wangguan
2020-12-15 194e5ffafca8d2ecaae2822c1c29f8565b68c4ae
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using KTGMGemClient;
using UnityEngine.UI;
using LitJson;
using UnityEngine.Networking;
using Protobuf;
using Google.Protobuf;
using DG.Tweening;
 
public class LoginUI : MonoBehaviour
{
    bool isLogining;
    private JsonData loginData;
 
    private Button repairBtn;//修复
    private Button noticeBtn;//公告
    private Button startBtn;//开始游戏
    private Slider progressSlider;//进度条
 
    private Text versionTxt;//版本号
    private Text resVersion;//资源版本号
    float waitTime;//切换场景等待时间
 
    [SerializeField]
    private Sprite nextSprite;
 
    [SerializeField]
    private Image bg;
 
    [SerializeField]
    private List<GameObject> other;
 
    // Start is called before the first frame update
    void Start()
    {
        AudioSourceManager.Ins.Play(AudioEnum.BGM1);
 
        EventCenter.Ins.RemoveAllListener();
        TDAA_SDKManager.Ins.AddListener();
 
        isLogining = false;
 
        repairBtn = transform.Find("Panel/RepairBtn").GetComponent<Button>();
        startBtn = transform.Find("Panel/StartBtn").GetComponent<Button>();
 
        versionTxt = transform.Find("Panel/Version").GetComponent<Text>();
 
        progressSlider = transform.Find("Panel/Progress").GetComponent<Slider>();
        progressSlider.value = 0;
        progressSlider.gameObject.SetActive(false);
 
        startBtn.onClick.AddListener(OnClickLoginBtn);
        startBtn.gameObject.SetActive(true);
 
        repairBtn.onClick.AddListener(() =>
        {
            OnClickResetBtn();
        });
 
        //transform.Find("Panel/Button (1)").GetComponent<Button>().onClick.AddListener(OnClickResetBtn);
 
        if (!GameConfig.useSDK)
        {
            if (Application.platform == RuntimePlatform.Android)
            {
                //GetetDeviceIMEI();//获取安卓手机IMEI
                imei0 = TDAA_SDKManager.Ins.GetDeviceId();//使用设备ID
            }
            else if (Application.platform == RuntimePlatform.WindowsEditor)
            {
                imei0 = "MyTestGemBattle123";
            }
 
            GameConfig.Imei = imei0;
        }
 
        versionTxt.text = "版本号:" + Application.version;
        //resVersion.text 暂时没有使用
        transform.Find("Panel/PlayerID").GetComponent<Text>().text = "玩家ID:" + imei0;
 
        if (GameConfig.isFirstStart)
        {
            waitTime = 0f;
            Debug.Log("初始化TDAA_SDKManager");
            TDAA_SDKManager.Ins.SDKInit(ChannelID.Gm.ToString());
            TDAA_SDKManager.Ins.Statistics(1);//成功加载登陆界面的人数
        }
 
        SetStart();
    }
 
    /// <summary>
    /// 设置开始状态
    /// </summary>
    private void SetStart()
    {
        startBtn.gameObject.SetActive(true);
        int resId = Mathf.FloorToInt(Mathf.Clamp01(GameConfig.GameCompletedCount));
        Image img = startBtn.transform.GetChild(0).GetComponent<Image>();
        img.sprite = Resources.Load<Sprite>($"UI/Loading/{resId}");
        img.SetNativeSize();
 
        if (GameConfig.GameCompletedCount > 0)
        {
            for (int i = 0; i < other.Count; ++i)
            {
                other[i].SetActive(false);
            }
            bg.sprite = nextSprite;
            bg.SetNativeSize();
        }
    }
 
    /// <summary>
    /// 开始游戏
    /// </summary>
    void loginNext()
    {
        progressSlider.gameObject.SetActive(true);
        startBtn.gameObject.SetActive(false);
 
        AudioSourceManager.Ins.Play(AudioEnum.UI);
        TDAA_SDKManager.Ins.Statistics(2);//埋点
 
        GameConfig.isFirstStart = false;
        StartCoroutine(loginMy());
    }
 
    /// <summary>
    /// 使用SDK登录
    /// </summary>
    void SDKloginNext()
    {
        Debug.Log("SDK登录,修改Imei");
        GameConfig.Imei = SDKManager.ins.sdk.uid;
        transform.Find("Panel/PlayerID").GetComponent<Text>().text = "玩家ID:" + GameConfig.Imei;
 
        loginNext();
    }
 
 
    #region 获得安卓手机上的IMEI号
    public string imei0 = "";
    public string imei1 = "";
    public string meid = "";
 
    /// <summary>
    /// 已弃用
    /// </summary>
    void GetetDeviceIMEI()
    {
        var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
        var context = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
        var telephoneyManager = context.Call<AndroidJavaObject>("getSystemService", "phone");
        imei0 = telephoneyManager.Call<string>("getImei", 0);//如果手机双卡 双待  就会有两个MIEI号
        imei1 = telephoneyManager.Call<string>("getImei", 1);
        meid = telephoneyManager.Call<string>("getMeid");//电信的手机 是MEID
 
        CommonDebugHelper.Debug($"获取到了安卓手机的IMEI!!! imei0:{imei0}  imei1:{imei1}  meid:{meid}");
    }
 
    #endregion
 
    private void OnClickResetBtn()
    {
        if (!GameConfig.useSDK)
        {
            Debug.LogError("清空了所有数据");
            PlayerPrefs.DeleteAll();
            TDAA_SDKManager.Ins.Reset();
        }
    }
 
 
    private void OnClickLoginBtn()
    {
        if (!isLogining)
        {
            isLogining = true;
            if (GameConfig.isFirstStart)
            {
                // CoderM: 在这里要使用SDK来进行登录了
                if (GameConfig.useSDK)
                {
                    Debug.Log("使用SDK来进行登录了");
                    //设置login的回调
                    SDKCallBack.ins.setNextAction("login", SDKloginNext);
                    SDKManager.ins.sdk.login();
                }
                else
                {
                    Debug.Log("没有使用SDK");
 
                    //没有使用SDK
                    loginNext();
                }
            }
            else
            {
                Debug.Log("重玩");
                progressSlider.gameObject.SetActive(true);
                startBtn.gameObject.SetActive(false);
 
                AudioSourceManager.Ins.Play(AudioEnum.UI);
                TDAA_SDKManager.Ins.OnClickRestartBtn();//重玩
                StartCoroutine(loginMy());
            }
 
        }
        else
        {
 
        }
    }
 
    IEnumerator loginMy()
    {
        progressSlider.value = 0.0f;
        System.GC.Collect();
        DOTween.Clear();
        Debug.Log("开始清理GC,清理DOTween");
        yield return new WaitForSeconds(waitTime);
        int displayProgress = 0;
        int toProgress = 0;
        AsyncOperation op = SceneManager.LoadSceneAsync("Endless2D");
        // AsyncOperation op = SceneManager.LoadSceneAsync(GameConfig.NextSceneName);
        op.allowSceneActivation = false;
        while (op.progress < 0.9f) //此处如果是 <= 0.9f 则会出现死循环所以必须小0.9
        {
            toProgress = (int)(op.progress * 100);
            while (displayProgress < toProgress)
            {
                ++displayProgress;
                progressSlider.value = displayProgress * 0.01f;
                SetLoadingPercentage(displayProgress);
                yield return new WaitForEndOfFrame();//ui渲染完成之后
            }
        }
        toProgress = 100;
        while (displayProgress < toProgress)
        {
            ++displayProgress;
            progressSlider.value = displayProgress * 0.01f;
 
            SetLoadingPercentage(displayProgress);
            yield return new WaitForEndOfFrame();
        }
        op.allowSceneActivation = true;
        yield break;
 
    }
 
    private void SetLoadingPercentage(int displayProgress)
    {
        //CommonDebugHelper.Debug($"当前进度{displayProgress}%");
    }
 
}