local LoginUI = class("LoginUI", BaseUI) function LoginUI:ctor() self.progress = 0 self.retryTimes = 0 self.connectStartTimes = 0 end function LoginUI:getPrefabPath() return "assets/prefabs/ui/login/login_ui.prefab" end function LoginUI:onClose() end function LoginUI:onLoadRootComplete() local uiMap = self.root:genAllChildren() self.versionTx = uiMap["login_ui.version"] local version = CS.BF.BFMain.Instance.GameLaunchMgr:GetCurrentVersion() self.versionTx:setText(I18N:getGlobalText(I18N.GlobalConst.APP) .. version) uiMap["login_ui.logo"]:setLanguageSprite(GConst.ATLAS_PATH.UI_LOGIN, "login") self.progressTx = uiMap["login_ui.progress_tx"] self.progressTx:setText("") uiMap["login_ui.loading_text"]:setText(I18N:getGlobalText(I18N.GlobalConst.LOADING_DESC)) uiMap["login_ui.copy_account_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_COPY_ACOUNT_DESC)) self:initListener() ModuleManager.LoginManager:addServerListCallback(function(serverList) if EDITOR_MODE then Logger.logHighlight("------------serverList------------") Logger.printTable(serverList) end self:refreshServerList(serverList) ModuleManager.LoginManager:saveAuthArgs() ModuleManager.LoginManager:initSocket() end) -- 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 CS.BF.BFMain.Instance.LuaMgr:OnGameInitSucc() LocalData:save() local accountId = LocalData:getAccountInfo().id or GConst.EMPTY_STRING local copyTx = uiMap["login_ui.copy_account_tx"] copyTx:setVisible(accountId ~= GConst.EMPTY_STRING) copyTx:addClickListener(function() GFunc.copyStr(accountId) end) end function LoginUI:initListener() self:addEventListener(EventManager.CUSTOM_EVENT.LOGIN_REQ_SUCCESS, function() self:preloadAndEnterMaincity() end) end function LoginUI:preloadAndEnterMaincity() local WhiteResManager = require "app/common/white_res_manager" if WhiteResManager:isLoaded() then ModuleManager.LoginManager:loginGame() return end WhiteResManager:gamePreLoad(function(progress) self.progress = math.floor(progress * 100) self:updateProgress() end, function() self.progress = 100 self:updateProgress() end) end function LoginUI:updateProgress() if not self.slideSId then local curSlideValue = 0 self.progressTx:setText("0%") -- 进度条表现处理一下,看起来更平滑一些,最快的话0.5秒跑完 self.dt = 0 self.slideSId = self:scheduleGlobal(function(dt) self.dt = self.dt + dt if curSlideValue < self.progress then curSlideValue = math.floor(self.dt*200) if curSlideValue > self.progress then curSlideValue = self.progress end self.progressTx:setText(curSlideValue .. "%") -- 为了显示好看,加一个范围 local vfxPercent = curSlideValue if vfxPercent < 2 then vfxPercent = 2 elseif vfxPercent > 98 then vfxPercent = 98 end elseif curSlideValue >= 100 then self:unscheduleGlobal(self.slideSId) self.slideSId = nil ModuleManager.LoginManager:loginGame() end end, 0) end end function LoginUI:refreshServerList(serverList) self.serverList = serverList or {} if not ModuleManager.LoginManager.selectIndex or ModuleManager.LoginManager.selectIndex <= 0 then ModuleManager.LoginManager.selectIndex = 1 else ModuleManager.LoginManager.selectIndex = ModuleManager.LoginManager.selectIndex + 1 end if ModuleManager.LoginManager.selectIndex > #self.serverList then ModuleManager.LoginManager.selectIndex = 1 end local defaultUrl = self.serverList[ModuleManager.LoginManager.selectIndex].url Logger.logHighlight(defaultUrl) LocalData:setString(LocalData.KEYS.GATE, defaultUrl) end return LoginUI