2022-05-10 19:24:07 +08:00

62 lines
1.7 KiB
C#

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);
}
}