public void CanGetNotifications() { // Assign var key = "Skill_CanGetNotifications"; Helpers.Login(Fixture.SUGARClient, key, key, out var game, out var loggedInAccount); Fixture.SUGARClient.Skill.EnableNotifications(true); CompleteGenericEvaluation(key, loggedInAccount.User.Id, game.Id); // Act var didGetnotification = false; EvaluationNotification gotNotification = null; var didGetSpecificConfiguration = false; while (Fixture.SUGARClient.Skill.TryGetPendingNotification(out var notification)) { didGetnotification = true; gotNotification = notification; didGetSpecificConfiguration |= notification.Name == key; } // Assert Assert.True(didGetnotification); Assert.NotNull(gotNotification); Assert.True(didGetSpecificConfiguration); }
/// <summary> /// If the animation is not playing, start the animation coroutine. /// </summary> protected override void Display(EvaluationNotification notification) { if (!_animation.isPlaying) { StartCoroutine(AnimatePopup()); } }
/// <summary> /// Gets pending skill progress notifications. /// </summary> /// <param name="notification"></param> /// <returns>Returns a boolean value indicating whether there was a notification to retrieve or not.</returns> public bool TryGetPendingNotification(out EvaluationNotification notification) { return(EvaluationNotifications.TryDequeue(EvaluationType.Skill, out notification)); }
/// <summary> /// Functionality to be triggered when a notification is received. /// </summary> /// <param name="notification">Notification which will be displayed.</param> protected abstract void Display(EvaluationNotification notification);
internal void Notification(EvaluationNotification notification) { _evaluationQueue.Add(notification); transform.SetAsLastSibling(); Display(notification); }
private void HandleNotification(EvaluationNotification notification) { _landscapeAchievementPopup?.Notification(notification); _portraitAchievementPopup?.Notification(notification); }