using Assets.Scripts; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; class GameRoomPassword : MonoBehaviour { public GameObject enterBtn; public GameObject backBtn; public InputField passwordInput; public GameRoomListController manager; public string Password { get; set; } private void Start() { passwordInput.onValueChanged.AddListener((e) => { Password = e; }); UIManager.AddEvent(enterBtn, EventTriggerType.PointerClick, ConfirmClick); //确定 UIManager.AddEvent(backBtn, EventTriggerType.PointerClick, CancelClick); //取消 } private void Refresh() { passwordInput.text = ""; } private async void ConfirmClick(BaseEventData baseEventData) { if (string.IsNullOrEmpty(Password)) { Utils.showToast(gameObject, App.GetLocalString("room password can not be empty")); return; } var RoomId = manager.GetRoomId(); var result = await ConfigHelper.GameRoomApi.ConfirmRoomPwd(RoomId, Password); if (!result.result) { Utils.showToast(gameObject, result.errMsg); return; } Refresh(); gameObject.SetActive(false); manager.ShowDownLoadConfirm(); } private void CancelClick(BaseEventData baseEventData) { Refresh(); gameObject.SetActive(false); } }