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public static SequenceLoginWindow OpenSequenceLoginWindow(Transform parent) + public static SequenceLoginWindow OpenSequenceLoginWindow(Transform parent, IWallet wallet = null, Action onClose = null) { return GetOrSpawnBoilerplate("Login/SequenceLoginWindow", parent, - b => b.Show()); + b => b.Show(wallet, onClose)); } /// diff --git a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Common/BoilerplateController.cs b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Common/BoilerplateController.cs index 03f7e2935..8dd8bee5e 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Common/BoilerplateController.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Common/BoilerplateController.cs @@ -46,11 +46,10 @@ private void Awake() SequenceWallet.OnWalletCreated += wallet => { _wallet = wallet; - Debug.Log("User wallet: " + wallet.GetWalletAddress()); ShowDefaultWindow(); if (_loginWindow) - _loginWindow.Hide(); + _loginWindow.gameObject.SetActive(false); wallet.OnDropSessionComplete += s => { @@ -119,7 +118,7 @@ private void TryRecoverSessionToOpenLoginWindow() private void OnFailedToRecoverSession(string error) { - Debug.LogError($"Error attempting to recover Sequence session: {error}"); + Debug.Log($"There's no session to recover from storage. Reason: {error}"); _loginWindow = BoilerplateFactory.OpenSequenceLoginWindow(transform); } diff --git a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/LoginMfaView.cs b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/LoginMfaView.cs index c8dc0a095..d0942de10 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/LoginMfaView.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/LoginMfaView.cs @@ -1,3 +1,5 @@ +using System; +using System.Collections; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -19,12 +21,12 @@ private void Awake() _codeInput.onSelect.AddListener(OnSelect); _codeInput.onDeselect.AddListener(OnDeselect); } - + private void OnEnable() { _codeInput.text = string.Empty; - _codeInput.Select(); - OnInputValueChanged(string.Empty); + OnSelect(string.Empty); + StartCoroutine(WaitSelect()); } private void OnInputValueChanged(string newValue) @@ -57,5 +59,13 @@ private void OnDeselect(string value) _selected = false; OnInputValueChanged(value); } + + // We need to wait one frame here otherwise the input field is not selected automatically + private IEnumerator WaitSelect() + { + yield return 0; + _codeInput.Select(); + _codeInput.ActivateInputField(); + } } } diff --git a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/SequenceLoginWindow.cs b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/SequenceLoginWindow.cs index 1541f7041..040431a1f 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/SequenceLoginWindow.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/Login/SequenceLoginWindow.cs @@ -1,3 +1,4 @@ +using System; using System.Collections; using System.Collections.Generic; using Sequence.Authentication; @@ -10,8 +11,10 @@ namespace Sequence.Boilerplates.Login { public class SequenceLoginWindow : MonoBehaviour { + [SerializeField] private Button _closeButton; [SerializeField] private Button _emailLoginButton; [SerializeField] private Button _emailContinueButton; + [SerializeField] private Button _guestLoginButton; [SerializeField] private TMP_InputField _emailInput; [SerializeField] private TMP_InputField _emailCodeInput; [SerializeField] private TMP_Text _emailCodeErrorText; @@ -19,9 +22,12 @@ public class SequenceLoginWindow : MonoBehaviour [SerializeField] private GameObject _loginState; [SerializeField] private GameObject _emailCodeState; [SerializeField] private GameObject _loadingOverlay; + [SerializeField] private MessagePopup _messagePopup; [SerializeField] private GameObject[] _socialTexts; - private ILogin _loginHandler; + private IWallet _wallet; + private Action _onClose; + private SequenceLogin _loginHandler; private string _curEmail; private void Start() @@ -29,6 +35,18 @@ private void Start() _emailInput.onValueChanged.AddListener(VerifyEmailInput); } + private void OnEnable() + { + SequenceWallet.OnAccountFederated += AccountFederated; + SequenceWallet.OnAccountFederationFailed += AccountFederationFailed; + } + + private void OnDisable() + { + SequenceWallet.OnAccountFederated -= AccountFederated; + SequenceWallet.OnAccountFederationFailed -= AccountFederationFailed; + } + private void OnDestroy() { _loginHandler.OnLoginSuccess -= LoginHandlerOnOnLoginSuccess; @@ -42,23 +60,33 @@ private void OnDestroy() public void Hide() { gameObject.SetActive(false); + _onClose?.Invoke(); } /// /// Required function to configure this Boilerplate. /// - public void Show() + public void Show(IWallet wallet = null, Action onClose = null) { - var loginHandler = SequenceLogin.GetInstance(); + _wallet = wallet; + _onClose = onClose; if (_loginHandler == null) { - _loginHandler = loginHandler; + _loginHandler = SequenceLogin.GetInstance(); _loginHandler.OnLoginSuccess += LoginHandlerOnOnLoginSuccess; _loginHandler.OnLoginFailed += LoginHandlerOnOnLoginFailed; _loginHandler.OnMFAEmailSent += LoginHandlerOnOnMFAEmailSent; } + if (wallet != null) + _loginHandler.SetConnectedWalletAddress(wallet.GetWalletAddress()); + + var isFederating = _wallet != null; + _closeButton.gameObject.SetActive(isFederating); + _guestLoginButton.gameObject.SetActive(!isFederating); + gameObject.SetActive(true); + _messagePopup.gameObject.SetActive(false); _loginState.SetActive(true); _emailCodeState.SetActive(false); _emailInput.text = string.Empty; @@ -148,12 +176,27 @@ private void LoginHandlerOnOnLoginSuccess(string sessionid, string walletaddress private void LoginHandlerOnOnLoginFailed(string error, LoginMethod method, string email, List loginmethods) { - Debug.LogError(error); + Debug.LogError($"Error during login: {error}"); SetLoading(false); _emailCodeInput.text = string.Empty; if (method == LoginMethod.Email) _emailCodeErrorText.text = "Invalid code."; + else + _messagePopup.Show(error, true); + } + + private void AccountFederationFailed(string error) + { + Debug.LogError($"Failed to federate account with error: {error}"); + _messagePopup.Show(error, true); + SetLoading(false); + } + + private void AccountFederated(Account account) + { + Debug.Log($"Account federated, email: {account.email}"); + Hide(); } private void OnApplicationFocus(bool hasFocus) diff --git a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/PlayerProfile/SequencePlayerProfile.cs b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/PlayerProfile/SequencePlayerProfile.cs index ff8261fa5..fecd76da3 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/PlayerProfile/SequencePlayerProfile.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceFrontend/Scripts/UI/Boilerplates/PlayerProfile/SequencePlayerProfile.cs @@ -77,6 +77,13 @@ public async void SignOut() EnableLoading(false); } + public void OpenLoginWindowForFederation() + { + gameObject.SetActive(false); + BoilerplateFactory.OpenSequenceLoginWindow(transform.parent, _wallet, + () => gameObject.SetActive(true)); + } + public async void SendToken() { var recipient = _recipientInput.text; diff --git a/Packages/Sequence-Unity/Sequence/SequenceSDK/Authentication/OpenIdAuthenticator.cs b/Packages/Sequence-Unity/Sequence/SequenceSDK/Authentication/OpenIdAuthenticator.cs index fc9553d13..32f483330 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceSDK/Authentication/OpenIdAuthenticator.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceSDK/Authentication/OpenIdAuthenticator.cs @@ -172,7 +172,7 @@ public void AppleSignIn() GenerateSignInUrl("https://appleid.apple.com/auth/authorize", AppleClientId, state); appleSignInUrl = appleSignInUrl.RemoveTrailingSlash() + "&response_mode=form_post"; _browser.SetState(state); -#if UNITY_IOS +#if UNITY_IOS && !UNITY_EDITOR GameObject appleSignInObject = Object.Instantiate(new GameObject()); SignInWithApple appleSignIn = appleSignInObject.AddComponent(); appleSignIn.LoginToApple(this, state); diff --git a/Packages/Sequence-Unity/Sequence/SequenceSDK/EmbeddedWallet/SequenceLogin.cs b/Packages/Sequence-Unity/Sequence/SequenceSDK/EmbeddedWallet/SequenceLogin.cs index 5fe62d08a..ee4be1215 100644 --- a/Packages/Sequence-Unity/Sequence/SequenceSDK/EmbeddedWallet/SequenceLogin.cs +++ b/Packages/Sequence-Unity/Sequence/SequenceSDK/EmbeddedWallet/SequenceLogin.cs @@ -123,16 +123,18 @@ public void ResetSessionId() public void ResetLoginAfterTest() { _connector = this; + SetConnectedWalletAddress(null); SetupAuthenticator(); } public void SetupAuthenticator(IValidator validator = null, IAuthenticator authenticator = null) { ConfigJwt configJwt = SequenceConfig.GetConfigJwt(SequenceConfig.GetConfig(SequenceService.WaaS)); - if (_connectedWalletAddress == null || _sessionWallet == null) + if (_sessionWallet == null) { _sessionWallet = new EOAWallet(); } + _sessionId = IntentDataOpenSession.CreateSessionId(_sessionWallet.GetAddress()); _intentSender = new IntentSender(new HttpClient(WaaSWithAuthUrl), _sessionWallet, _sessionId, _waasProjectId, _waasVersion); @@ -234,7 +236,6 @@ private void TryToLoginWithStoredSessionWallet() } _sessionWallet = walletInfo.Item1; - _sessionId = IntentDataOpenSession.CreateSessionId(_sessionWallet.GetAddress()); SequenceWallet wallet = new SequenceWallet(new Address(walletInfo.Item2), _sessionId, new IntentSender(new HttpClient(WaaSWithAuthUrl), walletInfo.Item1, _sessionId, _waasProjectId, _waasVersion), walletInfo.Item3); diff --git a/Packages/Sequence-Unity/package.json b/Packages/Sequence-Unity/package.json index b7ec12319..78d57e6ca 100644 --- a/Packages/Sequence-Unity/package.json +++ b/Packages/Sequence-Unity/package.json @@ -1,6 +1,6 @@ { "name": "xyz.0xsequence.waas-unity", - "version": "4.0.1", + "version": "4.0.2", "displayName": "Sequence Embedded Wallet SDK", "description": "A Unity SDK for Sequence APIs", "unity": "2021.3",