public static void CreateDialog(ExampleAccountType exampleAccountType) { GameObject dialogObject = new GameObject("Dialog"); AnonymousDowngradeDialog dialog = dialogObject.AddComponent <AnonymousDowngradeDialog>(); dialog.m_exampleAccountType = exampleAccountType; }
public void OnError_DetachIdentity(int statusCode, int reasonCode, string statusMessage, object cbObject) { m_state = ResponseState.Error; m_response = reasonCode + ":" + statusMessage; Debug.LogError("OnError_DetachIdentity: " + statusMessage); if (ErrorHandling.SharedErrorHandling(statusCode, reasonCode, statusMessage, cbObject, gameObject)) { return; } switch (reasonCode) { case ReasonCodes.DOWNGRADING_TO_ANONYMOUS_ERROR: { // Display to the user that removing this identity would make there account // anonymous. Ask them if they are sure they want to perform this action Destroy(gameObject); AnonymousDowngradeDialog.CreateDialog(m_exampleAccountType); break; } case ReasonCodes.MISSING_IDENTITY_ERROR: { Destroy(gameObject); ErrorDialog.DisplayErrorDialog( string.Format("You can't detach an {0} identity when you don't have one.", UtilExampleAccountType.getTypeName(m_exampleAccountType)), reasonCode + ":" + statusMessage); break; } case ReasonCodes.SECURITY_ERROR: { Destroy(gameObject); ErrorDialog.DisplayErrorDialog( string.Format("You can't detach an {0} identity that doesn't belong to you.", UtilExampleAccountType.getTypeName(m_exampleAccountType)), reasonCode + ":" + statusMessage); break; } default: { // log the reasonCode to your own internal error checking ErrorHandling.UncaughtError(statusCode, reasonCode, statusMessage, cbObject, gameObject); break; } } }