少年修仙传客户端代码仓库
hch
2023-06-14 f23c81d21c9cc4c9f06e8bed3ebb7ddbe7e15ac3
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Monday, November 20, 2017
//--------------------------------------------------------
 
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace Snxxz.UI
{
 
    public class DisconnectHintWin : Window
    {
        [SerializeField] Text m_Content;
        [SerializeField] Button m_Confirm;
        [SerializeField] Button m_Cancel;
 
        #region Built-in
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
            m_Cancel.AddListener(Cancel);
            m_Confirm.AddListener(Confirm);
        }
 
        protected override void OnPreOpen()
        {
            if (StageLoad.Instance.currentStage is LoginStage)
            {
                m_Content.text = Language.Get("Disconnected_2");
            }
            else
            {
                m_Content.text = Language.Get("Disconnected_1");
            }
        }
 
        protected override void OnAfterOpen()
        {
        }
 
        protected override void OnPreClose()
        {
        }
 
        protected override void OnAfterClose()
        {
        }
        #endregion
 
        private void Confirm()
        {
            switch (Application.internetReachability)
            {
                case NetworkReachability.NotReachable:
                    GameNetSystem.Instance.LoginOut();
                    ServerForceExitHintWin.reason = 111;
                    break;
                case NetworkReachability.ReachableViaCarrierDataNetwork:
                case NetworkReachability.ReachableViaLocalAreaNetwork:
                    if (StageLoad.Instance.currentStage is LoginStage)
                    {
                        var loginModel = ModelCenter.Instance.GetModel<LoginModel>();
                        loginModel.busy = false;
                        loginModel.AccountLogin(loginModel.accountBuf, loginModel.ipBuf, loginModel.portBuf, loginModel.gamePortBuf);
                    }
                    else
                    {
                        GameNetSystem.Instance.Reconnect();
                    }
                    break;
            }
 
            CloseClick();
        }
 
        private void Cancel()
        {
            if (!(StageLoad.Instance.currentStage is LoginStage))
            {
                GameNetSystem.Instance.LoginOut();
            }
 
            CloseClick();
        }
 
    }
 
}