public override void OnStateEnter() { base.OnStateEnter(); UpdateBalanceSignal.Fire(SignalBus).Done(() => { SetBalanceSignal.Fire(SignalBus) .Done(() => { // TODO: Decide what to Do. For Now just getting on the start again. Observable.Timer(TimeSpan.FromSeconds(Settings.ResultVisibilityTime)) .Subscribe(l => Model.RouletteState = ERouletteState.Setup) .AddTo(Disposables); }, exception => { // TODO: Do something... Debug.LogError($"Error: Something went wrong. {exception}"); }); }, exception => { Debug.LogError($"Error: Something went wrong. {exception}"); }); }
public static IPromise Fire(SignalBus signalBus) { SetBalanceSignal signal = new SetBalanceSignal(); signalBus.Fire(signal); return(signal.FireInternal()); }
public void Execute(SetBalanceSignal signal) { _gameplayApi.SetPlayerBalance(_rouletteModel.Balance).Done(signal.Resolve, signal.Reject); }