public void Authenticate(ILocalUser user, Action <bool, string> callback) { authenticationCallback = b => { callback.Invoke(b, string.Empty); }; AGSClient.Init(/*Leaderboards*/ true, /*Achievements*/ true, /*Whispersync*/ false); }
/// <summary> /// Authenticate the specified user and callback. /// </summary> /// <param name='user'> /// User. /// </param> /// <param name='callback'> /// Callback. /// </param> public void Authenticate(ILocalUser user, System.Action <bool> callback) { // Forward the AGSClient callbacks to the passed in callback. authenticationCallback = callback; // If using GameCircle with the Unity Social API, // initialize it with leaderboards and achievements, but not whispersync. AGSClient.Init(/*Leaderboards*/ true, /*Achievements*/ true, /*Whispersync*/ false); }
//-------------------------------------- // PRIVATE API CALL METHODS //-------------------------------------- private void Init() { _isInitialized = true; #if AMAZON_CIRCLE_ENABLED AGSClient.Init(true, true, true); #endif }
/// <summary> /// Initializes the GameCircle plugin. /// </summary> void InitializeGameCircle() { // Step the initialization progress forward. // Subscribe to the initialization events so the menu knows when GameCircle is ready (or errors out) SubscribeToGameCircleInitializationEvents(); bool usesLeaderboards = true; bool usesAchievements = false; bool usesWhispersync = false; // Begin GameCircle initialization. AGSClient.Init(usesLeaderboards, usesAchievements, usesWhispersync); }
/// <summary> /// Authenticate the specified user and callback. /// </summary> /// <param name='user'> /// User. /// </param> /// <param name='callback'> /// Callback. /// </param> public void Authenticate(ILocalUser user, System.Action <bool> callback) { // Forward the AGSClient callbacks to the passed in callback. if (null != callback) { AGSClient.ServiceReadyEvent += () => { callback(true); }; AGSClient.ServiceNotReadyEvent += (error) => { callback(false); }; } // If using GameCircle with the Unity Social API, // initialize it with leaderboards and achievements, but not whispersync. AGSClient.Init(/*Leaderboards*/ true, /*Achievements*/ true, /*Whispersync*/ false); }
/// <summary> /// Initializes the GameCircle plugin. /// </summary> void InitializeGameCircle() { // Step the initialization progress forward. initializationStatus = EInitializationStatus.InitializationRequested; // Subscribe to the initialization events so the menu knows when GameCircle is ready (or errors out) SubscribeToGameCircleInitializationEvents(); // Start a timer to help show this is an asynchronous event. initRequestTime = System.DateTime.Now; // Begin GameCircle initialization. AGSClient.Init(usesLeaderboards, usesAchievements, usesWhispersync); }
void InitializeGameCircle() { //Revisar si service readu if (AGSClient.IsServiceReady()) { return; } // Step the initialization progress forward. initializationStatus = EInitializationStatus.InitializationRequested; SubscribeToGameCircleInitializationEvents(); // SubscribeToSubmitAchievementEvents(); // Begin GameCircle initialization. Debug.Log("Llamando a Init GameCircle"); AGSClient.Init(usesLeaderboards, usesAchievements, usesWhispersync); }
/// <summary> /// Initializes Amazon GameCircle. /// </summary> /// <param name="activateCloudSave">Whether or not Cloud Saving should be activated.</param> /// <param name="autoSignIn"> /// Ignored on Amazon GameCircle as there is no way of avoiding auto sign in. /// </param> /// <param name="autoCloudLoad"> /// Whether or not cloud data should be loaded automatically if the user is successfully signed in. /// Ignored if Cloud Saving is deactivated or the user fails to sign in. /// </param> public override void Initialize(bool activateCloudSave = true, bool autoSignIn = true, bool autoCloudLoad = true) { if (isInitializing) { return; } isInitializing = true; cloudSaveEnabled = activateCloudSave; autoLoadOnSignInEnabled = autoCloudLoad; #if CLOUDONCE_DEBUG Debug.Log("Initializing Amazon GameCircle."); Debug.Log(activateCloudSave ? "WhisperSync support enabled." : "WhisperSync support disabled."); AGSClient.errorLevel = AmazonLogging.AmazonLoggingLevel.Verbose; #endif SubscribeEvents(autoCloudLoad); AGSClient.Init(true, true, activateCloudSave); }
/// <summary> /// Called by Unity when the application loses or regains focus. /// </summary> /// <param name="focusStatus"><c>true</c> if the application has regained focus. /// <c>false</c> if it has lost focus.</param> private void OnApplicationFocus(bool focusStatus) { if (!firstInitializedFinished || !AGSClient.ReinitializeOnFocus) { return; } if (focusStatus) { #if CLOUDONCE_DEBUG Debug.Log("AmazonCloudProvider.OnApplicationFocus(true) -> AGSClient.Init()"); #endif AGSClient.Init(); } else { #if CLOUDONCE_DEBUG Debug.Log("AmazonCloudProvider.OnApplicationFocus(false) -> AGSClient.release()"); #endif AGSClient.release(); } }
// Use this for initialization void Start() { return; #if UNITY_ANDROID if (UserPrefs.isAmazonBuild) { bool isServiceReady = AGSClient.IsServiceReady(); if (!isServiceReady) { AGSClient.ServiceReadyEvent += serviceReadyHandler; AGSClient.ServiceNotReadyEvent += serviceNotReadyHandler; AGSClient.Init(true, true, false); //usesLeaderboards, usesAchievements, usesWhispersync } } #endif #if UNITY_IPHONE GameCenterBinding.authenticateLocalPlayer(); #endif }