mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2025-02-21 12:53:10 +01:00
79 lines
1.9 KiB
C#
79 lines
1.9 KiB
C#
using Fie.Manager;
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//using MBS;
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using UnityEngine;
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namespace Fie.Title
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{
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public class FieTitleAuthController : MonoBehaviour
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{
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public delegate void FinishedLoginProcessCallback();
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public enum RecomendedLoginState
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{
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AUTH,
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CONNECT_TO_MASTER,
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UNNECESSARY
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}
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//[SerializeField]
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//private WUUGLoginGUI _loginGUIComponent;
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public event FinishedLoginProcessCallback finishedEvent;
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public RecomendedLoginState GetRecomendedLoginState()
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{
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if (PhotonNetwork.offlineMode)
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{
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return RecomendedLoginState.UNNECESSARY;
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}
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// if (WULogin.logged_in)
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// {
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// if (!PhotonNetwork.connected)
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// {
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// return RecomendedLoginState.CONNECT_TO_MASTER;
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// }
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// return RecomendedLoginState.UNNECESSARY;
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// }
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return RecomendedLoginState.AUTH;
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}
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public void SetupLoginComponents(RecomendedLoginState recomendedState)
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{
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switch (recomendedState)
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{
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case RecomendedLoginState.AUTH:
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// _loginGUIComponent.gameObject.SetActive(value: true);
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// _loginGUIComponent.InitWULoginGUI();
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// _loginGUIComponent.loginEvent += _loginGUIComponent_loginCallback;
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break;
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case RecomendedLoginState.CONNECT_TO_MASTER:
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FieManagerBehaviour<FieNetworkManager>.I.connectedToMasterServerEvent += _connectedToMasterServerCallback;
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FieManagerBehaviour<FieNetworkManager>.I.feiledToConnectToMasterServerEvent += _connectedToMasterServerCallback;
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FieManagerBehaviour<FieNetworkManager>.I.ConnectToMasterServer();
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break;
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case RecomendedLoginState.UNNECESSARY:
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if (this.finishedEvent != null)
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{
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this.finishedEvent();
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}
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break;
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}
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}
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private void _connectedToMasterServerCallback(FieNetworkManager.FieNetowrkErrorCode errorCode)
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{
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if (this.finishedEvent != null)
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{
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this.finishedEvent();
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}
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}
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private void _loginGUIComponent_loginCallback()
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{
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if (this.finishedEvent != null)
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{
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this.finishedEvent();
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}
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}
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}
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}
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