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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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