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using System;  
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using System.Collections;  
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using System.Collections.Generic;  
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using UnityEngine;  
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using UnityEngine.SceneManagement;  
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using UnityEngine.UI;  
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public class DisconnectHintWin : UIBase  
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{  
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    [SerializeField] Text m_Content;  
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    [SerializeField] Button m_Confirm;  
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    [SerializeField] Button m_Cancel;  
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    #region Built-in  
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    protected override void InitComponent()  
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    {  
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        m_Cancel.AddListener(Cancel);  
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        m_Confirm.AddListener(Confirm);  
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    }  
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    protected override void OnPreOpen()  
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    {  
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        if (StageManager.Instance.currentStage == StageName.Login)  
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        {  
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            m_Content.text = Language.Get("Disconnected_2");  
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        }  
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        else  
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        {  
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            m_Content.text = Language.Get("Disconnected_1");  
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        }  
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    }  
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    #endregion  
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    private void Confirm()  
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    {  
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        switch (Application.internetReachability)  
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        {  
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            case NetworkReachability.NotReachable:  
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                GameNetSystem.Instance.LoginOut();  
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                ServerForceExitHintWin.reason = 111;  
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                break;  
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            case NetworkReachability.ReachableViaCarrierDataNetwork:  
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            case NetworkReachability.ReachableViaLocalAreaNetwork:  
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                if (StageManager.Instance.currentStage == StageName.Login)  
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                {  
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                    LoginManager.Instance.busy = false;  
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                    LoginManager.Instance.AccountLogin(LoginManager.Instance.accountBuf, LoginManager.Instance.ipBuf,  
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                    LoginManager.Instance.portBuf, LoginManager.Instance.gamePortBuf);  
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                }  
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                else  
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                {  
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                    GameNetSystem.Instance.Reconnect();  
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                }  
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                break;  
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        }  
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        CloseWindow();  
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    }  
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    private void Cancel()  
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    {  
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        if (!(StageManager.Instance.currentStage == StageName.Login))  
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        {  
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            GameNetSystem.Instance.LoginOut();  
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        }  
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        CloseWindow();  
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    }  
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}  
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