登录
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@ -80,7 +80,6 @@ BIReport.BATTLE_PASS_OPT_TYPE = {
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}
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BIReport.ACCOUNT_OPT_TYPE = {
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LOGIN_CLICK = "LoginClick",
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LOGIN_FINISH = "LoginFinish",
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LOGIN_FAILED = "LoginFailed",
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BIND_CLICK = "BindClick",
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@ -1052,17 +1051,6 @@ function BIReport:postBattlePassExpGet(getExp, lv, exp)
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BIReport:printArgsStr(EVENT_NAME_BATTLE_PASS_OPT, args)
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end
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-- 登录
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-- 点击登录
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function BIReport:postAccountLoginClick(loginType)
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local args = {
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login_type = loginType,
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event_type = BIReport.ACCOUNT_OPT_TYPE.LOGIN_CLICK,
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}
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self:report(EVENT_NAME_ACCOUNT_OPT, args)
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BIReport:printArgsStr(EVENT_NAME_ACCOUNT_OPT, args)
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end
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-- 登录成功
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function BIReport:postAccountLoginFinish(loginType)
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local args = {
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@ -51,35 +51,20 @@ function TestLoginUI:onLoadRootComplete()
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end
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end)
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-- self:addEventListener(EventManager.CUSTOM_EVENT.LOGIN_REQ_SUCCESS, function()
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-- self:preloadAndEnterMaincity()
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-- end)
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local accountId = LocalData:getAccountInfo().id or GConst.EMPTY_STRING
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local copyTx = uiMap["test_login_ui.copy_account_tx"]
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copyTx:setVisible(accountId ~= GConst.EMPTY_STRING)
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copyTx:addClickListener(function()
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GFunc.copyStr(accountId)
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end)
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-- ModuleManager.LoginManager:addServerListCallback(function(serverList)
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-- self:refreshServerList(serverList)
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-- end)
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end
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function TestLoginUI:loginGame()
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local uiMap = self.root:genAllChildren()
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local name = uiMap["test_login_ui.login_node.input_field"]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_INPUT_FIELD).text
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if name == "" then
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name = nil
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end
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-- ModuleManager.LoginManager:saveAuthArgs(name)
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-- ModuleManager.LoginManager:initSocket()
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ModuleManager.LoginManager:loginGame()
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-- first 可以卸载了, 此项目只会启动时检查一次热更,之后不会再次检查
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CS.BF.BFMain.Instance.LuaMgr:OnGameInitSucc()
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LocalData:save()
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self:preloadAndEnterMaincity()
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end
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function TestLoginUI:preloadAndEnterMaincity()
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