void MakeScoreDownloadRequest()
    {
        // TODO: store scores locally in the event that the server is not accessible, or the player chooses not to host their
        //          scores on teh server. In which case, we should compare the current score to the local score and the server?
        //          Possible issue here is that players could potentially hack their own value into the local score value to be
        //          pushed to the server.


        DownloadScore scoreDownloader = new DownloadScore();

        if (scoreDownloader != null)
        {
            scoreDownloader.GetScoreForUser(GameManager.instance.loadedProfile.GetPlayerIDasInt(), Callback);
        }
    }
Ejemplo n.º 2
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    private void MakeScoreDownloadRequest()
    {
        DownloadScore scoreDownloader = new DownloadScore();



        if (scoreDownloader != null)
        {
            scoreBoardEntries  = new ScoreBoardEntry[0];
            currentPlayerEntry = null;


            scoreDownloader.GetScoreForUser(GameManager.instance.loadedProfile.GetPlayerIDasInt(), CallbackUserScore);

            scoreDownloader.GetScoresForScoreboard(GameManager.instance.loadedProfile.GetPlayerIDasInt(), CallbackHighScores);


            // Store the coroutine so it can be retrieved in the event of a timeout
            waitRoutine = WaitForDownloadComplete();
            GameManager.instance.StartCoroutine(waitRoutine);
        }
    }