Repository URL to install this package:
Version:
2025.8.5 ▾
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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.
*/
using Gs2.Gs2SkillTree;
using Gs2.Unity.Gs2SkillTree.Model;
using Gs2.Unity.Gs2SkillTree.Result;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Gs2.Core;
using Gs2.Core.Model;
using Gs2.Core.Net;
using Gs2.Unity.Util;
using UnityEngine.Events;
using UnityEngine.Networking;
using UnityEngine.Scripting;
// ReSharper disable once CheckNamespace
namespace Gs2.Unity.Gs2SkillTree
{
public class DisabledCertificateHandler : CertificateHandler {
protected override bool ValidateCertificate(byte[] certificateData)
{
return true;
}
}
[Preserve]
[SuppressMessage("ReSharper", "InconsistentNaming")]
public partial class Client
{
private readonly Gs2.Unity.Util.Gs2Connection _connection;
private readonly Gs2SkillTreeWebSocketClient _client;
private readonly Gs2SkillTreeRestClient _restClient;
public Client(Gs2.Unity.Util.Gs2Connection connection)
{
_connection = connection;
_client = new Gs2SkillTreeWebSocketClient(connection.WebSocketSession);
_restClient = new Gs2SkillTreeRestClient(connection.RestSession);
}
public IEnumerator GetNodeModel(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzGetNodeModelResult>> callback,
string namespaceName,
string nodeModelName
)
{
yield return _connection.Run(
callback,
null,
cb => _restClient.GetNodeModel(
new Gs2.Gs2SkillTree.Request.GetNodeModelRequest()
.WithNamespaceName(namespaceName)
.WithNodeModelName(nodeModelName),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzGetNodeModelResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzGetNodeModelResult.FromModel(r.Result),
r.Error
)
)
)
);
}
public IEnumerator ListNodeModels(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzListNodeModelsResult>> callback,
string namespaceName
)
{
yield return _connection.Run(
callback,
null,
cb => _restClient.DescribeNodeModels(
new Gs2.Gs2SkillTree.Request.DescribeNodeModelsRequest()
.WithNamespaceName(namespaceName),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzListNodeModelsResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzListNodeModelsResult.FromModel(r.Result),
r.Error
)
)
)
);
}
public IEnumerator GetStatus(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzGetStatusResult>> callback,
IGameSession session,
string namespaceName,
string propertyId
)
{
yield return _connection.Run(
callback,
session,
cb => _restClient.GetStatus(
new Gs2.Gs2SkillTree.Request.GetStatusRequest()
.WithNamespaceName(namespaceName)
.WithAccessToken(session.AccessToken.Token)
.WithPropertyId(propertyId),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzGetStatusResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzGetStatusResult.FromModel(r.Result),
r.Error
)
)
)
);
}
public IEnumerator Release(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzReleaseResult>> callback,
IGameSession session,
string namespaceName,
List<string> nodeModelNames,
string propertyId
)
{
yield return _connection.Run(
callback,
session,
cb => _restClient.Release(
new Gs2.Gs2SkillTree.Request.ReleaseRequest()
.WithNamespaceName(namespaceName)
.WithAccessToken(session.AccessToken.Token)
.WithNodeModelNames(nodeModelNames?.Select(v => {
return v;
}).ToArray())
.WithPropertyId(propertyId),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzReleaseResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzReleaseResult.FromModel(r.Result),
r.Error
)
)
)
);
}
public IEnumerator Reset(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzResetResult>> callback,
IGameSession session,
string namespaceName,
string propertyId
)
{
yield return _connection.Run(
callback,
session,
cb => _restClient.Reset(
new Gs2.Gs2SkillTree.Request.ResetRequest()
.WithNamespaceName(namespaceName)
.WithAccessToken(session.AccessToken.Token)
.WithPropertyId(propertyId),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzResetResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzResetResult.FromModel(r.Result),
r.Error
)
)
)
);
}
public IEnumerator Restrain(
UnityAction<AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzRestrainResult>> callback,
IGameSession session,
string namespaceName,
List<string> nodeModelNames,
string propertyId
)
{
yield return _connection.Run(
callback,
session,
cb => _restClient.Restrain(
new Gs2.Gs2SkillTree.Request.RestrainRequest()
.WithNamespaceName(namespaceName)
.WithAccessToken(session.AccessToken.Token)
.WithNodeModelNames(nodeModelNames?.Select(v => {
return v;
}).ToArray())
.WithPropertyId(propertyId),
r => cb.Invoke(
new AsyncResult<Gs2.Unity.Gs2SkillTree.Result.EzRestrainResult>(
r.Result == null ? null : Gs2.Unity.Gs2SkillTree.Result.EzRestrainResult.FromModel(r.Result),
r.Error
)
)
)
);
}
}
}