c1_lua/lua/app/module/login/test_login_ui.lua
2025-11-04 10:41:59 +08:00

181 lines
5.6 KiB
Lua

local TestLoginUI = class("TestLoginUI", BaseUI)
function TestLoginUI:ctor()
self.progress = 0
self.retryTimes = 0
self.connectStartTimes = 0
end
function TestLoginUI:getPrefabPath()
return "assets/prefabs/ui/login/test_login_ui.prefab"
end
function TestLoginUI:onClose()
ModuleManager.LoginManager:removeAllLoginData()
if self.dropList then
self.dropList.onValueChanged:RemoveAllListeners()
end
end
function TestLoginUI:onLoadRootComplete()
local uiMap = self.root:genAllChildren()
self.uiMap = uiMap
uiMap["test_login_ui.ui_spine_obj"]:playAnimComplete("open", false, true, function()
uiMap["test_login_ui.ui_spine_obj"]:playAnim("idle", true, true)
end)
self.versionTx = uiMap["test_login_ui.version"]
local version = CS.BF.BFMain.Instance.GameLaunchMgr:GetCurrentVersion()
self.versionTx:setText(I18N:getGlobalText(I18N.GlobalConst.APP) .. version)
local logoObj = uiMap["test_login_ui.logo"]
logoObj:setVisible(false)
logoObj:setLanguageSprite(GConst.ATLAS_PATH.UI_LOGIN, "login", function()
logoObj:setVisible(true)
end)
self.progressTx = uiMap["test_login_ui.progress_tx"]
self.progressTx:setText("")
self.inputField = uiMap["test_login_ui.login_node.input_field"]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_INPUT_FIELD)
self.inputField.text = LocalData:getDistinctId()
uiMap["test_login_ui.loading_text"]:setText(I18N:getGlobalText(I18N.GlobalConst.LOADING_DESC))
uiMap["test_login_ui.copy_account_tx"]:setText(I18N:getGlobalText(I18N.GlobalConst.CLICK_COPY_ACOUNT_DESC))
uiMap["test_login_ui.login_node.login_btn.text"]:setText(I18N:getGlobalText(I18N.GlobalConst.ACT_PVP_DESC_2))
uiMap["test_login_ui.login_node.login_btn"]:setTouchEnable(true)
uiMap["test_login_ui.login_node.login_btn"]:addClickListener(function()
if not self.inputField.text or self.inputField.text == "" then
return
end
LocalData:setDistinctId(self.inputField.text)
self:loginGame()
end)
self.dropList = uiMap["test_login_ui.login_node.dropdown"]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_DROP_DOWN)
self.dropList:ClearOptions()
self.dropList.onValueChanged:AddListener(function(index)
if self.serverList[index + 1] then
self.selectUrl = self.serverList[index + 1].url
LocalData:setString(LocalData.KEYS.GATE, self.selectUrl)
LocalData:setString(LocalData.KEYS.LAST_LOGIN_URL, self.selectUrl)
end
end)
self:addEventListener(EventManager.CUSTOM_EVENT.LOGIN_REQ_SUCCESS, function()
self:preloadAndEnterMaincity()
end)
local accountId = LocalData:getAccountInfo().id or GConst.EMPTY_STRING
local copyTx = uiMap["test_login_ui.copy_account_tx"]
copyTx:setVisible(accountId ~= GConst.EMPTY_STRING)
copyTx:addClickListener(function()
GFunc.copyStr(accountId)
end)
ModuleManager.LoginManager:resetServerListStartTime()
ModuleManager.LoginManager:addServerListCallback(function(serverList)
self:refreshServerList(serverList)
end)
ModuleManager.LoginManager:getServerList()
end
function TestLoginUI:loginGame()
local uiMap = self.root:genAllChildren()
local name = uiMap["test_login_ui.login_node.input_field"]:getComponent(GConst.TYPEOF_UNITY_CLASS.UI_INPUT_FIELD).text
if name == "" then
name = nil
end
ModuleManager.LoginManager:saveAuthArgs(false, name)
ModuleManager.LoginManager:initSocket()
self.uiMap["test_login_ui.login_node.login_btn"]:setTouchEnable(false)
-- 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()
end
function TestLoginUI: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 TestLoginUI: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 TestLoginUI:refreshServerList(serverList)
if EDITOR_MODE then
Logger.logHighlight("get serverList")
Logger.printTable(serverList)
end
self.dropList:ClearOptions()
self.serverList = serverList or {}
local optionList = {}
local lastUrl = LocalData:getString(LocalData.KEYS.LAST_LOGIN_URL, "")
local index = 1
local defaultUrl
for _, info in ipairs(self.serverList) do
local data = CS.UnityEngine.UI.Dropdown.OptionData(info.name)
table.insert(optionList, data)
if not defaultUrl then
defaultUrl = info.url
end
if lastUrl == info.url then
index = #optionList
self.selectUrl = lastUrl
end
end
if self.selectUrl == nil or self.selectUrl == "" then
self.selectUrl = defaultUrl
end
LocalData:setString(LocalData.KEYS.GATE, self.selectUrl)
LocalData:setString(LocalData.KEYS.LAST_LOGIN_URL, self.selectUrl)
self.dropList:AddOptions(optionList)
self.dropList:SetValueWithoutNotify(index - 1)
end
return TestLoginUI