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