Example #1
0
        //Called once per frame to do platform-specific stuff
        public static void Update()
        {
#if UNITY_XBOXONE && !UNITY_EDITOR
            XboxOneManager.Update();
#elif UNITY_PS4 && !UNITY_EDITOR
            PS4Manager.Update();
#endif

            UpdatePresence();
        }
Example #2
0
        //Called at startup to initialize platform-specific stuff
        public static void Init()
        {
#if UNITY_XBOXONE
#if !UNITY_EDITOR
            XboxOneManager.Init();
#endif
#elif UNITY_PS4
            PS4Manager.Init();

            //Check if PS4's language changed; if so we override the pilot's setting
            SystemLanguage lang = Application.systemLanguage;
            m_system_language_changed = ((int)lang != PlayerPrefs.GetInt("SystemLanguage"));
            Debug.Log("System language changed: " + m_system_language_changed);
            PlayerPrefs.SetInt("SystemLanguage", (int)lang);
#elif !PLAYABLE_TEASER
            if (Steam.Initialize())
            {
                CloudProvider = CloudProviders.Steam;

                //Check if Steam's language changed; if so we override the pilot's setting
                string lang = Steamworks.SteamApps.GetCurrentGameLanguage();
                m_system_language_changed = (lang != PlayerPrefs.GetString("SteamLanguage"));
                Debug.Log("System language changed: " + m_system_language_changed);
                PlayerPrefs.SetString("SteamLanguage", lang);

                //Set up callback for Steam overlay opened
                Steamworks.Callback <Steamworks.GameOverlayActivated_t> .Create(pCallback => {
                    if (pCallback.m_bActive != 0)
                    {
                        if (GameManager.m_game_state == GameManager.GameState.GAMEPLAY)
                        {
                            GameManager.m_gm.OpenPauseMenu();
                        }
                    }
                });
            }
            else                    //Try Galaxy


            {
#if !UNITY_STANDALONE_LINUX
                //Create Galaxy manager
                GogGalaxyManager galaxy_manager = GameManager.m_gm.gameObject.AddComponent <GogGalaxyManager>();

                if (galaxy_manager != null)
                {
                    Debug.Log("SignedIn: " + Galaxy.Api.GalaxyInstance.User().SignedIn());
                    Debug.Log("LoggedOn: " + Galaxy.Api.GalaxyInstance.User().IsLoggedOn());
                }

                //A callback on success will set CloudProvider to Galaxy
#endif
            }
#endif
        }