public DataStore(IWebAPI webapi, ILogger logger) { //This should convert from the response type to key-value pairs properties_ = new DataModel <DomainObjects.PlayerAttribute, Roar.WebObjects.User.ViewResponse> ("properties", new UserViewGetter(webapi), new UserViewToProperty(), logger); inventory_ = new DataModel <DomainObjects.InventoryItem, Roar.WebObjects.Items.ListResponse> ("inventory", new ItemsListGetter(webapi), new ItemsListToItem(), logger); shop_ = new DataModel <DomainObjects.ShopEntry, WebObjects.Shop.ListResponse>("shop", new ShopListGetter(webapi), new ShopListToShopEntry(), logger); actions_ = new DataModel <DomainObjects.Task, WebObjects.Tasks.ListResponse> ("tasks", new TasksListGetter(webapi), new TaskListToTask(), logger); facebookShop_ = new DataModel <DomainObjects.FacebookShopEntry, WebObjects.Facebook.ShopListResponse>("facebook", new FacebookShopListGetter(webapi), new FacebookShopListToFacebookShop(), logger); giftsAcceptable_ = new DataModel <DomainObjects.MailPackage, WebObjects.Mail.WhatCanIAcceptResponse>("giftsAcceptable", new GiftsAcceptableGetter(webapi), new MailAcceptResponseToAcceptableMails(), logger); giftsSendable_ = new DataModel <DomainObjects.Mailable, WebObjects.Mail.WhatCanISendResponse>("giftsSendable", new GiftsSendableGetter(webapi), new MailSendResponseToMailable(), logger); achievements_ = new DataModel <Foo, Foo> ("achievements", new FooGetter(webapi), new FooToFoo(), logger); ranking_ = new DataModel <DomainObjects.LeaderboardData, WebObjects.Leaderboards.ViewResponse> ("ranking", new LeaderboardViewGetter(webapi), new LeaderboardViewToLeaderboardData(), logger); friends_ = new DataModel <DomainObjects.Friend, WebObjects.Friends.ListResponse> ("friends", new FriendsListGetter(webapi), new FriendsListToFriend(), logger); cache_ = new ItemCache("cache", new ItemsViewGetter(webapi), new ItemsViewToItemPrototype(), logger); appStore_ = new DataModel <Foo, Foo> ("appstore", new FooGetter(webapi), new FooToFoo(), logger); }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; // Apply changes to API host to Config setting string roarUrl = roarAPIUrl.ToLower(); Config.RoarAPIUrl = roarUrl; Config.IsDebug = debug; RequestSender api = new RequestSender(config, this, logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends(webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user, datastore, logger); properties = new Roar.implementation.Components.Properties(datastore); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI, datastore, logger); inventory = new Roar.implementation.Components.Inventory(webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data(webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop(webAPI.shop, datastore, logger); tasks = new Roar.implementation.Components.Tasks(webAPI.tasks, datastore); gifts = new Roar.implementation.Components.Gifts(webAPI.mail, datastore, logger); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase(webAPI.appstore, "Roar", logger, appstoreSandbox); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public FooGetter(IWebAPI api) { this.api = api; }
public FriendsListGetter(IWebAPI api) : base(api.friends.list) { }
public GiftsAcceptableGetter(IWebAPI api) : base(api.mail.what_can_i_accept) { }
public GiftsSendableGetter(IWebAPI api) : base(api.mail.what_can_i_send) { }
public TasksListGetter(IWebAPI api) : base(api.tasks.list) { }
public FacebookShopListGetter(IWebAPI api) : base(api.facebook.shop_list) { }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; switch (xmlParser) { case XMLType.System: IXMLNodeFactory.instance = new SystemXMLNodeFactory(); break; case XMLType.Lightweight: IXMLNodeFactory.instance = new XMLNodeFactory(); break; } RequestSender api = new RequestSender(config,this,logger); datastore = new Roar.implementation.DataStore(api, logger); webAPI = new global::WebAPI(api); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); actions = new Roar.implementation.Components.Actions( webAPI.tasks, datastore ); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public ItemsViewGetter(IWebAPI api) : base(api.items.view) { }
public ShopListGetter(IWebAPI api) : base(api.shop.list) { }
public Leaderboards(IWebAPI webapi, IDataStore dataStore, ILogger logger) { this.dataStore = dataStore; this.logger = logger; this.webapi = webapi; }
public ItemsListGetter(IWebAPI api) : base(api.items.list) { }
public UserViewGetter(IWebAPI api) : base(api.user.view) { }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; RequestSender api = new RequestSender(config,this,logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends( webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI,datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data( webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); tasks = new Roar.implementation.Components.Tasks( webAPI.tasks, datastore ); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public TimeWatcher(IWebAPI webAPI) { _webAPI = webAPI; }
public DefaultConnectionModule() { webAPI = new DefaultWebAPI(new DefaultPostSender()); }
public LeaderboardViewGetter(IWebAPI api) : base(api.leaderboards.view) { }
public UrbanAirship(IWebAPI webAPI) { this.webAPI = webAPI; }