/** * onInitComplete - Delegate is called when FB.Init() finished initializing everything. * By passing in a delegate you can find out when you can safely call the other methods. */ public static void Init(Facebook.InitDelegate onInitComplete, Facebook.HideUnityDelegate onHideUnity = null, string authResponse = null) { if (!isInitCalled) { FB.authResponse = authResponse; FB.OnInitComplete = onInitComplete; FB.OnHideUnity = onHideUnity; FbDebug.Info(String.Format("Using SDK {0}, Build {1}", FBBuildVersionAttribute.SDKVersion, FBBuildVersionAttribute.GetBuildVersionOfType(typeof(IFacebook)))); #if UNITY_EDITOR FBComponentFactory.GetComponent <EditorFacebookLoader>(); #elif UNITY_WEBPLAYER FBComponentFactory.GetComponent <CanvasFacebookLoader>(); #elif UNITY_IOS FBComponentFactory.GetComponent <IOSFacebookLoader>(); #elif UNITY_ANDROID FBComponentFactory.GetComponent <AndroidFacebookLoader>(); #else throw new NotImplementedException("Facebook API does not yet support this platform"); #endif FB.isInitCalled = true; return; } FbDebug.Warn("FB.Init() has already been called. You only need to call this once and only once."); // Init again if possible just in case something bad actually happened. if (FacebookImpl != null) { OnDllLoaded(); } }
/** * onInitComplete - Delegate is called when FB.Init() finished initializing everything. * By passing in a delegate you can find out when you can safely call the other methods. */ public static void Init(Facebook.InitDelegate onInitComplete, Facebook.HideUnityDelegate onHideUnity = null, string authResponse = null) { if (!isInitCalled) { FB.authResponse = authResponse; FB.OnInitComplete = onInitComplete; FB.OnHideUnity = onHideUnity; FbDebug.Info(String.Format("Using SDK {0}, Build {1}", FBBuildVersionAttribute.SDKVersion, FBBuildVersionAttribute.GetBuildVersionOfType(typeof(IFacebook)))); #if UNITY_EDITOR FBComponentFactory.GetComponent<EditorFacebookLoader>(); #elif UNITY_WEBPLAYER FBComponentFactory.GetComponent<CanvasFacebookLoader>(); #elif UNITY_IOS FBComponentFactory.GetComponent<IOSFacebookLoader>(); #elif UNITY_ANDROID FBComponentFactory.GetComponent<AndroidFacebookLoader>(); #else throw new NotImplementedException("Facebook API does not yet support this platform"); #endif FB.isInitCalled = true; return; } FbDebug.Warn("FB.Init() has already been called. You only need to call this once and only once."); // Init again if possible just in case something bad actually happened. if (FacebookImpl != null) { OnDllLoaded(); } }