Snaparazzi/Assets/Scripts/FirebaseInitializer.cs

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using Firebase;
using System.Collections;
using UnityEngine;
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using System;
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public class FirebaseInitializer : MonoBehaviour
{
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public Action onFirebaseReady;
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public static FirebaseInitializer Instance;
void Awake()
{
Instance = this;
}
// Start is called before the first frame update
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IEnumerable Start()
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{
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FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
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{
var dependencyStatus = task.Result;
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if (dependencyStatus == DependencyStatus.Available)
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{
// Create and hold a reference to your FirebaseApp,
// where app is a Firebase.FirebaseApp property of your application class.
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var app = FirebaseApp.DefaultInstance;
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Authenticate();
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// Set a flag here to indicate whether Firebase is ready to use by your app.
}
else
{
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Debug.LogError($"Could not resolve all Firebase dependencies: {dependencyStatus}");
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}
});
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yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
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}
// Update is called once per frame
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void Authenticate()
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{
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Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
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auth.SignInAnonymouslyAsync().ContinueWith(task =>
{
if (task.IsCanceled)
{
Debug.LogError("SignInAnonymouslyAsync was canceled.");
return;
}
if (task.IsFaulted)
{
Debug.LogError("SignInAnonymouslyAsync encountered an error: " + task.Exception);
return;
}
Firebase.Auth.AuthResult result = task.Result;
Debug.Log($"User signed in successfully: {result.User.UserId}");
onFirebaseReady?.Invoke();
});
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}
}