private void _Connection(object callback) { GameObject gameObj = GameObject.Find("NCMBSettings"); NCMBSettings settings = gameObj.GetComponent <NCMBSettings> (); settings.Connection(this, callback); }
// 初期化 public static void Initialize(string filePath = null) { if (GameObject.Find("NCMBManager") == null) { GameObject manager = new GameObject(); manager.name = "NCMBManager"; manager.AddComponent <NCMBManager> (); } if (GameObject.Find("NCMBSettings") == null) { GameObject settings = new GameObject(); settings.name = "NCMBSettings"; settings.AddComponent <NCMBSettings> (); } NCMBSettings.Initialize( APP_KEY, CLIENT_KEY, DOMAIN_URL, API_VERSION ); CallbackFlag = false; if (GameObject.Find("settings") == null) { GameObject o = new GameObject("settings"); System.Object obj = o.AddComponent <NCMBSettings> (); FieldInfo field = obj.GetType().GetField("filePath", BindingFlags.Static | BindingFlags.NonPublic); field.SetValue(obj, Application.persistentDataPath); } NCMBUser.LogOutAsync(); MockServer.startMock(filePath); }
public IEnumerator FileResponseSignatureTest() { NCMBSettings.EnableResponseValidation(true); byte[] data = System.Text.Encoding.UTF8.GetBytes("hello"); NCMBFile file = new NCMBFile("test.txt", data); file.SaveAsync((NCMBException error) => { Assert.Null(error); NCMBTestSettings.CallbackFlag = true; }); yield return(NCMBTestSettings.AwaitAsync()); NCMBTestSettings.CallbackFlag = false; NCMBFile getFile = new NCMBFile("test.txt"); getFile.FetchAsync((byte[] fileData, NCMBException error) => { Assert.Null(error); NCMBTestSettings.CallbackFlag = true; }); yield return(NCMBTestSettings.AwaitAsync()); Assert.NotNull(file.CreateDate); Assert.True(NCMBTestSettings.CallbackFlag); }
public void Init() { NCMBSettings.Initialize( _appKey, _clientKey ); _callbackFlag = false; }
public void Init() { //set sample API Key (from document) NCMBSettings.Initialize( _appKey, _clientKey ); _callbackFlag = false; }
// 初期化 public static void Initialize() { NCMBSettings.Initialize( APP_KEY, CLIENT_KEY ); CallbackFlag = false; GameObject o = new GameObject("settings"); System.Object obj = o.AddComponent <NCMBSettings> (); FieldInfo field = obj.GetType().GetField("filePath", BindingFlags.Static | BindingFlags.NonPublic); field.SetValue(obj, Application.persistentDataPath); NCMBUser.LogOutAsync(); }
/// <summary> /// 疎通テストのプロセス /// </summary> /// <param name="i_callback">完了コールバック</param> /// <returns></returns> private IEnumerator CommunicateTestProcess(Action i_callback) { this.IsRunning = true; UnityEngine.Object settingprefab = Resources.Load(PATH_NCMBSETTING_PREFAB); GameObject settingObject = GameObject.Instantiate <GameObject>(settingprefab as GameObject); NCMBSettings settings = settingObject != null?settingObject.GetComponent <NCMBSettings>() : null; if (settings == null) { yield break; } // マルチシーンで意図しないシーンにインスタンス化しないように親子付け settingObject.transform.SetParent(this.transform); // アプリケーションキー、クライアントキー設定確認(空かどうかだけ) if (string.IsNullOrEmpty(settings.applicationKey) || string.IsNullOrEmpty(settings.clientKey)) { EditorUtility.DisplayDialog("Error", "NCMBSettingsの設定不備があります。\n講師へ申し出をして下さい。", "OK"); yield break; } // 疎通用送信データとしてローカルIPアドレスを取得 string ipAddress = GetIpAddress(); if (ipAddress == string.Empty) { EditorUtility.DisplayDialog("Error", "ローカルIPアドレスの取得に失敗しました。\nネットワークに未接続の可能性があります。", "OK"); yield break; } bool isFinshed = false; NCMBQuery <NCMBObject> query = new NCMBQuery <NCMBObject>("CommunicateTest"); query.WhereEqualTo("IP", ipAddress); query.FindAsync((List <NCMBObject> i_objectList, NCMBException i_exception) => { if (i_exception != null) { EditorUtility.DisplayDialog("Error", string.Format("NCMB接続時にエラーが発生しました。\n講師へ申し出をして下さい。\n(エラーメッセージ:{0})", i_exception.Message), "OK"); return; } if (i_objectList.Count > 0) { i_objectList[0]["IP"] = ipAddress; i_objectList[0].Save(); } else { NCMBObject newObject = new NCMBObject("CommunicateTest"); newObject["IP"] = ipAddress; newObject.Save(); } EditorUtility.DisplayDialog("完了", "疎通テストが正常に完了しました。", "OK"); isFinshed = true; }); while (isFinshed == false) { yield return(null); } if (i_callback != null) { i_callback(); } this.IsRunning = false; }