//------------------------------ //サインアップ済みか確認 / Already signup? //------------------------------ public bool GetAlreadySignup() { List <User> users = FASUser.LoadSignedUpUsers(); Debug.LogWarning(users.Count); return(users.Count > 0); }
//------------------------------ //ログインを行ってからGUI表示 / Login and show GUI //userName: ログインに使用する名前/name used login //------------------------------ public void ShowFGCGui(string userName) { // Get signed up users list List <User> users = FASUser.LoadSignedUpUsers(); // If signed up user already exists if (users.Count > 0) { User user = users[users.Count - 1]; // this case, we use latest signed up user account. Debug.Log("login"); FASUser.LogIn(user.Id, user.Token, delegate(Error error){ OnLogin(error); }); return; } // If signed up user does not exist else { if (userName == "") { userName = defaultUserName; } Debug.Log("SignUp " + userName); FASUser.SignUp(userName, delegate(User user, Error error) { if (error == null) { FASUser.LogIn(user.Id, user.Token, delegate(Error error2) { if (error2 == null) { //端末の回転を制御(縦持ちを許可する)/controll screen orientation in mobile //if (!GameController.isIOS8) { Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = true; //} //GUI表示/show GUI FASGui.ShowGUI(FASGui.Mode.Forum | FASGui.Mode.Leaderboards | FASGui.Mode.MyProfile | FASGui.Mode.GroupMessage, FASGui.Mode.Forum); } else { Debug.LogError(error2.ToString()); } }); } else { Debug.LogError(error.ToString()); } }); } }
public bool SendPoint(int point, string userName) { Debug.Log(point); bool result = false; // Get signed up users list List <User> users = FASUser.LoadSignedUpUsers(); // If signed up user already exists if (users.Count > 0) { User user = users[users.Count - 1]; // this case, we use latest signed up user account. Debug.Log(user); FASUser.LogIn(user.Id, user.Token, delegate(Error error) { if (error == null) { FASLeaderboard.ReportScore(GameController.LEADERBOARD_ID, point, delegate(Score score, Error error2) { result = true; //端末の回転を制御(縦持ちを許可する)/controll screen orientation in mobile //if (!GameController.isIOS8) { Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = true; //} //GUI表示/show GUI FASGui.ShowGUI(FASGui.Mode.Leaderboards | FASGui.Mode.MyProfile | FASGui.Mode.GroupMessage, returnSceneName, FASGui.Mode.Leaderboards); }); } else { Debug.LogError(error.ToString()); } }); } // If signed up user does not exist else { FASUser.SignUp(userName, delegate(User user, Error error) { FASUser.SaveSignUpUser(user); if (error == null) { FASUser.LogIn(user.Id, user.Token, delegate(Error error2) { if (error2 == null) { FASLeaderboard.ReportScore(GameController.LEADERBOARD_ID, point, delegate(Score score, Error error3) { result = true; //端末の回転を制御(縦持ちを許可する)/controll screen orientation in mobile //if (!GameController.isIOS8) { Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = true; //} //GUI表示/show GUI FASGui.ShowGUI(FASGui.Mode.Leaderboards | FASGui.Mode.MyProfile | FASGui.Mode.GroupMessage, returnSceneName, FASGui.Mode.Leaderboards); }); } else { Debug.LogError(error2.ToString()); } }); } else { Debug.LogError(error.ToString()); } }); } return(result); }