Beispiel #1
0
    private void SaveFriendsForMap(JSONArray dataFriends)
    {
        if (FacebookUtils.friendAvatarUrls != "")
        {
            return;
        }

        List <string> avatarUrlList   = new List <string>();
        List <int>    selectedIndexes = new List <int>();

        for (int i = 0; i < CommonConst.MAX_FRIEND_IN_MAP; i++)
        {
            if (selectedIndexes.Count >= dataFriends.Count)
            {
                break;
            }
            int index = 0;
            while (true)
            {
                index = UnityEngine.Random.Range(0, dataFriends.Count - 1);
                if (!selectedIndexes.Contains(index))
                {
                    selectedIndexes.Add(index);
                    break;
                }
            }
            string avatarUrl = dataFriends[index]["picture"]["data"]["url"].Value;
            avatarUrlList.Add(avatarUrl);
        }

        string avatarUrls = CUtils.BuildStringFromCollection(avatarUrlList);

        FacebookUtils.friendAvatarUrls = avatarUrls;

        // levels
        List <int> friendLevels = new List <int>();

        for (int i = 0; i < CommonConst.START_FRIEND_LEVELS.Length; i++)
        {
            friendLevels.Add(CommonConst.START_FRIEND_LEVELS[i]);
        }
        string strFriendLevels = CUtils.BuildStringFromCollection(friendLevels);

        FacebookUtils.friendLevels = strFriendLevels;

        // scores
        for (int i = 0; i < friendLevels.Count; i++)
        {
            List <int> scores = new List <int>();
            for (int level = 1; level < friendLevels[i]; level++)
            {
                int baseScore = CommonConst.GetTargetScore(level);
                int score     = UnityEngine.Random.Range(baseScore, baseScore * 3);
                score = (score / 10) * 10;
                scores.Add(score);
            }
            string strScores = CUtils.BuildStringFromCollection(scores);
            FacebookUtils.SetFriendScores(i, strScores);
        }
    }
Beispiel #2
0
    private void SaveUserPermission()
    {
        FB.API("/me/permissions", HttpMethod.GET, result =>
        {
            if (CheckFBResult(result) == false)
            {
                return;
            }
            try
            {
                var N   = JSON.Parse(result.RawResult);
                var arr = N["data"].AsArray;

                List <string> permissionsList = new List <string>();
                foreach (JSONNode node in arr)
                {
                    string permission = node["permission"].Value;
                    string status     = node["status"].Value;

                    if (status == "granted")
                    {
                        permissionsList.Add(permission);
                    }
                }
                string permissions        = CUtils.BuildStringFromCollection(permissionsList);
                FacebookUtils.permissions = permissions;
            }
            catch (Exception) { };
        });
    }
Beispiel #3
0
    public static void ChangeFriendLevels()
    {
        if (friendLevels == "")
        {
            return;
        }

        int dayChange = PlayerPrefs.GetInt("facebook_daychange_level", -1);

        if (DateTime.Now.DayOfYear == dayChange)
        {
            return;
        }

        PlayerPrefs.SetInt("facebook_daychange_level", DateTime.Now.DayOfYear);

        List <int> friendLevelList = CUtils.BuildListFromString <int>(friendLevels);

        for (int i = 0; i < friendLevelList.Count; i++)
        {
            int delta = UnityEngine.Random.Range(0, 3);
            friendLevelList[i] += delta;
            if (friendLevelList[i] >= CommonConst.TOTAL_LEVELS)
            {
                friendLevelList[i] = CommonConst.TOTAL_LEVELS;
            }
        }
        friendLevels = CUtils.BuildStringFromCollection(friendLevelList);
    }
Beispiel #4
0
    public static void SetMyScore(int level, int score)
    {
        List <int> scores = CUtils.BuildListFromString <int>(myScores);

        if (level <= scores.Count)
        {
            scores[level - 1] = score;
        }
        else if (level == scores.Count + 1)
        {
            scores.Add(score);
        }

        myScores = CUtils.BuildStringFromCollection(scores);
    }
Beispiel #5
0
    public static void SetPanWordIndexes(int world, int subWorld, int level, int[] indexes)
    {
        string data = CUtils.BuildStringFromCollection(indexes);

        PlayerPrefs.SetString("pan_word_indexes_v2_" + world + "_" + subWorld + "_" + level, data);
    }