// Streaming Events public void OpenProject(Project project) { if (m_AuthClient == null) { Debug.LogError("Unable to open project without a Authentication Client."); return; } if (m_SelectedProject != null) { Debug.LogError("Only one project can be opened at a time."); return; } m_SelectedProject = project; m_Client = new ReflectClient(this, m_AuthClient.user, m_AuthClient.storage, m_SelectedProject); m_Client.manifestUpdated += OnManifestUpdated; m_IsManifestDirty = false; m_ReflectPipeline.InitializeAndRefreshPipeline(m_Client); // TODO : SaveProjectData(project) saves "project.data" for the offline project. // Maybe we need to move/remove this code depends on the design. // "project.data" file is using to get "Offline Project List" and "Enable Delete Button" in the project option dialog now var storage = new PlayerStorage(); storage.SetEnvironment(ProjectServer.ProjectDataPath, true, false); storage.SaveProjectData(project); }
public void SetUser(UnityUser user) { if (user == null || string.IsNullOrEmpty(user.UserId)) { Debug.LogError("Invalid User"); } // Storage var storage = new PlayerStorage(); storage.SetEnvironment(ProjectServer.ProjectDataPath, true, false); // Client m_AuthClient = new AuthClient(user, storage); ReflectPipelineFactory.SetUser(user, this, m_AuthClient, storage); }
#pragma warning restore CS0649 public void Awake() { m_PlayerStorage.SetEnvironment(UnityEngine.Reflect.ProjectServer.ProjectDataPath, true, false); }