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{
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// find childrend with name "username"
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_usernameInputField = transform.Find("username").GetComponent<TMP_InputField>();
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}
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if (_passwordInputField == null)
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{
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// find childrend with name "password"
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_passwordInputField = transform.Find("password").GetComponent<TMP_InputField>();
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}
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if (_loginButton == null)
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{
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// find childrend with name "LoginBtn"
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_loginButton = transform.Find("LoginBtn").GetComponent<Button>();
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}
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}
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#endif
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}
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}
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