public void DrawInspectorGUI(ScriptableObject settings, ServiceItem item, System.Action onReset, GUISkin skin) { if (FlowSystem.GetData() == null) return; ++UnityEditor.EditorGUI.indentLevel; try { if (this.GetAuthPermissions() != AuthKeyPermissions.None && FlowSystem.GetData().IsValidAuthKey() == false) { UnityEditor.EditorGUILayout.HelpBox("Authorization Key is not valid.", UnityEditor.MessageType.Error); FlowSystem.DrawEditorGetKeyButton(skin); } else if (FlowSystem.GetData().IsValidAuthKey(this.GetAuthPermissions()) == false) { UnityEditor.EditorGUILayout.HelpBox("You have no permission to use this service.", UnityEditor.MessageType.Warning); FlowSystem.DrawEditorGetKeyButton(skin); } else { this.DoInspectorGUI(settings, item, onReset, skin); } } catch (UnityException e) { Debug.LogException(e); } --UnityEditor.EditorGUI.indentLevel; }
public virtual string GetAuthKey(ServiceItem item) { #if UNITY_EDITOR if (Application.isPlaying == false) { return(FlowSystem.GetData().GetAuthKeyEditor()); } else { return(FlowSystem.GetData().GetAuthKeyBuild()); } #else return(FlowSystem.GetData().GetAuthKeyBuild()); #endif }
public virtual string GetAuthKey(ServiceItem item) { #if UNITY_EDITOR if (Application.isPlaying == false) { return FlowSystem.GetData().GetAuthKeyEditor(); } else { return FlowSystem.GetData().GetAuthKeyBuild(); } #else return FlowSystem.GetData().GetAuthKeyBuild(); #endif }
public override void AddService(ServiceItem item) { this.items.Add(item as AnalyticsServiceItem); }
protected abstract void DoInspectorGUI(ScriptableObject settings, ServiceItem item, System.Action onReset, GUISkin skin);
public abstract void AddService(ServiceItem item);
public override string GetAuthKey(ServiceItem item) { return item.authKey; }
protected override void DoInspectorGUI(ScriptableObject settings, ServiceItem item, System.Action onReset, GUISkin skin) { this.OnInspectorGUI(settings as GameDataSettings, item as GameDataServiceItem, onReset, skin); }
public override void AddService(ServiceItem item) { this.items.Add(item as GameDataServiceItem); }
public virtual System.Collections.Generic.IEnumerator <byte> Auth(string key, ServiceItem serviceItem) { yield return(0); }
public override void AddService(ServiceItem item) {}
public override void AddService(ServiceItem item) { this.items.Add(item as LocalizationServiceItem); }
private IEnumerator InitializeService(IService service, ServiceItem item) { yield return(this.StartCoroutine(service.Auth(service.GetAuthKey(item), item))); yield return(this.StartCoroutine(this.OnAfterAuth(service))); }
public override void AddService(ServiceItem item) { this.items.Add(item as ABTestingServiceItem); }