// Pass in a placeholder player name so that the dialog can display who has startedthe authorisation public void Show(Fragment.AuthRequestCode code, string playerName, string status) { if (code.QRBitmapPixels == null) { Debug.Log("Fragment Error: AuthRequestCode with no pixel data passed into FragmentAuthenticationUI.Show(). Most likely Fragment has been initialised incorrectly - do you have a valid node connection and appID?"); return; } _hide = false; // Set a placeholder name PlayerName.text = playerName; PlayerTextStatus.text = status; // Build a texture from the pixels in the AuthRequestCode Texture2D QRTexture = new Texture2D(code.QRBitmapWidth, code.QRBitmapWidth, TextureFormat.ARGB32, false); QRTexture.LoadRawTextureData(code.QRBitmapPixels); QRTexture.filterMode = FilterMode.Point; QRTexture.Apply(); // Apply the texture as a sprite in the UI image QRCodeSecret.sprite = Sprite.Create(QRTexture, new Rect(0, 0, QRTexture.width, QRTexture.height), new Vector2(0, 0)); // Text version of the QR code TextSecret.text = code.text; // Display this UI widget gameObject.SetActive(true); }
void Start() { Fragment.Result result = Fragment.Initialise(GameID, LocalServerURL); if (result != Fragment.Result.SR_OK) { string detailedErrorDesc = ""; Fragment.GetLastError(ref detailedErrorDesc); Debug.Log("Fragment error desc: " + detailedErrorDesc); } Fragment.AuthRequestCode code = new Fragment.AuthRequestCode(); result = Fragment.PlayerAuthRequest(0, ref code); if (result != Fragment.Result.SR_OK) { string detailedErrorDesc = ""; Fragment.GetLastError(ref detailedErrorDesc); Debug.Log("Fragment error desc: " + detailedErrorDesc); } AuthUI.Show(code, "Player 1", "Join the game"); }
// public void PlayerConnect(int playerIndex) { // temp //_players[playerIndex].CurrentState = Player.State.AuthorisedPlaying; //_players[playerIndex].AvailableCars = _carLibrary.GetAvailableCarsAI(); //return; // end temp if (_players[playerIndex].CurrentState == Player.State.NotPlaying) { Fragment.AuthRequestCode code = new Fragment.AuthRequestCode(); Fragment.PlayerAuthRequest((uint)playerIndex, ref code); _authUI.Show(code, GetPlayerName(playerIndex), "Join the game"); _players[playerIndex].CurrentState = Player.State.AuthoriseInProgress; } else { // ERROR } }