Repository URL to install this package:
Version:
2024.6.2 ▾
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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
using System;
using System.Collections;
using System.Collections.Generic;
using Gs2.Core.Exception;
using Gs2.Unity.Gs2Version.Model;
using Gs2.Unity.Util;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Gs2.Unity.UiKit.Gs2Account
{
[AddComponentMenu("GS2 UIKit/Core/Action/AutoLogin")]
public partial class Gs2CoreAutoLoginAction : MonoBehaviour
{
private IEnumerator Process()
{
yield return new WaitUntil(() => this._clientHolder.Initialized);
var createAccountFuture = this._clientHolder.Gs2.Account.Namespace(
this.AccountNamespace.namespaceName
).CreateFuture();
yield return createAccountFuture;
if (createAccountFuture.Error != null) {
this.onError.Invoke(createAccountFuture.Error, Process);
yield break;
}
var loadAccountFuture = createAccountFuture.Result.ModelFuture();
yield return loadAccountFuture;
if (loadAccountFuture.Error != null) {
this.onError.Invoke(loadAccountFuture.Error, Process);
yield break;
}
var account = loadAccountFuture.Result;
var loginFuture = this._clientHolder.Gs2.LoginFuture(
new Gs2AccountAuthenticator(
new AccountSetting {
accountNamespaceName = this.AccountNamespace?.namespaceName ?? "default",
keyId = this.Key.Grn
},
new GatewaySetting {
gatewayNamespaceName = this.GatewayNamespace?.NamespaceName ?? "default",
allowConcurrentAccess = this.allowConcurrentAccess
},
new VersionSetting {
versionNamespaceName = this.VersionNamespace?.NamespaceName,
targetVersions = this.targetVersions?.ToArray()
}
),
account.UserId,
account.Password
);
yield return loginFuture;
if (loginFuture.Error != null) {
this.onError.Invoke(loginFuture.Error, Process);
yield break;
}
this._gameSessionHolder.UpdateGameSession(loginFuture.Result);
this.onAutoLoginComplete.Invoke();
}
public void OnEnable()
{
Gs2ClientHolder.Instance.StartCoroutine(Process());
}
public void OnDisable()
{
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2CoreAutoLoginAction
{
private Gs2ClientHolder _clientHolder;
private Gs2GameSessionHolder _gameSessionHolder;
public void Awake()
{
this._clientHolder = Gs2ClientHolder.Instance;
this._gameSessionHolder = Gs2GameSessionHolder.Instance;
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2CoreAutoLoginAction
{
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2CoreAutoLoginAction
{
public Gs2.Unity.Gs2Account.ScriptableObject.Namespace AccountNamespace;
public Gs2.Unity.Gs2Key.ScriptableObject.Key Key;
public Gs2.Unity.Gs2Gateway.ScriptableObject.Namespace GatewayNamespace;
public bool allowConcurrentAccess;
public Gs2.Unity.Gs2Version.ScriptableObject.Namespace VersionNamespace;
public List<EzTargetVersion> targetVersions;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2CoreAutoLoginAction
{
[Serializable]
private class AuthenticationCompleteEvent : UnityEvent
{
}
[FormerlySerializedAs("onAuthenticationComplete")] [SerializeField]
private AuthenticationCompleteEvent onAutoLoginComplete = new AuthenticationCompleteEvent();
public event UnityAction OnAuthenticationComplete
{
add => this.onAutoLoginComplete.AddListener(value);
remove => this.onAutoLoginComplete.RemoveListener(value);
}
[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 Gs2CoreAutoLoginAction
{
[MenuItem("GameObject/Game Server Services/Core/Action/AutoLogin", priority = 0)]
private static void CreateButton()
{
var prefab = AssetDatabase.LoadAssetAtPath<Gs2CoreAutoLoginAction>(
"Packages/io.gs2.unity.sdk.uikit/Core/Prefabs/Gs2AutoLogin.prefab"
);
var instance = PrefabUtility.InstantiatePrefab(prefab, Selection.activeTransform);
Undo.RegisterCreatedObjectUndo(instance, $"Create {instance.name}");
Selection.activeObject = instance;
}
}
#endif
}