{UnityEngine.Debug.LogError("Failed to login. Did you remember to set your Project ID under Services > General Settings?");
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup,"Authentication Failed: Project ID not set in Project Settings > Services > General Settings?");
UnityEngine.Debug.LogError("Authentication Failed: Project ID not set in Project Settings > Services > General Settings?");
/// Anything which provides itself to a Locator can then be globally accessed. This should be a single access point for things that *want* to be singleton (that is,
/// MonoBehaviour that will automatically handle setting up to observe something. It also exposes an event so some other component can effectively observe it as well.
/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
/// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. E.g. you can request to get a readable list of
/// current lobbies and not need to make the query call directly.
/// </summary>
publicclassLobbyAsyncRequests
dataCurr[dataNew.Key]=dataObj;
else
dataCurr.Add(dataNew.Key,dataObj);
//Special Use: Get the state of the Local lobby so we can lock it from appearing in queries if it's not in the "Lobby" State
/// A place to store data needed by networked behaviors. Each client has an instance so they can retrieve data, but the server's instance stores the actual data.
/// Handles selecting the randomized sequence of symbols to spawn, choosing a subset to be the ordered target sequence that each player needs to select.
/// Once the local player is in a lobby and that lobby has entered the In-Game state, this will load in whatever is necessary to actually run the game part.
/// This holds the logic and data for an individual symbol, which can be "clicked" if the server detects the collision with a player who sends a click input.
privateDictionary<string,PlayerDataObject>m_mockUserData;// This is handled in the LobbyAsyncRequest calls normally, but we need to supply this for the direct Lobby API calls.
/// We want to illustrate filtering the lobby list by some arbitrary variable. This will allow the lobby host to choose a color for the lobby, and will display a lobby's current color.
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.