Repository URL to install this package:
Version:
2025.9.1 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable UnusedAutoPropertyAccessor.Local
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Gs2.Core.Exception;
using Gs2.Unity.Gs2Enhance.Model;
using Gs2.Unity.Util;
using Gs2.Unity.UiKit.Core;
using Gs2.Unity.UiKit.Gs2Enhance.Context;
using UnityEngine;
using UnityEngine.Events;
using Progress = Gs2.Unity.Gs2Enhance.ScriptableObject.OwnProgress;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Gs2.Unity.UiKit.Gs2Enhance
{
public partial class Gs2EnhanceProgressDeleteProgressAction : MonoBehaviour
{
private IEnumerator Process()
{
var clientHolder = Gs2ClientHolder.Instance;
var gameSessionHolder = Gs2GameSessionHolder.Instance;
yield return new WaitUntil(() => clientHolder.Initialized);
yield return new WaitUntil(() => gameSessionHolder.Initialized);
this.onDeleteProgressStart.Invoke();
var domain = clientHolder.Gs2.Enhance.Namespace(
this._context.Progress.NamespaceName
).Me(
gameSessionHolder.GameSession
).Progress(
);
var future = domain.DeleteProgressFuture(
);
yield return future;
if (future.Error != null)
{
if (future.Error is TransactionException e)
{
IEnumerator Retry()
{
var retryFuture = e.Retry();
yield return retryFuture;
if (retryFuture.Error != null)
{
this.onError.Invoke(future.Error, Retry);
yield break;
}
var future3 = future.Result.ModelFuture();
yield return future3;
if (future3.Error != null)
{
this.onError.Invoke(future3.Error, null);
yield break;
}
this.onDeleteProgressComplete.Invoke(future3.Result);
}
this.onError.Invoke(future.Error, Retry);
yield break;
}
this.onError.Invoke(future.Error, null);
yield break;
}
var future2 = future.Result.ModelFuture();
yield return future2;
if (future2.Error != null)
{
this.onError.Invoke(future2.Error, null);
yield break;
}
this.onDeleteProgressComplete.Invoke(future2.Result);
}
public void OnEnable()
{
Gs2ClientHolder.Instance.StartCoroutine(Process());
}
public void OnDisable()
{
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2EnhanceProgressDeleteProgressAction
{
private Gs2EnhanceOwnProgressContext _context;
public void Awake()
{
this._context = GetComponent<Gs2EnhanceOwnProgressContext>() ?? GetComponentInParent<Gs2EnhanceOwnProgressContext>();
if (this._context == null) {
Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2EnhanceOwnProgressContext.");
enabled = false;
}
}
public virtual bool HasError()
{
this._context = GetComponent<Gs2EnhanceOwnProgressContext>() ?? GetComponentInParent<Gs2EnhanceOwnProgressContext>(true);
if (this._context == null) {
return true;
}
return false;
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2EnhanceProgressDeleteProgressAction
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2EnhanceProgressDeleteProgressAction
{
public bool WaitAsyncProcessComplete;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2EnhanceProgressDeleteProgressAction
{
[Serializable]
private class DeleteProgressStartEvent : UnityEvent
{
}
[SerializeField]
private DeleteProgressStartEvent onDeleteProgressStart = new DeleteProgressStartEvent();
public event UnityAction OnDeleteProgressStart
{
add => this.onDeleteProgressStart.AddListener(value);
remove => this.onDeleteProgressStart.RemoveListener(value);
}
[Serializable]
private class DeleteProgressCompleteEvent : UnityEvent<EzProgress>
{
}
[SerializeField]
private DeleteProgressCompleteEvent onDeleteProgressComplete = new DeleteProgressCompleteEvent();
public event UnityAction<EzProgress> OnDeleteProgressComplete
{
add => this.onDeleteProgressComplete.AddListener(value);
remove => this.onDeleteProgressComplete.RemoveListener(value);
}
public UnityEvent OnChange = new UnityEvent();
[SerializeField]
internal ErrorEvent onError = new ErrorEvent();
public event UnityAction<Gs2Exception, Func<IEnumerator>> OnError
{
add => this.onError.AddListener(value);
remove => this.onError.RemoveListener(value);
}
}
#if UNITY_EDITOR
/// <summary>
/// Context Menu
/// </summary>
public partial class Gs2EnhanceProgressDeleteProgressAction
{
[MenuItem("GameObject/Game Server Services/Enhance/Progress/Action/DeleteProgress", priority = 0)]
private static void CreateButton()
{
var prefab = AssetDatabase.LoadAssetAtPath<Gs2EnhanceProgressDeleteProgressAction>(
"Packages/io.gs2.unity.sdk.uikit/Gs2Enhance/Prefabs/Action/Gs2EnhanceProgressDeleteProgressAction.prefab"
);
var instance = PrefabUtility.InstantiatePrefab(prefab, Selection.activeTransform);
Undo.RegisterCreatedObjectUndo(instance, $"Create {instance.name}");
Selection.activeObject = instance;
}
}
#endif
}