internal void OnCompletedUnityUserTask(Task <UnityUser> task)
        {
            if (task.IsFaulted)
            {
                Debug.LogError($"Get User Info failed: {task.Exception}");
                authenticationFailed?.Invoke(task.Exception.ToString());
            }
            else
            {
                var user = task.Result;

                if (DateTime.UtcNow > user.SessionExpiry - s_SessionExpiryThreshold &&
                    Application.internetReachability != NetworkReachability.NotReachable)
                {
                    Debug.LogWarning($"User token about to expire, force login");
                    authenticationFailed?.Invoke("Token expired");
                }
                else
                {
                    m_User = user;
                    userLoggedIn?.Invoke(m_User);
                }
            }
            m_UnityUserTask = null;
        }
Exemple #2
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        void FailMission()
        {
#if FULLLOG
            MoreDebug.Log("go: " + gameObject.name);
#endif
            if (!isActive)
            {
                return;
            }
#if FULLLOG
            MoreDebug.Log("real.");
#endif
            if (!PauseGame.exists)
            {
#if FULLLOG
                MoreDebug.Log("No PauseGame -----");
#endif
            }
            if (InfoPriority > operation.MissionTerseness)
            {
                MessageBoxParams parms = new MessageBoxParams();
                parms.Message               = FailureInfo;
                parms.MessageBoxTitle       = MissionTitle;
                parms.Button1Action         = PauseGame.only.queueResume;
                parms.MultipleCallBehaviour = MultipleCallBehaviours.Queue;
                EasyMessageBox.Show(parms);
                PauseGame.only.queuePause();
            }
            currentState = GoalManager.GoalState.reallose;
            FailureEvent.Invoke();
            operation.LoseMission();
            isActive = false;
            //Reset ();
        }
Exemple #3
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        void FailGoal()
        {
#if FULLLOG
            MoreDebug.Log("go: " + gameObject.name);
#endif
            // do stuff
            currentState = GoalState.reallose;
            FailureEvent.Invoke();
            CleanUp();
        }
Exemple #4
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        public void OnClickFailureButton()
        {
            onFailure.Invoke(_quest, _progress);

            gameObject.SetActive(false);
        }