using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class AccountManager : MonoBehaviour {
private InputField userName;
private InputField passWord;
Dictionary<string, string> registerMsg;
public Text showHintMsgText;
void Awake()
{
userName = transform.Find("UserName/UserNameInputField").GetComponent<InputField>();
passWord = transform.Find("PassWord/PassWordInputField").GetComponent<InputField>();
}
void Start()
{
registerMsg = new Dictionary<string, string>();
showHintMsgText.text = string.Empty;
}
public void OnClickOkBtn()
{
if (PlayerPrefs.GetString(userName.text) != "" && PlayerPrefs.GetString(userName.text)==passWord.text)
{
SceneManager.LoadSceneAsync("A");
Debug.Log("登录成功!");
}
else if(!PlayerPrefs.HasKey(userName.text)&&userName.text!="")
{
ShowHintText("该用户名不存在!");
}
else if(PlayerPrefs.HasKey(userName.text)&& PlayerPrefs.GetString(userName.text) != passWord.text)
{
ShowHintText("密码错误!");
}
else
{
ShowHintText("用户名或密码不能为空!");
}
}
public void OnClickRegisterBtn()
{
if(userName.text != "" && passWord.text != "")
{
if (!PlayerPrefs.HasKey(userName.text))
{
registerMsg.Add(userName.text, passWord.text);
DataMsgSave();
ShowHintText("注册成功!");
passWord.text = string.Empty;
}
else
{
ShowHintText("该账号已注册!");
}
}
else
{
ShowHintText("账号或密码不能为空!");
}
}
private void DataMsgSave()
{
foreach (KeyValuePair<string, string> pair in registerMsg)
{
PlayerPrefs.SetString(pair.Key, pair.Value);
Debug.Log(pair.Key + " " + pair.Value);
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
PlayerPrefs.DeleteAll();
Debug.Log("信息清空!");
}
}
private void ShowHintText(string Str)
{
showHintMsgText.text = Str;
StartCoroutine("HideHintText");
}
IEnumerator HideHintText()
{
yield return new WaitForSeconds(1f);
showHintMsgText.text = string.Empty;
}
}
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版权声明:本文为CSDN博主「ff_0528」的原创文章,遵循CC 4.0 by-sa版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/ff_0528/article/details/70228621