Snaparazzi/Assets/Scripts/StorageManager.cs

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C#
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using Firebase.Database;
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using Firebase.Storage;
using System;
using System.Threading.Tasks;
using UnityEngine;
public class StorageManager : MonoBehaviour
{
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private StorageReference storage;
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private DatabaseReference realtimeDB;
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void Awake()
{
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
}
void Initialize()
{
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
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storage = FirebaseStorage.DefaultInstance.RootReference;
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realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
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}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
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public void UploadPhoto(string roomCode, string playerId, int question, int proposition)
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{
Texture2D photo = gameObject.GetComponent<CameraManager>().GetPhoto();
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byte[] photoBytes = ImageConversion.EncodeToJPG(photo);
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GameManager game = gameObject.GetComponent<GameManager>();
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string imageUuid = Guid.NewGuid().ToString();
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StorageReference imageRef = storage.Child($"{roomCode}/{playerId}/{imageUuid}.png");
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imageRef.PutBytesAsync(photoBytes).ContinueWith((Task<StorageMetadata> task) =>
{
if (task.IsFaulted || task.IsCanceled)
{
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Debug.LogException(task.Exception);
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// Uh-oh, an error occurred!
}
else
{
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realtimeDB
.Child("rooms")
.Child(roomCode)
.Child("questions")
.Child(question.ToString())
.Child("propositions")
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.Child(proposition.ToString())
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.Child("photoUrl")
.SetValueAsync(imageRef.Path);
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}
});
}
}