Unity实现注册登录模块
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
usingSystem; usingUniRx; usingUnityEngine; usingUnityEngine.UI; usingZenject; publicclassLoginPanel:MonoBehaviour { publicInputFielduserName; publicInputFieldpassword; publicButtonLoginBtn; publicButtonRegistBtn; [Inject]privateUser_user; [Inject]privateTipPanel_tipPanel; [Inject]privateRegistPanel_registPanel; voidStart() { //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 varenterDownStream=password.OnEndEditAsObservable() .Select((s=>"回车键触发登录")); varloginBtnStream=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); })); } publicboolLoginCheak(stringusername,stringpassword) { boolisOK=false; if(_user._dictionary.ContainsKey(username)) { if(_user._dictionary[username]==password) { isOK=true; } } returnisOK; } }
注册面板
usingUniRx; usingUnityEngine; usingUnityEngine.UI; usingZenject; publicclassRegistPanel:MonoBehaviour { [Inject]privateTipPanel_tipPanel; [Inject]privateLoginPanel_loginPanel; [Inject]privateUser_user; publicInputFielduserName; publicInputFieldpassword01; publicInputFieldpassword02; publicButtonRegist; publicButtonmainMenu; voidStart() { //光标跳转 userName.OnEndEditAsObservable() .Subscribe((s=>password01.Select())); password01.OnEndEditAsObservable() .Subscribe((s=>password02.Select())); varenterPress=password02.OnEndEditAsObservable() .Select((s=>"回车键触发注册")); varbtnClick=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
usingUniRx; usingUnityEngine; usingUnityEngine.UI; publicclassTipPanel:MonoBehaviour { publicButtonCloseBtn; publicTextInfoText; voidStart() { CloseBtn.OnClickAsObservable() .Subscribe(Hide); } publicvoidShow(stringmessage) { InfoText.text=message; this.gameObject.SetActive(true); } privatevoidHide(Unitunit) { InfoText.text=string.Empty; this.gameObject.SetActive(false); } }
Installer
usingSystem.Collections.Generic; usingZenject; publicclassLoginInstaller:MonoInstaller { publicLoginPanel_loginPanel; publicRegistPanel_registPanel; publicTipPanel_tipPanel; publicUser_user=newUser(); publicoverridevoidInstallBindings() { Container.Bind().FromInstance(_loginPanel).AsSingle(); Container.Bind ().FromInstance(_registPanel).AsSingle(); Container.Bind ().FromInstance(_tipPanel).AsSingle(); Container.Bind ().FromInstance(_user); } } publicclassUser { publicDictionary _dictionary; publicUser() { _dictionary=newDictionary (); } }
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