Fix crashes
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bc22841700
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@ -9,24 +9,6 @@ public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
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[System.Serializable]
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public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
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public class GameManager {
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private static GameManager instance = null;
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public static GameManager Instance {
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get
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{
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if (instance == null)
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{
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instance = new GameManager();
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}
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return instance;
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}
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}
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public UnityEngine.Events.UnityEvent onConnect;
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public UnityEngine.Events.UnityEvent onDisconnect;
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public UnityEngine.Events.UnityEvent hasResponded;
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public DiscordRpc.DiscordUser joinRequest;
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}
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public class DiscordController : MonoBehaviour
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{
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public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
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@ -36,6 +18,10 @@ public class DiscordController : MonoBehaviour
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public DiscordJoinEvent onJoin;
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public DiscordJoinEvent onSpectate;
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public DiscordJoinRequestEvent onJoinRequest;
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public UnityEngine.Events.UnityEvent onConnect;
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public UnityEngine.Events.UnityEvent onDisconnect;
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public UnityEngine.Events.UnityEvent hasResponded;
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public DiscordRpc.DiscordUser joinRequest;
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DiscordRpc.EventHandlers handlers;
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@ -47,54 +33,54 @@ public class DiscordController : MonoBehaviour
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DiscordRpc.UpdatePresence(presence);
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}
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public static void RequestRespondYes()
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public void RequestRespondYes()
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{
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Debug.Log("Discord: responding yes to Ask to Join request");
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DiscordRpc.Respond(GameManager.Instance.joinRequest.userId, DiscordRpc.Reply.Yes);
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// hasResponded.Invoke();
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DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes);
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hasResponded.Invoke();
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}
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public static void RequestRespondNo()
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public void RequestRespondNo()
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{
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Debug.Log("Discord: responding no to Ask to Join request");
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DiscordRpc.Respond(GameManager.Instance.joinRequest.userId, DiscordRpc.Reply.No);
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// hasResponded.Invoke();
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DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No);
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hasResponded.Invoke();
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}
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public static void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
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public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
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{
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Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
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// GameManager.Instance.onConnect.Invoke();
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onConnect.Invoke();
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}
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public static void DisconnectedCallback(int errorCode, string message)
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public void DisconnectedCallback(int errorCode, string message)
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{
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Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
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// onDisconnect.Invoke();
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onDisconnect.Invoke();
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}
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public static void ErrorCallback(int errorCode, string message)
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public void ErrorCallback(int errorCode, string message)
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{
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Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
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}
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public static void JoinCallback(string secret)
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public void JoinCallback(string secret)
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{
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Debug.Log(string.Format("Discord: join ({0})", secret));
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// onJoin.Invoke(secret);
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onJoin.Invoke(secret);
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}
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public static void SpectateCallback(string secret)
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public void SpectateCallback(string secret)
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{
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Debug.Log(string.Format("Discord: spectate ({0})", secret));
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// onSpectate.Invoke(secret);
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onSpectate.Invoke(secret);
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}
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public static void RequestCallback(ref DiscordRpc.DiscordUser request)
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public void RequestCallback(ref DiscordRpc.DiscordUser request)
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{
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Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
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GameManager.Instance.joinRequest = request;
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// onJoinRequest.Invoke(request);
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joinRequest = request;
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onJoinRequest.Invoke(request);
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}
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void Start()
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