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67
Assets/Scripts/System/StateSystem/State/StateLogin.cs
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67
Assets/Scripts/System/StateSystem/State/StateLogin.cs
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using System;
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using System.Collections.Generic;
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using System.StateSystem;
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// using com.taptap.tapsdk.bindings.csharp;
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using FJson;
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using Framework.FSMLite;
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using Framework.UI;
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// using TapTap.Connect;
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// using TapTap.Moment;
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// using TapTap.Common;
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// using TapTap.Login;
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using UnityEngine;
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using Views;
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namespace StateSystem.State
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{
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public class StateLogin : StateMachine<GameGlobalState>
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{
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#pragma warning disable CS1998
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protected override async void OnEnter(params object[] args)
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#pragma warning restore CS1998
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{
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#if UNITY_EDITOR || DisCertification
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LocalLogin ();
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// TapTapLoginCheck ();
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return;
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#endif
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LocalLogin ();
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//测试版本阶段不启用tap登录
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// TapTapLoginCheck();
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}
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private async void TapTapLoginCheck()
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{
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}
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protected override void OnExit()
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{
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// UIManager.Instance.CloseView(UIPanel.LoginPanel);
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}
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public async void LoginSuccess(string openId)
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{
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//tap内嵌动态
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// TapMoment.Init(GameGlobalConfig.Instance.TapClientId);
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//tap悬浮窗
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// TapConnect.Init(GameGlobalConfig.Instance.TapClientId, GameGlobalConfig.Instance.TapToken , true);
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Debug.Log ("初始化悬浮窗");
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// TapConnect.SetEntryVisible (true);
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// var profile = await TapLogin.Authorize ();
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var accession = openId;
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Account.Instance.SetLogin(accession, 1);
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this.stateMachineRunner.OpenState(GameGlobalState.Certification);
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}
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public async void LocalLogin()
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{
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// await TDSUser.LoginAnonymously();
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//登录失败后走单机模式
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PlayerPrefs.SetInt("FirstTip", 1);
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Account.Instance.SetLogout();
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this.stateMachineRunner.OpenState(GameGlobalState.Certification);
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}
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}
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}
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