| | 1 | | using System; |
| | 2 | | using System.Collections; |
| | 3 | | using DCL; |
| | 4 | | using DCL.Interface; |
| | 5 | | using UnityEngine; |
| | 6 | |
|
| | 7 | | internal class UnpublishPopupController : IDisposable |
| | 8 | | { |
| | 9 | | private const string TITLE = "Unpublish Scene"; |
| | 10 | | private const string DESCRIPTION = "Are you sure you want to unpublish this scene?"; |
| | 11 | | private const string SUCCESS_DESCRIPTION = "Scene unpublished"; |
| | 12 | | private const string ERROR_TITLE = "Error"; |
| | 13 | | private const string PROGRESS_TITLE = "Unpublishing..."; |
| | 14 | |
|
| | 15 | | private IUnpublishPopupView view; |
| | 16 | | private Vector2Int coordinates; |
| | 17 | | private DeployedScene.Source source; |
| | 18 | | private Coroutine fakeProgressRoutine = null; |
| | 19 | |
|
| 18 | 20 | | public UnpublishPopupController(IUnpublishPopupView view) |
| | 21 | | { |
| 18 | 22 | | this.view = view; |
| 18 | 23 | | view.OnCancelPressed += OnCancel; |
| 18 | 24 | | view.OnConfirmPressed += OnConfirmUnpublish; |
| 18 | 25 | | view.Hide(); |
| 18 | 26 | | } |
| | 27 | |
|
| | 28 | | public void Dispose() |
| | 29 | | { |
| 18 | 30 | | DataStore.i.builderInWorld.unpublishSceneResult.OnChange -= OnSceneUnpublished; |
| 18 | 31 | | CoroutineStarter.Stop(fakeProgressRoutine); |
| 18 | 32 | | view.OnCancelPressed -= OnCancel; |
| 18 | 33 | | view.OnConfirmPressed -= OnConfirmUnpublish; |
| 18 | 34 | | view.Dispose(); |
| 18 | 35 | | } |
| | 36 | |
|
| | 37 | | public void Show(Vector2Int coordinates, DeployedScene.Source source = DeployedScene.Source.BUILDER_IN_WORLD) |
| | 38 | | { |
| 3 | 39 | | this.coordinates = coordinates; |
| 3 | 40 | | this.source = source; |
| 3 | 41 | | view.Show(TITLE, DESCRIPTION); |
| 3 | 42 | | } |
| | 43 | |
|
| | 44 | | void OnConfirmUnpublish() |
| | 45 | | { |
| 2 | 46 | | BIWAnalytics.PlayerUnpublishScene(source.ToString(), coordinates); |
| 2 | 47 | | DataStore.i.builderInWorld.unpublishSceneResult.OnChange += OnSceneUnpublished; |
| 2 | 48 | | WebInterface.UnpublishScene(coordinates); |
| 2 | 49 | | fakeProgressRoutine = CoroutineStarter.Start(ProgressRoutine()); |
| 2 | 50 | | } |
| | 51 | |
|
| | 52 | | void OnCancel() |
| | 53 | | { |
| 0 | 54 | | view.Hide(); |
| 0 | 55 | | CoroutineStarter.Stop(fakeProgressRoutine); |
| 0 | 56 | | } |
| | 57 | |
|
| | 58 | | IEnumerator ProgressRoutine() |
| | 59 | | { |
| 2 | 60 | | float progress = 0; |
| 0 | 61 | | while (true) |
| | 62 | | { |
| 2 | 63 | | progress = Mathf.Clamp(progress + UnityEngine.Random.Range(0.01f, 0.03f), 0, 0.99f); |
| 2 | 64 | | view.SetProgress(PROGRESS_TITLE, progress); |
| 2 | 65 | | yield return new WaitForSeconds(UnityEngine.Random.Range(0f, 0.5f)); |
| | 66 | | } |
| | 67 | | } |
| | 68 | |
|
| | 69 | | private void OnSceneUnpublished(PublishSceneResultPayload current, PublishSceneResultPayload previous) |
| | 70 | | { |
| 2 | 71 | | DataStore.i.builderInWorld.unpublishSceneResult.OnChange -= OnSceneUnpublished; |
| 2 | 72 | | CoroutineStarter.Stop(fakeProgressRoutine); |
| | 73 | |
|
| 2 | 74 | | if (current.ok) |
| | 75 | | { |
| 1 | 76 | | view.SetSuccess(TITLE, SUCCESS_DESCRIPTION); |
| 1 | 77 | | } |
| | 78 | | else |
| | 79 | | { |
| 1 | 80 | | view.SetError(ERROR_TITLE, current.error); |
| | 81 | | } |
| 1 | 82 | | } |
| | 83 | | } |