Ejemplo n.º 1
0
        /// <summary>
        /// Initializes the service. This is required before any other actions can be done e.g reporting scores.
        /// During the initialization process, a login popup will show up if the user hasn't logged in, otherwise
        /// the process will carry on silently.
        /// Note that on iOS, the login popup will show up automatically when the app gets focus for the first 3 times
        /// while subsequent authentication calls will be ignored.
        /// </summary>
        public static void Init()
        {
            // Authenticate and register a ProcessAuthentication callback
            // This call needs to be made before we can proceed to other calls in the Social API
#if UNITY_IOS
            GameCenterPlatform.ShowDefaultAchievementCompletionBanner(true);
            Social.localUser.Authenticate(ProcessAuthentication);

#if EASY_MOBILE_PRO && !UNITY_EDITOR
            // Register the default GKLocalPlayerListener for invitation delegate if Multiplayer is enabled.
            // EM Pro only.
            if (EM_Settings.GameServices.IsMultiplayerEnabled)
            {
                RegisterDefaultGKLocalPlayerListener();
            }
#endif
#elif UNITY_ANDROID && EM_GPGS
#if EASY_MOBILE_PRO
            PlayGamesClientConfiguration.Builder gpgsConfigBuilder = new PlayGamesClientConfiguration.Builder();

            // Enable Saved Games.
            if (EM_Settings.GameServices.IsSavedGamesEnabled)
            {
                gpgsConfigBuilder.EnableSavedGames();
            }

            // Register an internal invitation delegate and match delegate if Multiplayer is enabled.
            if (EM_Settings.GameServices.IsMultiplayerEnabled)
            {
                gpgsConfigBuilder.WithInvitationDelegate(OnGPGSInvitationReceived);
                gpgsConfigBuilder.WithMatchDelegate(OnGPGSTBMatchReceived);
            }

            // Build the config
            PlayGamesClientConfiguration gpgsConfig = gpgsConfigBuilder.Build();

            // Initialize PlayGamesPlatform
            PlayGamesPlatform.InitializeInstance(gpgsConfig);
#endif

            // Enable logging if required
            PlayGamesPlatform.DebugLogEnabled = EM_Settings.GameServices.GgpsDebugLogEnabled;

            // Set PlayGamesPlatforms as active
            if (Social.Active != PlayGamesPlatform.Instance)
            {
                PlayGamesPlatform.Activate();
            }

            // Now authenticate
            Social.localUser.Authenticate(ProcessAuthentication);
#elif UNITY_ANDROID && !EM_GPGS
            Debug.LogError("SDK missing. Please import Google Play Games plugin for Unity.");
#else
            Debug.Log("Failed to initialize Game Services module: platform not supported.");
#endif
        }
        public void Initialize(bool isEnableSavedGames      = true, bool isRequestEmail    = false,
                               bool isRequestServerAuthCode = false, bool isRequestIdToken = false,
                               InvitationReceivedDelegate invitationReceivedCallback = null,
                               MatchDelegate matchCallback = null)
        {
            if (_isInited)
            {
                Log.Warning(nameof(GooglePlayGameService), "플랫폼은 이미 초기화 되어 있다");
                return;
            }

            _isInited = true;

            Log.Verbose(nameof(GooglePlayGameService), "Initialize");

            var config = new PlayGamesClientConfiguration.Builder();

            // 구글 계정에 게임 저장 가능.
            if (isEnableSavedGames)
            {
                config = config.EnableSavedGames();
            }

            // 게임이 실행되고 있지 않을 때 받은 게임 초대장을 처리하기 위해 Callback 등록.
            if (invitationReceivedCallback != null)
            {
                config = config.WithInvitationDelegate(invitationReceivedCallback);
            }

            // 플레이어의 email 주소를 요청. (동의 여부를 묻는 메시지가 나타난다.)
            if (isRequestEmail)
            {
                config = config.RequestEmail();
            }

            // 게임이 실행되고 있지 않을 때 받은 턴기반 매치 알림에 대한 Callback 등록.
            if (matchCallback != null)
            {
                config = config.WithMatchDelegate(matchCallback);
            }

            // 서버 인증 코드를 생성하여 관련된 백엔드 서버 응용 프로그램에 전달하고 OAuth 토큰과 교환 할수 있도록 요청한다.
            if (isRequestServerAuthCode)
            {
                config = config.RequestServerAuthCode(false);
            }

            // ID 토큰을 생성하도록 요청한다. 이 OAuth 토큰을 사용하여 플레이어를 Firebase와 같은 다른 서비스로 식별 할수 있다.
            if (isRequestIdToken)
            {
                config = config.RequestIdToken();
            }

            PlayGamesPlatform.InitializeInstance(config.Build());
#if BF_DEBUG
            PlayGamesPlatform.DebugLogEnabled = true;
#endif
            // Google Play Games platform 활성화
            PlayGamesPlatform.Activate();
            _savedDataFilename = Application.identifier + "_cloud_savegame";
            IsGuestUser        = PlatformService.GetGuestUser();
            IsPlatformAuth     = PlatformService.GetPlatformAuth();
        }