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using System;
using Unity.Services.Authentication;
using Unity.Services.Core;
namespace LobbyRelaySample.Auth
{
/// <summary>
/// The Authentication package will sign in asynchronously and anonymously. When complete, we will need to store the generated ID.
/// </summary>
public class SubIdentity_Authentication : SubIdentity, IDisposable
{
private bool m_hasDisposed = false;
/// <summary>
/// This will kick off a login.
/// </summary>
public SubIdentity_Authentication(Action onSigninComplete = null)
{
DoSignIn(onSigninComplete);
}
~SubIdentity_Authentication()
{
Dispose();
}
public void Dispose()
{
if (!m_hasDisposed)
{
AuthenticationService.Instance.SignedIn -= OnSignInChange;
AuthenticationService.Instance.SignedOut -= OnSignInChange;
m_hasDisposed = true;
}
}
private async void DoSignIn(Action onSigninComplete)
{
await UnityServices.InitializeAsync();
AuthenticationService.Instance.SignedIn += OnSignInChange;
AuthenticationService.Instance.SignedOut += OnSignInChange;
if (!AuthenticationService.Instance.IsSignedIn)
await AuthenticationService.Instance.SignInAnonymouslyAsync(); // Don't sign out later, since that changes the anonymous token, which would prevent the player from exiting lobbies they're already in.
onSigninComplete?.Invoke();
}
private void OnSignInChange()
{
SetContent("id", AuthenticationService.Instance.PlayerId);
}
}
}