public EditorUser (EditorGameCenter.EGCUser _user)
		{
			// Initialize properties
			Identifier		= _user.Identifier;
			Name			= _user.Name;
			m_image			= _user.Image;
		}
		internal EditorScore (EditorGameCenter.EGCScore _scoreInfo)
		{
			LeaderboardID	= _scoreInfo.LeaderboardID;
			User			= _scoreInfo.User;
			Value			= _scoreInfo.Value;
			Date			= _scoreInfo.Date;
			Rank			= _scoreInfo.Rank;
		}
		public EditorLocalUser (EditorGameCenter.EGCLocalUser _gcLocalUser)
		{
			// Initialize properties
			Identifier			= _gcLocalUser.Info.Identifier;
			Name				= _gcLocalUser.Info.Name;
			m_image				= _gcLocalUser.Info.Image;
			IsAuthenticated		= _gcLocalUser.IsAuthenticated;
			Friends				= null;
		}
		internal EditorAchievementDescription (EditorGameCenter.EGCAchievementDescription _achievementDescription)
		{
			// Initialize properties
			Identifier				= _achievementDescription.Identifier;
			Title					= _achievementDescription.Title;
			AchievedDescription		= _achievementDescription.AchievedDescription;
			UnachievedDescription	= _achievementDescription.UnachievedDescription;
			MaximumPoints			= _achievementDescription.MaximumPoints;
			IsHidden				= _achievementDescription.IsHidden;
			m_image					= _achievementDescription.Image;
		}
Exemple #5
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        private static void CreateDependentAssets()
        {
#pragma warning disable
            // create settings file
            NPSettings _instance = NPSettings.Instance;

            // create simulator files
#if USES_GAME_SERVICES
            EditorGameCenter _gamecenter = EditorGameCenter.Instance;
#endif

#if USES_NOTIFICATION_SERVICE
            EditorNotificationCenter _notificationCenter = EditorNotificationCenter.Instance;
#endif
#pragma warning restore

            // mark that dependent files are created
            canCreateDependentAssets = false;
        }
		internal void ShowLeaderboardUI (EditorGameCenter.EGCScore[] _scoreList, Action _onCompletion)
		{
			// Set properties
			m_isShowingLeaderboardUI	= true;
			m_leaderboardScoreList		= _scoreList;
			m_showingUIFinishedEvent	= _onCompletion;

			// Make component ready before showing UI
			OnShowingGameCenterUI();
		}