使用Zenject和UniRx的入门级技术实现了伪登录注册功能。
运行效果
登录面板
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using System; using UniRx; using UnityEngine; using UnityEngine.UI; using Zenject; public class LoginPanel : MonoBehaviour { public InputField userName; public InputField password; public Button LoginBtn; public Button RegistBtn; [Inject] private User _user; [Inject] private TipPanel _tipPanel; [Inject] private RegistPanel _registPanel; void Start() { //用户名输入完成后光标自动跳转到密码输入框 userName.OnEndEditAsObservable() .Subscribe((s => password.Select())); //输入完密码后敲击回车键或者点击登录按钮 都触发登录事件 var enterDownStream = password.OnEndEditAsObservable() .Select((s => "回车键触发登录" )); var loginBtnStream = LoginBtn.OnClickAsObservable() .Select((unit => "通过点击登录按钮触发的登录" )); Observable.Merge(enterDownStream, loginBtnStream) .Subscribe((s => { Debug.Log(s); if (LoginCheak(userName.text,password.text)) { userName.text=String.Empty; password.text=String.Empty; _tipPanel.Show( "登录成功" ); } else { userName.text=String.Empty; password.text=String.Empty; _tipPanel.Show( "登录失败" ); } })); RegistBtn.OnClickAsObservable() .Subscribe((unit => { this .gameObject.SetActive( false ); _registPanel.gameObject.SetActive( true ); })); } public bool LoginCheak( string username, string password) { bool isOK = false ; if (_user._dictionary.ContainsKey(username)) { if (_user._dictionary[username] == password) { isOK = true ; } } return isOK; } } |
注册面板
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using UniRx; using UnityEngine; using UnityEngine.UI; using Zenject; public class RegistPanel : MonoBehaviour { [Inject] private TipPanel _tipPanel; [Inject] private LoginPanel _loginPanel; [Inject] private User _user; public InputField userName; public InputField password01; public InputField password02; public Button Regist; public Button mainMenu; void Start() { //光标跳转 userName.OnEndEditAsObservable() .Subscribe((s => password01.Select())); password01.OnEndEditAsObservable() .Subscribe((s => password02.Select())); var enterPress=password02.OnEndEditAsObservable() .Select((s => "回车键触发注册" )); var btnClick = Regist.OnClickAsObservable() .Select((unit => "点击注册按钮触发注册" )); Observable.Merge(enterPress, btnClick) .Subscribe((s => { Debug.Log(s); if ((userName.text != null ) && (password01.text == password02.text)) { if (_user._dictionary.ContainsKey(userName.text)) { _tipPanel.Show( "用户名已存在" ); } else { _user._dictionary.Add(userName.text,password01.text); _loginPanel.userName.text = userName.text; _loginPanel.password.text = password01.text; _tipPanel.Show( "注册成功" ); } } else { _tipPanel.Show( "注册失败" ); } } )); mainMenu.OnClickAsObservable() .Subscribe((unit => { this .gameObject.SetActive( false ); _loginPanel.gameObject.SetActive( true ); })); } } |
提示面板
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using UniRx; using UnityEngine; using UnityEngine.UI; public class TipPanel : MonoBehaviour { public Button CloseBtn; public Text InfoText; void Start() { CloseBtn.OnClickAsObservable() .Subscribe(Hide); } public void Show( string message) { InfoText.text = message; this .gameObject.SetActive( true ); } private void Hide(Unit unit) { InfoText.text = string .Empty; this .gameObject.SetActive( false ); } } |
Installer
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using System.Collections.Generic; using Zenject; public class LoginInstaller : MonoInstaller { public LoginPanel _loginPanel; public RegistPanel _registPanel; public TipPanel _tipPanel; public User _user= new User(); public override void InstallBindings() { Container.Bind<LoginPanel>().FromInstance(_loginPanel).AsSingle(); Container.Bind<RegistPanel>().FromInstance(_registPanel).AsSingle(); Container.Bind<TipPanel>().FromInstance(_tipPanel).AsSingle(); Container.Bind<User>().FromInstance(_user); } } public class User { public Dictionary< string , string > _dictionary; public User() { _dictionary= new Dictionary< string , string >(); } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/weixin_43405845/article/details/104466962