public IEnumerator OnClickResultRoutine(string login, string password) { //DataBaseLogin baseLogin = gameObject.GetComponent<DataBaseLogin> (); // if (baseLogin.LoginUser (login, password) != 0) { // Result.transform.GetChild (0).gameObject.GetComponent<Text> ().text = baseLogin.LoginUser (login, password).ToString (); // } else { // Result.transform.GetChild (0).gameObject.GetComponent<Text> ().text = "ERREUR"; // } RegisterPlayer register = gameObject.GetComponent <RegisterPlayer>(); //bool canAccess = register.AuthorizePlayerFunction (login, password); yield return(new WaitForSeconds(0.1f)); #if UNITY_EDITOR // Dans l'editor on fait de device le compte test. yield return(register.AuthorizePlayerRoutine("device", "device")); yield return(new WaitForSeconds(0.5f)); SceneManager.LoadScene("MainMenu"); #else yield return(register.AuthorizePlayerRoutine(login, password)); bool canAccess = register.getAuthorize(); Debug.Log(canAccess); if (canAccess) { //GetPlayerInfoGameSparks playerInfo = gameObject.GetComponent<GetPlayerInfoGameSparks> (); yield return(new WaitForSeconds(0.5f)); PlayerPrefs.SetString("user", login); if (Result != null) { Result.transform.GetChild(0).gameObject.GetComponent <Text> ().text = "CONNECTED"; } if (!loginsOnDevice && rememberLogins) { SaveLoginsOnDevice _save = new SaveLoginsOnDevice(); _save.SaveLoginInfos(login, password); } SceneManager.LoadScene("MainMenu"); } else { if (Result != null) { Result.transform.GetChild(0).gameObject.GetComponent <Text> ().text = "IMPOSSIBLE"; } else { // Erreur interne, on demandera au joueur de se reconnecter la prochaine fois SaveLoginsOnDevice _save = new SaveLoginsOnDevice(); _save.DisconnectPlayer(); Application.Quit(); } } #endif }
/// <summary> /// Se déconnecter et revenir à l'écran de connexion. /// </summary> public void Disconnect() { /* * Deconnexion du joueur. */ SaveLoginsOnDevice save = new SaveLoginsOnDevice(); save.DisconnectPlayer(); Application.Quit(); }