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CTT/Unity/Assets/Editor/ServerManagerEditor/ServerManagerEditor.cs

69 lines
1.5 KiB
C#

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($"Reload必须先启动客户端!");
return;
}
ReloadAsync(this.managerAddress, this.account, this.password).Coroutine();
}
GUILayout.EndHorizontal();
}
private static async ETVoid ReloadAsync(string address, string account, string password)
{
//using (Session session = Game.Scene.GetComponent<NetKcpComponent>().Create(address))
//{
// try
// {
// await session.Call(new C2M_Reload() {Account = account, Password = password});
// Log.Info($"Reload服务端成功!");
// }
// catch (Exception e)
// {
// Log.Error(e);
// }
//}
}
}
}