Class ClientLoginManager
Manager for handling client logins to the server
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Engine.Account
Assembly: Engine.Account.dll
Syntax
public class ClientLoginManager : Manager
Constructors
ClientLoginManager(ConnectionManager, List<Manager>)
Constructor
Declaration
public ClientLoginManager(ConnectionManager connectionManager, List<Manager> managers)
Parameters
| Type | Name | Description |
|---|---|---|
| ConnectionManager | connectionManager | The connection manager |
| System.Collections.Generic.List<Manager> | managers | All the managers |
Methods
AttemptLogin(String, String, Boolean, Action<Boolean, Color, String>, Action<Single>)
Call when the login button pressed.
Declaration
public void AttemptLogin(string email, string password, bool rememberMe, Action<bool, Color, string> statusMessageAction, Action<float> opacityAction)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | The email. |
|
| System.String | password | The password. |
| System.Boolean | rememberMe | if set to |
| System.Action<System.Boolean, UnityEngine.Color, System.String> | statusMessageAction | The action called to update the status message. |
| System.Action<System.Single> | opacityAction | The action called to update the panel opacity. |
Init()
Initialize method
Declaration
public override void Init()
Overrides
IsPlayerLoggedIn()
Returns if player is logged in
Declaration
public bool IsPlayerLoggedIn()
Returns
| Type | Description |
|---|---|
| System.Boolean |
Process()
Called every frame
Declaration
public override void Process()
Overrides
Shutdown()
Called on program shutdown
Declaration
public override void Shutdown()