/// <summary> /// Stores a Players rank and Players surrounding it based on the call preferences. /// By default we only return the Players rank and score. /// </summary> static public IEnumerator GetPlayerRank(string PlayerId) { UInt32 surroundingUsers = 0; Leaderboard.SortBy sortBy = Leaderboard.SortBy.NONE; UInt32 pageSize = 25; Leaderboard.PlayerRankRequest rank = new Leaderboard.PlayerRankRequest(); rank.count = (surroundingUsers); rank.page_size = (pageSize); rank.player_id = (SenseixSession.GetCurrentPlayerID()); rank.sort_by = (sortBy); //UnityEngine.Debug.Log ("get player rank"); yield return(GetSingletonInstance().StartCoroutine( CoroutinePostRequest(rank, Response.ParsePlayerRankResponse, GET_PLAYER_RANK_URL, false))); }
/// <summary> /// Stores a Players rank and Players surrounding it based on the call preferences. /// By default we only return the Players rank and score. /// </summary> public static IEnumerator GetPlayerRank( string PlayerId) { UInt32 surroundingUsers = 0; Leaderboard.SortBy sortBy = Leaderboard.SortBy.NONE; UInt32 pageSize = 25; Leaderboard.PlayerRankRequest rank = new Leaderboard.PlayerRankRequest(); rank.count = (surroundingUsers); rank.page_size =(pageSize); rank.player_id = (SenseixSession.GetCurrentPlayerID()); rank.sort_by = (sortBy); //UnityEngine.Debug.Log ("get player rank"); yield return GetSingletonInstance().StartCoroutine( CoroutinePostRequest(rank, Response.ParsePlayerRankResponse, GET_PLAYER_RANK_URL, false)); }