using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using ET; using ET; using MongoDB.Bson; using UnityEditor; using UnityEngine; namespace ETEditor { public class ServerManagerEditor: EditorWindow { private string managerAddress; private string account; private string password; [MenuItem("Tools/服务器管理工具")] private static void ShowWindow() { GetWindow(typeof (ServerManagerEditor)); } private void OnGUI() { GUILayout.BeginHorizontal(); GUILayout.Label("Manager外网地址:"); managerAddress = EditorGUILayout.TextField(this.managerAddress); GUILayout.Label("帐号:"); this.account = GUILayout.TextField(this.account); GUILayout.Label("密码:"); this.password = GUILayout.TextField(this.password); if (GUILayout.Button("Reload")) { if (!Application.isPlaying) { Log.Error($"Reload必须先启动客户端!"); return; } ReloadAsync(this.managerAddress, this.account, this.password).Coroutine(); } GUILayout.EndHorizontal(); } private static async ETVoid ReloadAsync(string address, string account, string password) { //using (Session session = Game.Scene.GetComponent().Create(address)) //{ // try // { // await session.Call(new C2M_Reload() {Account = account, Password = password}); // Log.Info($"Reload服务端成功!"); // } // catch (Exception e) // { // Log.Error(e); // } //} } } }