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 void ConfirmClick(BaseEventData baseEventData) { if (string.IsNullOrEmpty(Password)) { Utils.showToast(gameObject, App.GetLocalString("room password can not be empty")); return; } var room = manager.GetCurrentRoom(); if (room != null && !room.Password.Equals(Password)) { Utils.showToast(gameObject, App.GetLocalString("Wrong password")); 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); } }