public static void Notify(object sender, GameEventArgs e) { switch (e.type) { case SIGNED_IN: SingedIn?.Invoke(sender, e); break; case FAIL_SIGN_IN: FailSignIn?.Invoke(sender, e); break; case SIGNED_OUT: SignedOut?.Invoke(sender, e); break; case DATA_LOADED: DataLoaded?.Invoke(sender, e); break; case FAIL_DATA_LOADING: FailDataLoading?.Invoke(sender, e); break; } }
/// <summary> /// Use it for notify from EventTrigger Component. Requires to be component on GameObject! /// </summary> /// <param name="sender">The sender object.</param> /// <param name="e">Event arguments</param> public void Notify(string type) { switch (type) { case SIGNED_IN: SingedIn?.Invoke(null, new GameEventArgs(type)); break; case FAIL_SIGN_IN: FailSignIn?.Invoke(null, new GameEventArgs(type)); break; case SIGNED_OUT: SignedOut?.Invoke(null, new GameEventArgs(type)); break; case DATA_LOADED: DataLoaded?.Invoke(null, new GameEventArgs(type)); break; case FAIL_DATA_LOADING: FailDataLoading?.Invoke(null, new GameEventArgs(type)); break; } }
void authStateChanged(object sender, System.EventArgs eventArgs) { FirebaseAuth senderAuth = sender as FirebaseAuth; FirebaseUser user = null; if (senderAuth != null) { _userByAuth.TryGetValue(senderAuth.App.Name, out user); } if (senderAuth == _auth && senderAuth.CurrentUser != User) { bool signedIn = User != senderAuth.CurrentUser && senderAuth.CurrentUser != null; if (!signedIn && User != null) { Debug.Log($"[EmailAuth::authStateChanged] Signed out {User.UserId}"); User = null; SignedOut?.Invoke(); } User = senderAuth.CurrentUser; _userByAuth[senderAuth.App.Name] = User; if (signedIn) { Debug.Log($"[EmailAuth::authStateChanged] Signed in {DisplayName} {User.UserId} / {User.Email}"); // DisplayDetailedUserInfo(user, 1); } } }
private void SignOut() { _preferences.Nuke(); _secureStorage.Nuke(); _dbConnection.Nuke(); _backgroundSync.Disable(); _messenger.Unsubscribe <WokeUpMessage>(this); SignedOut?.Invoke(this, EventArgs.Empty); }