private void OnNotification(object sender, IApiNotification notification) { switch (notification.Code) { case 501: var matchReadyState = Utilities.ParseJson <SCReadyState>(notification.Content); if (matchReadyState.customMatchId == _context.currentMatchData.value.customMatchId) { _context.CreateEntity().ReplaceMatchReadyState(matchReadyState); } break; case 502: var allocationNinja = Utilities.ParseJson <SCAllocationNinja>(notification.Content); _context.ReplaceAllocationNinjaNotification(allocationNinja); break; case 503: var chooseNinja = Utilities.ParseJson <SCChooseNinja>(notification.Content); _context.CreateEntity().ReplacePlayerChooseNinjaInfo(chooseNinja.userId, chooseNinja.ninjaName, chooseNinja.confirm); break; case 504: var matchData = Utilities.ParseJson <SCMatchData>(notification.Content); _context.ReplaceCurrentMatchData(matchData); _context.isMatchStart = true; break; default: break; } }
/// <summary> /// Shows a notification panel /// </summary> private void NotifyQuestComplete(IApiNotification e) { Reward reward = JsonUtility.FromJson <Reward>(e.Content); base.Show(); _titleText.text = e.Subject; _descriptionText.text = "Received reward: " + reward.reward; }
/// <summary> /// Handles incomming notification messages. /// </summary> private void NotificationReceived(IApiNotification e) { if (e.Code == (int)NotificationCode.Quest_NewFriend) { Reward reward = JsonUtility.FromJson <Reward>(e.Content); base.Show(); _titleText.text = e.Subject; _descriptionText.text = "Received reward: " + reward.reward; } }
public AuthController(IApiNotification notificador, SignInManager <IdentityUser> signInManager, UserManager <IdentityUser> userManager, IOptions <ApiUserClaimsSettings> appSettings, IApiUser user, ILogger <AuthController> logger) : base(notificador, user) { _signInManager = signInManager; _userManager = userManager; _logger = logger; _appSettings = appSettings.Value; }
/// <summary> /// Refreshes user list when a member joins or leaves the clan. /// Changes tabs to clan search when current clan is disbanded. /// </summary> private void NotificationReceived(IApiNotification notification) { if (notification.Code == (int)NotificationCode.Clan_RefreshMembers) { RefreshClanMenu(); } if (notification.Code == (int)NotificationCode.Clan_Delete) { OnClanLeft(); } }
public RootController(IApiNotification notification, IApiUser appUser) { _notification = notification; AppUser = appUser; if (appUser.IsAuthenticated()) { UserId = appUser.GetUserId(); IsUserAuthenticated = true; } }
/// <summary> /// Refreshes user list when a member joins or leaves the clan. /// Changes tabs to clan search when current clan is disbanded. /// </summary> private void NotificationReceived(IApiNotification notification) { if (notification.Code == (int)NotificationCode.Clan_RefreshMembers) { SearchClan(); } if (notification.Code == (int)NotificationCode.Clan_Delete) { _state.DisplayedClan = null; _state.UserClan = null; _state.UserClanRank = null; RefreshUI(_state); } }
private void _socket_OnNotification(object sender, IApiNotification e) { Debug.Log("Call to socket_OnNotification"); }
/// <summary> /// Invokes <see cref="OnNotification"/> event. /// </summary> private void DispatchNotification(IApiNotification notification) { OnNotification?.Invoke(notification); }
/// <summary> /// Invokes <see cref="OnNotification"/> on the main thread. /// </summary> public void PushLocalNotification(IApiNotification notification) { UnityMainThreadDispatcher.Instance().Enqueue(() => DispatchNotification(notification)); }
/// <summary> /// Handles incomming notification messages. /// </summary> private void NotificationReceived(object sender, IApiNotification notification) { Debug.Log("Notification received: " + notification.Code); PushLocalNotification(notification); }