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    # Socket多人連線、接資料,與遊戲設計 - 註冊頁面 再來,依照遊戲過程會經歷的順序,來編寫每個腳本。進入遊戲最先遇到的是註冊與登入。 * 構思:會有個UI介面,輸入、點擊後,資料傳到後端;依照需求,再由後端傳到前端做回應。先處理RegisterPanel(介面)→ 處理介面發出對應的RegisterRequest * 創建與處理腳本順序、過程:RegisterPanel、RegisterRequest、LoginPanel、LoginRequest ```C# using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using DG.Tweening; using Common; public class RegisterPanel : BasePanel { //把每個遊戲物件先聲明好 private InputField usernameIF; private InputField passwordIF; private InputField rePasswordIF; private RegisterRequest registerRequest; //定義這個UI面板會發出怎樣的要求,它負責SendRequest private void Start() { //定義已經聲明好的遊戲物件,之後可以指定他們做什麼事情 registerRequest = GetComponent<RegisterRequest>(); usernameIF = transform.Find("UsernameLabel/UsernameInput").GetComponent<InputField>(); passwordIF = transform.Find("PasswordLabel/PasswordInput").GetComponent<InputField>(); rePasswordIF = transform.Find("RePasswordLabel/RePasswordInput").GetComponent<InputField>(); //監聽按鈕,點擊後執行函式 transform.Find("RegisterButton").GetComponent<Button>().onClick.AddListener(OnRegisterClick); //註冊 transform.Find("CloseButton").GetComponent<Button>().onClick.AddListener(OnCloseClick); //關面板 } //開始覆寫BasePanel內的函式 //進入面板開始跑動畫 public override void OnEnter() { gameObject.SetActive(true); transform.localScale = Vector3.zero; transform.DOScale(1, 0.2f); transform.localPosition = new Vector3(1000, 0, 0); transform.DOLocalMove(Vector3.zero, 0.2f); } //點註冊鈕後執行註冊函式 private void OnRegisterClick() { PlayClickSound(); string msg = ""; //判斷InputField內的內容 if (string.IsNullOrEmpty(usernameIF.text)) { msg += "用户名不能为空"; } if (string.IsNullOrEmpty(passwordIF.text)) { msg += "\n密码不能为空"; } if ( passwordIF.text!=rePasswordIF.text ) { msg += "\n密码不一致"; } if (msg != "") { uiMng.ShowMessage(msg);return; //訊息由uiMng負責顯示 } //进行注册 发送到服务器端 registerRequest.SendRequest(usernameIF.text, passwordIF.text); } //這個UI介面執行SendRequest後,會叫RegisterRequest傳要求 //RegisterRequest接收後端傳回的Response,再叫UI介面執行函式 //這邊是定義函式,沒有要在此執行,會由RegisterRequest來呼叫執行 public void OnRegisterResponse(ReturnCode returnCode) { if (returnCode == ReturnCode.Success) { uiMng.ShowMessageSync("注册成功"); //uiMng會呼叫負責處理訊息的msgPanel去處理訊息 //因為uiMng就是只負責畫面,不處理訊息 } else { uiMng.ShowMessageSync("用户名重复"); } } //關掉面板,uiMng會移除面板資訊 private void OnCloseClick() { PlayClickSound(); transform.DOScale(0, 0.4f); Tweener tweener = transform.DOLocalMove(new Vector3(1000, 0, 0), 0.4f); tweener.OnComplete(() => uiMng.PopPanel()); } //離開面板,讓它從畫面上隱藏 public override void OnExit() { base.OnExit(); gameObject.SetActive(false); } } ```

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