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); } }
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); } }