Beispiel #1
0
 private void SaveGameProcessing(SavedGameRequestStatus status, ISavedGameMetadata metaData,
                                 ISaveGame game, SocialCallbackSaveGame saveResult)
 {
     #if UNITY_ANDROID
     if (status == SavedGameRequestStatus.Success)
     {
         byte[] data = game.ObjectToBytes();
         SavedGameMetadataUpdate.Builder builder         = new SavedGameMetadataUpdate.Builder();
         SavedGameMetadataUpdate         updatedMetadata = builder.Build();
         ((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(metaData, updatedMetadata, data,
                                                                   //Lamda Result
                                                                   (SavedGameRequestStatus statusCommit, ISavedGameMetadata metaDataCommit) => {
             if (statusCommit == SavedGameRequestStatus.Success)
             {
                 saveResult.Invoke(ESocialCloudState.ESocialCloudState_Completed);
             }
             else
             {
                 saveResult.Invoke(ESocialCloudState.ESocialCloudState_Failure_CannotSaveGame);
             }
         });
     }
     else
     {
         saveResult.Invoke(ESocialCloudState.ESocialCloudState_Failure_CannotOpenSavedGame);
     }
     #else
     saveResult.Invoke(ESocialCloudState.ESocialCloudState_Failure_CannotOpenSavedGame);
     #endif
 }
Beispiel #2
0
 public void SaveGame(ISaveGame objectToSave, SocialCallbackSaveGame saveDelegate)
 {
     if (IsUserConnected())
     {
         #if UNITY_ANDROID
         //TODO Implement Async. StartCoroutine?UniTask?
         ((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(CLOUD_SAVE_FILENAME,
                                                                                          DataSource.ReadCacheOrNetwork,
                                                                                          ConflictResolutionStrategy.UseLongestPlaytime,
                                                                                          (SavedGameRequestStatus s, ISavedGameMetadata m) => SaveGameProcessing(s, m, objectToSave, saveDelegate));
         #else
         saveDelegate.Invoke(ESocialCloudState.ESocialCloudState_Failure_CannotSaveGame);
         #endif
     }
     else
     {
         saveDelegate.Invoke(ESocialCloudState.ESocialCloudState_NotAuthenticated);
     }
 }
 public void SaveGame(ISaveGame objectToSave, SocialCallbackSaveGame saveDelegate)
 {
     Debug.Log("SocialMacPc, SaveGame : Not implemented so far on PC/Mac");
     saveDelegate.Invoke(ESocialCloudState.ESocialCloudState_NotSupportedByPlatform);
 }