开始游戏按钮点击后干了什么
发表于2018-01-06
这篇文章给大家介绍下游戏运行的逻辑问题,例如玩家点击开始游戏按钮,游戏本身会做那些响应,一起来看看吧。
LoginWindow.cs
UIEventListener.Get(mPlaySubmitBtn.gameObject).onClick += OnPlaySubmit;
void OnPlaySubmit(GameObject go) { mWaitingParent.gameObject.SetActive(true); UIEventListener.Get(mPlaySubmitBtn.gameObject).onClick -= OnPlaySubmit; LoginCtrl.Instance.GamePlay(); }
LoginCtrl.cs
//开始游戏
public void GamePlay()
{
int index = SelectServerData.Instance.curSelectIndex;
SelectServerData.ServerInfo info = SelectServerData.Instance.GetServerDicInfo().ElementAt(index).Value;
NetworkManager.Instance.canReconnect = false;
NetworkManager.Instance.Close();
NetworkManager.Instance.Init(info.addr, info.port, NetworkManager.ServerType.BalanceServer);//去连接选中的游戏服务器
PlayerPrefs.SetString(SelectServerData.serverKey, info.name);
}
NetworkManager.cs
public void Init(string ip, Int32 port, ServerType type)
{
Debugger.Log("set network ip:" + ip + " port:" + port + " type:" + type);
m_IP = ip;
m_Port = port;
serverType = type;
m_n32ConnectTimes = 0;
canReconnect = true;
m_RecvPos = 0;
#if UNITY_EDITOR
mRecvOverDelayTime = 20000f;
#endif
}
public void OnConnected(object sender, EventArgs e)
{
switch (serverType)
{
case ServerType.BalanceServer:
{
CGLCtrl_GameLogic.Instance.BsOneClinetLogin(); //会执行这一行
}
break;
case ServerType.GateServer:
{
++m_n32ConnectTimes;
if (m_n32ConnectTimes > 1)
{
CGLCtrl_GameLogic.Instance.EmsgTocsAskReconnect();
}
else
{
CGLCtrl_GameLogic.Instance.GameLogin();
}
EventCenter.Broadcast(EGameEvent.eGameEvent_ConnectServerSuccess);
}
break;
case ServerType.LoginServer:
{
CGLCtrl_GameLogic.Instance.EmsgToLs_AskLogin();
}
break;
}
}
CGLCtrl_GameLogic.cs
public void BsOneClinetLogin()
{
GCToBS.OneClinetLogin pMsg = new GCToBS.OneClinetLogin()
{
uin = SelectServerData.Instance.serverUin,
plat = (uint)SelectServerData.Instance.serverPlafrom,
nsid = 0,
login_success = 0,
sessionid = SelectServerData.Instance.serverSionId
};
//消息号:32770
NetworkManager.Instance.SendMsg(pMsg, (int)pMsg.msgnum);
}
Int32 OnNet_OneClinetLoginCheckRet(Stream stream)
{
print ("OnNet_OneClinetLoginCheckRet");
BSToGC.ClinetLoginCheckRet pMsg = ProtoBuf.Serializer.Deserialize<BSToGC.ClinetLoginCheckRet>(stream);
UInt32 loginSuccess = pMsg.login_success;
if (loginSuccess != 1)//fail
{
LoginCtrl.Instance.LoginFail();
}
return (Int32)EErrorCode.eNormal;
}
Int32 OnNet_NotifyGateServerInfo(Stream stream)
{
print ("OnNet_NotifyGateServerInfo");
LoginCtrl.Instance.RecvGateServerInfo(stream);
return (Int32)EErrorCode.eNormal;
}
//接收GateServer信息
public void RecvGateServerInfo(Stream stream)
{
BSToGC.AskGateAddressRet pMsg = ProtoBuf.Serializer.Deserialize<BSToGC.AskGateAddressRet>(stream);
SelectServerData.Instance.GateServerAdress = pMsg.ip;
SelectServerData.Instance.GateServerPort = pMsg.port;
Debug.Log (pMsg.token);
SelectServerData.Instance.GateServerToken = pMsg.token;
SelectServerData.Instance.SetGateServerUin(pMsg.user_name);
NetworkManager.Instance.canReconnect = false;
NetworkManager.Instance.Close();
NetworkManager.Instance.Init(pMsg.ip, pMsg.port, NetworkManager.ServerType.GateServer);
EventCenter.Broadcast(EGameEvent.eGameEvent_LoginSuccess); //开始游戏按钮不能再点击
}
一旦连接上GateServer后做什么
public void OnConnected(object sender, EventArgs e)
{
switch (serverType)
{
case ServerType.BalanceServer:
{
CGLCtrl_GameLogic.Instance.BsOneClinetLogin();
}
break;
case ServerType.GateServer:
{
++m_n32ConnectTimes;
if (m_n32ConnectTimes > 1)
{
CGLCtrl_GameLogic.Instance.EmsgTocsAskReconnect();
}
else
{
CGLCtrl_GameLogic.Instance.GameLogin();
}
EventCenter.Broadcast(EGameEvent.eGameEvent_ConnectServerSuccess); //停止向当前连接发心跳
}
break;
case ServerType.LoginServer:
{
CGLCtrl_GameLogic.Instance.EmsgToLs_AskLogin();
}
break;
}
}
public void GameLogin()
{
GCToCS.Login pMsg = new GCToCS.Login
{
sdk = (Int32)SdkManager.Instance.GetPlatFrom(), //ToReview 平台写死为10?
#if UNITY_STANDALONE_WIN || UNITY_EDITOR || SKIP_SDK
platform = 0,
#elif UNITY_IPHONE
platform = 1,
#elif UNITY_ANDROID
platform = 2,
#endif
equimentid = MacAddressIosAgent.GetMacAddressByDNet(),
name = SelectServerData.Instance.gateServerUin,
passwd = SelectServerData.Instance.GateServerToken,
};
NetworkManager.Instance.SendMsg(pMsg, (int)pMsg.msgnum);
服务器响应处理
Int32 OnNetMsg_NotifyUserBaseInfo(System.IO.Stream stream)
{
print ("OnNetMsg_NotifyUserBaseInfo");
GSToGC.UserBaseInfo pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
UInt64 sGUID = pMsg.guid;
if (pMsg.nickname.Count() > 1) //该玩家已经有呢称,直接进入游戏大厅
{
GameUserModel.Instance.SetGameBaseInfo(pMsg);
EventCenter.SendEvent(new CEvent(EGameEvent.eGameEvent_IntoLobby));
}
else if (sGUID > 0)
{
//没有昵称,进入补充玩家信息界面
EventCenter.SendEvent(new CEvent(EGameEvent.eGameEvent_InputUserData));
}
return (Int32)EErrorCode.eNormal;
}
public void Enter()
{
SetStateTo(GameStateType.GS_Continue);
//yaz修改
//mScenesRoot = GameObject.Instantiate(Resources.Load(GameConstDefine.GameLogin)) as GameObject;
//mUIRoot = LoadUiResource.LoadRes(GameMethod.GetUiCamera.transform, GameConstDefine.LoadGameLoginUI);
//AudioClip clip = Resources.Load(AudioDefine.PATH_UIBGSOUND) as AudioClip;
ResourceUnit sceneRootUnit = ResourcesManager.Instance.loadImmediate(GameConstDefine.GameLogin, ResourceType.PREFAB);
mScenesRoot = GameObject.Instantiate(sceneRootUnit.Asset) as GameObject;
//mUIRoot = LoadUiResource.LoadRes(GameMethod.GetUiCamera.transform, GameConstDefine.LoadGameLoginUI);
LoginCtrl.Instance.Enter();
ResourceUnit audioClipUnit = ResourcesManager.Instance.loadImmediate(AudioDefine.PATH_UIBGSOUND, ResourceType.ASSET);
AudioClip clip = audioClipUnit.Asset as AudioClip;
AudioManager.Instance.PlayBgAudio(clip);
EventCenter.AddListener<CEvent>(EGameEvent.eGameEvent_InputUserData, OnEvent); //注册用户信息填写界面
EventCenter.AddListener<CEvent>(EGameEvent.eGameEvent_IntoLobby, OnEvent);
EventCenter.AddListener(EGameEvent.eGameEvent_SdkLogOff, SdkLogOff);
}
public void OnEvent(CEvent evt)
{
UIPlayMovie.PlayMovie("cg.mp4", Color.black, 2/* FullScreenMovieControlMode.Hidden*/, 3/*FullScreenMovieScalingMode.Fill*/);
switch (evt.GetEventId())
{
case EGameEvent.eGameEvent_InputUserData:
SetStateTo(GameStateType.GS_User);
break;
case EGameEvent.eGameEvent_IntoLobby:
GameStateManager.Instance.ChangeGameStateTo(GameStateType.GS_Lobby);
break;
}
}
LoginState.cs中
public void SetStateTo(GameStateType gs) { stateTo = gs; }
GameStateManager.cs
public void Update(float fDeltaTime) //这一个函数会被逐帧调用
{
GameStateType nextStateType = GameStateType.GS_Continue;
if (currentState != null)
{
nextStateType = currentState.Update(fDeltaTime);
}
if (nextStateType > GameStateType.GS_Continue)
{
ChangeGameStateTo(nextStateType);
}
}
public void ChangeGameStateTo(GameStateType stateType)
{
if (currentState != null && currentState.GetStateType() != GameStateType.GS_Loading && currentState.GetStateType() == stateType)
return;
if (gameStates.ContainsKey(stateType))
{
if (currentState != null)
{
currentState.Exit();
}
currentState = gameStates[stateType];
currentState.Enter(); //切换状态
}
}
UserState.cs脚本
public void Enter()
{
SetStateTo(GameStateType.GS_Continue);
EventCenter.Broadcast(EGameEvent.eGameEvent_UserEnter); //关注这一行
//AudioClip clip = Resources.Load(AudioDefine.PATH_UIBGSOUND) as AudioClip;
//AudioManager.Instance.PlayBgAudio(clip);
ResourceUnit clipUnit = ResourcesManager.Instance.loadImmediate(AudioDefine.PATH_UIBGSOUND, ResourceType.ASSET);
AudioClip clip = clipUnit.Asset as AudioClip;
AudioManager.Instance.PlayBgAudio(clip);
EventCenter.AddListener<CEvent>(EGameEvent.eGameEvent_IntoLobby, OnEvent);
EventCenter.AddListener(EGameEvent.eGameEvent_SdkLogOff, SdkLogOff);
}
UserInfoWindow.cs
////////////////////////////继承接口/////////////////////////
//类对象初始化
public override void Init()
{
Debug.Log ("window :"+mResName);
EventCenter.AddListener(EGameEvent.eGameEvent_UserEnter, Show); //关注这一行
EventCenter.AddListener(EGameEvent.eGameEvent_UserExit, Hide);
}
//显示
public void Show()
{
if (mRoot == null)
{
if (Create())
{
InitWidget();
}
}
if (mRoot && mRoot.gameObject.activeSelf == false)
{
mRoot.gameObject.SetActive(true);
mVisible = true;
OnEnable();
OnAddListener();
}
}
//创建窗体
private bool Create()
{
if (mRoot)
{
Debug.LogError("Window Create Error Exist!");
return false;
}
if (mResName == null || mResName == "")
{
Debug.LogError("Window Create Error ResName is empty!");
return false;
}
if (GameMethod.GetUiCamera.transform== null)
{
Debug.LogError("Window Create Error GetUiCamera is empty! WindowName = " + mResName);
return false;
}
GameObject obj = LoadUiResource.LoadRes(GameMethod.GetUiCamera.transform, mResName);
if (obj == null)
{
Debug.LogError("Window Create Error LoadRes WindowName = " + mResName);
return false;
}
mRoot = obj.transform;
mRoot.gameObject.SetActive(false);
return true;
}
UserInfoWindow.cs脚本:
//窗口控件初始化
protected override void InitWidget()
{
spriteHead = mRoot.FindChild("Headselect/Background").GetComponent<UISprite>();
pass = mRoot.FindChild("Pass");
noPass = mRoot.FindChild("Nopass");
nickNameInput = mRoot.FindChild("Nickname").GetComponent<UIInput>();
Transform sexParent = mRoot.FindChild("Sex");
boySelect = mRoot.Find("Sex/Male").GetComponent<UIToggle>();
girlSelect = mRoot.Find("Sex/Female").GetComponent<UIToggle>();
boySelect.group = sexSelectGroup;
girlSelect.group = sexSelectGroup;
tip = mRoot.FindChild("Tips1").gameObject;
labelTip = mRoot.FindChild("Tips1/Label").GetComponent<UILabel>();
labelTip2 = mRoot.FindChild("Tips2/Label").gameObject;
view = mRoot.FindChild("Head");
selectObj = mRoot.FindChild("Head/Highlight").gameObject;
arrowObj = mRoot.transform.FindChild("Head/Highlight/Arrow").gameObject;
FindHeroHead();
CreateHead();
submitBtn = mRoot.FindChild("Commit").GetComponent<UIButton>();
submitBtn.isEnabled = false;
scrollView = mRoot.FindChild("Head").GetComponent<UIScrollView>();
arrowLeftRight[0] = mRoot.FindChild("Arrow/Left");
arrowLeftRight[1] = mRoot.FindChild("Arrow/Right");
btnDice = mRoot.FindChild("RandomName").GetComponent<ButtonOnPress>();
UIEventListener.Get(scrollView.gameObject).onPress += OnPress;
scrollView.onDragStarted += OnDragStart;
UIEventListener.Get(nickNameInput.gameObject).onSelect += ResetDefaultInput;
EventDelegate.Add(boySelect.onChange, SelectSex);
EventDelegate.Add(girlSelect.onChange, SelectSex);
/*
* 当用户在选择了英雄的情况下,再去选择男女英雄时,清除之前的选中状态
*
*/
EventDelegate.Add(boySelect.onChange,ClearSelectStatue);
EventDelegate.Add(girlSelect.onChange,ClearSelectStatue);
for (int i = 0; i < headList.Count; i++)
{
headList.ElementAt(i).AddListener(i, SelectHead);
}
EventDelegate.Add(submitBtn.onClick, SubmitRegister);
}
服务器接着又向客户端发送商城中商品信息:
/// <summary>
/// 获得商城所要出售的商品的信息
/// </summary>
/// <param name="stream"></param>
/// <returns></returns>
Int32 OnNetMsg_NotifyGoodsCfgInfo(Stream stream)
{
GSToGC.GoodsBuyCfgInfo pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
foreach (GSToGC.GoodsCfgInfo cfgInfo in pMsg.info)
{
int gsId = cfgInfo.goodid;
if (GameDefine.GameConstDefine.IfHeroBuyCfg(gsId))
{
if (ConfigReader.HeroBuyXmlInfoDict.ContainsKey(gsId))
{
MarketHeroListModel.Instance.HeroListInfo(cfgInfo); //商品id和商品信息保存到一个字典中
}
}
else if (GameDefine.GameConstDefine.IfRuneBuyCfg(gsId))
{
MarketRuneListModel.Instance.AddRuneCfgListInfo(cfgInfo); //符文和商品一起保存到字典中
}
}
return (Int32)EErrorCode.eNormal;
}
紧接着,服务器就向客户端推送日常奖励信息:
Int32 OnNetMsg_NotifyCLdays(Stream stream)
{
GSToGC.NotifyUserCLDays pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
DailyBonusCtrl.Instance.SetDayAwards(pMsg.month, pMsg.today, pMsg.totalCldays, pMsg.cldays, pMsg.isTodayCan);
return (Int32)EErrorCode.eNormal;
}
接着服务器又向客户端推送信息,刷新帐号拥有的英雄信息数据
Int32 OnNetMsg_NotifyCSHeroList(Stream stream)
{
GSToGC.NotifyCSHeroList pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
foreach (GSToGC.NotifyCSHeroList.HeroListCfg hero in pMsg.herocfg)
{
CommodityInfos info = new CommodityInfos();
info.Expired_time = hero.expired_time;
info.goodsId = (int)hero.heroid;
info.If_free = hero.if_free;
info.GoodsType = MarketGoodsType.GoodsTypeHero;
if (ConfigReader.HeroBuyXmlInfoDict.ContainsKey(info.goodsId))
{
GameUserCtrl.Instance.DeltGetHeroInfoData(info);
}
}
return (Int32)EErrorCode.eNormal;
}
接着,再向客户端发送如下信息:
Int32 OnNetMsg_NotifyRunesList(Stream stream)
{
GSToGC.NotifyRunesList pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
for (int i = 0; i < pMsg.runes_slot_info.Count; ++i)
{
GSToGC.RunesSlot sSlotInfo = pMsg.runes_slot_info[i];
RuneEquipModel.Instance.UpdateRuneSlotInfo(sSlotInfo.runeid, sSlotInfo.page, sSlotInfo.slotpos);
}
for (int i = 0; i < pMsg.runesbaginfo.Count; ++i)
{
GSToGC.RunesBagInfo sBagInfo = pMsg.runesbaginfo[i];
MarketRuneListCtrl.Instance.UpdateRuneBagInfo(sBagInfo.runeid, sBagInfo.num, sBagInfo.gottime);
}
return (Int32)EErrorCode.eNormal;
}
Int32 OnNetMsg_NotifyOtherItemInfo(Stream stream)
{
GSToGC.NotifyOtherItemInfo pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
GoodsModel.Instance.AddOrChangeRuneBaptze(pMsg.item);
return (Int32)EErrorCode.eNormal;
}
接着服务器返回客户端 朋友列表和黑名单列表:
Int32 OnNetMsg_NotifyUserFriendsList(Stream stream)
{
GSToGC.NotifyUserSNSList pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
foreach (GSToGC.SNSInfo info in pMsg.info)
{
int headID = (int)info.headid;
byte isOnLine = (byte)info.status;
Friend friend = null;
FRIENDTYPE type = (FRIENDTYPE)info.type;
bool isFriend = true;
if (type == FRIENDTYPE.FRIENDLIST)
{
isFriend = true;
if (!FriendManager.Instance.AllFriends.TryGetValue(info.guididx, out friend))
{
friend = new Friend();
friend.SetFriendInfo(info.guididx, info.nickname, headID, isOnLine == 1, info.viplv);
FriendManager.Instance.AddFriend(info.guididx, friend);
EventCenter.Broadcast<Friend>(EGameEvent.eGameEvent_CreateFriendPrefab, friend);
}
else
{
friend.SetFriendInfo(info.guididx, info.nickname, headID, isOnLine == 1, info.viplv);
EventCenter.Broadcast(EGameEvent.eGameEvent_FriendChangeInfo, info.guididx);
}
}
else if (type == FRIENDTYPE.BLACKLIST)
{
isFriend = false;
if (!FriendManager.Instance.AllBlackDic.TryGetValue(info.guididx, out friend))
{
friend = new Friend();
friend.SetFriendInfo(info.guididx, info.nickname, headID, false);
FriendManager.Instance.AddOnLineBlackList(info.guididx, friend);
EventCenter.Broadcast(EGameEvent.eGameEvent_CreateBlackPrefab);
}//暂时先注掉。黑名单暂时无在线状态
//else
//{
// friend.SetFriendInfo(info.guididx, info.nickname, headID, false);
// EventCenter.Broadcast(EGameEvent.eGameEvent_FriendChangeInfo, info.guididx);
//}
}
}
return (Int32)EErrorCode.eNormal;
}
服务器继续向客户端发送新手引导完成信息
/// <summary>
/// 新手引导完成信息
/// </summary>
/// <param name="stream"></param>
/// <returns></returns>
Int32 OnNetMsg_NotifyGuideResp(Stream stream)
{
GSToGC.GuideCSStepInfo pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
bool comp = pMsg.allcomp;
UIGuideModel.Instance.mIsGuideComp = comp;
if (!comp)
{
UIGuideCtrl.Instance.GuideRespStep(pMsg);
}
return (Int32)EErrorCode.eNormal;
}
接着服务器继续向客户端推送 日常任务信息:
Int32 OnNetMsg_UpdateAllTask(Stream stream)
{
GSToGC.NotifyUpdateAllTask pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
DailyBonusCtrl.Instance.mDailyTaskDic.Clear();
DailyBonusCtrl.Instance.mInfiniteTaskDic.Clear();
foreach (GSToGC.TaskData one in pMsg.taskList)
{
STaskConfig taskConfig = null;
taskConfig = ConfigReader.GetDailyTaskInfo(one.task_id);
if (taskConfig != null)
{
CTask oneTask = new CTask();
oneTask.mGuid = one.task_guid;
oneTask.mCurCount = one.task_curCount;
oneTask.mConfig = taskConfig;
if (oneTask.mCurCount == taskConfig.taskMaxCount) DailyBonusCtrl.Instance.mIsHadTaskFinished = true;
DailyBonusCtrl.Instance.mDailyTaskDic.Add(oneTask.mGuid,oneTask);
continue;
}
taskConfig = ConfigReader.GetInfiniteTaskInfo(one.task_id);
if (taskConfig != null)
{
CTask oneTask = new CTask();
oneTask.mGuid = one.task_guid;
oneTask.mCurCount = one.task_curCount;
oneTask.mConfig = taskConfig;
DailyBonusCtrl.Instance.mInfiniteTaskDic.Add(oneTask.mGuid, oneTask);
continue;
}
}
DailyBonusCtrl.Instance.mIsHadNewDailyTask = pMsg.IsHadNewDailyTask;
EventCenter.Broadcast(EGameEvent.eGameEvent_NotifyAllTaskUpdate);
return (Int32)EErrorCode.eNormal;
}
此外,服务器一直在向客户端发送心跳:
Int32 OnNetMsg_NotifyPing(Stream stream)
{
print ("OnNetMsg_NotifyPing");
GSToGC.PingRet pMsg;
if (!ProtoDes(out pMsg, stream))
{
return PROTO_DESERIALIZE_ERROR;
}
Int64 n64NowTime = CGLCtrl_GameLogic.Instance.GetNowTime();
float ping = CGLCtrl_GameLogic.Instance.GetDuration(n64NowTime, pMsg.time);
if (pMsg.flag == 0)
{
ShowFPS.Instance.cSPing = ping;
}
else
{
ShowFPS.Instance.sSPing = ping;
CEvent eve = new CEvent(EGameEvent.eGameEvent_SSPingInfo);
eve.AddParam("ping", ping);
EventCenter.SendEvent(eve);
}
return (Int32)EErrorCode.eNormal;
}
