Beamable SDK
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Beamable.BeamEditorContext Class Reference
Collaboration diagram for Beamable.BeamEditorContext:
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Public Member Functions

void Init (string playerCode, IDependencyBuilder builder)
 
async Promise< UnitLoginCustomer (string aliasOrCid, string email, string password)
 
async Promise Login (string email, string password)
 
async Promise Login (AccessToken token, string pid=null)
 
void Logout ()
 
void SaveConfig (string alias, string pid, string host=null, string cid="", string containerPrefix=null)
 
async Promise CreateUser (string aliasOrCid, string customerEmail, string customerPassword)
 
async Promise CreateCustomer (string alias, string gameName, string email, string password)
 
async Promise SendPasswordReset (string cidOrAlias, string email)
 
async Promise SendPasswordResetCode (string code, string newPassword)
 
Promise< string > GetRealmSecret ()
 
Promise SetGame (RealmView game)
 
Promise SwitchRealm (RealmView realm)
 
async Promise SwitchRealm (RealmView game, string pid)
 
async Promise CreateDependencies ()
 

Static Public Member Functions

static BeamEditorContext ForEditorUser (int idx)
 
static BeamEditorContext ForEditorUser (string code)
 
static BeamEditorContext Instantiate (string playerCode=null, IDependencyBuilder dependencyBuilder=null)
 Create or retrieve a BeamContext for the given PlayerCode. There is only one instance of a context per PlayerCode. A BeamableBehaviour is required because the context needs to attach specific Unity components to a GameObject, and the given BeamableBehaviour's GameObject will be used. If no BeamableBehaviour is given, then a new GameObject will be instantiated at the root transform level named, "Beamable (playerCode)" More...
 
static void WriteConfig (string alias, string pid, string host=null, string cid="", string containerPrefix=null)
 
static bool HasDependencies ()
 

Public Attributes

CustomerView CurrentCustomer
 
RealmView CurrentRealm
 
RealmView ProductionRealm
 
EditorUser CurrentUser
 

Static Public Attributes

const string EDITOR_PLAYER_CODE_TEMPLATE = "editor.{0}."
 
static Dictionary< string, BeamEditorContextEditorContexts = new Dictionary<string, BeamEditorContext>()
 

Properties

static List< BeamEditorContextAll [get]
 
static BeamEditorContext Default [get]
 
static bool ConfigFileExists [get]
 
string PlayerCode [get]
 
bool IsStopped [get]
 
bool IsAuthenticated [get]
 
IDependencyProviderScope ServiceScope [get]
 
Promise InitializePromise [get]
 
ContentIO ContentIO [get]
 
IPlatformRequester Requester [get]
 
bool HasToken [get]
 
bool HasCustomer [get]
 
bool HasRealm [get]
 

Events

Action< RealmViewOnRealmChange
 
Action< CustomerViewOnCustomerChange
 
Action< EditorUserOnUserChange
 

Member Function Documentation

◆ Instantiate()

static BeamEditorContext Beamable.BeamEditorContext.Instantiate ( string  playerCode = null,
IDependencyBuilder  dependencyBuilder = null 
)
inlinestatic

Create or retrieve a BeamContext for the given PlayerCode. There is only one instance of a context per PlayerCode. A BeamableBehaviour is required because the context needs to attach specific Unity components to a GameObject, and the given BeamableBehaviour's GameObject will be used. If no BeamableBehaviour is given, then a new GameObject will be instantiated at the root transform level named, "Beamable (playerCode)"

Parameters
beamableA component that will invite other Beamable components to exist on its GameObject
playerCodeA named code that represents a player slot on the device. The Default context uses an empty string.
Returns

The documentation for this class was generated from the following file: