public void Init() { Debug.Log("SocialSync.Init"); _coroutineFactory = GameApplication.Instance.CoroutineFactory; _connectionHandler = new ConnectionHandler(); _connectionHandler.Init(gameDB, _coroutineFactory); _loggerModule = CoreLogger.RegisterModule(GetType().Name); SocialStateData socialData = socialStateModel.GetState(); _socialConnectionStatus = new Dictionary <SocialNetwork, bool>(); _socialConnectionStatus.Add(SocialNetwork.Facebook, (socialData.facebookId != "")); _socialConnectionStatus.Add(SocialNetwork.GameCenter, (socialData.gameCenterId != "")); _socialConnectionStatus.Add(SocialNetwork.PlayServices, (socialData.googlePlayId != "")); _socialUserId = new Dictionary <SocialNetwork, string>(); _socialUserId.Add(SocialNetwork.Facebook, socialData.facebookId); _socialUserId.Add(SocialNetwork.GameCenter, socialData.gameCenterId); _socialUserId.Add(SocialNetwork.PlayServices, socialData.googlePlayId); Data.DataElement connConfig = GameApplication.GetConfiguration("connection"); if (!connConfig.IsNull) { _fakeFacebookId = (!connConfig.ContainsKey(_configKeyFakeFacebookId)) ? "0" : (string)connConfig[_configKeyFakeFacebookId]; _fakeGameCenterId = (!connConfig.ContainsKey(_configKeyFakeGameCenterId)) ? "0" : (string)connConfig[_configKeyFakeGameCenterId]; _fakePlayServicesId = (!connConfig.ContainsKey(_configKeyFakePlayServicesId)) ? "0" : (string)connConfig[_configKeyFakePlayServicesId]; } }
public SerializedTask(ICoroutineFactory coroutineFactory, IEnumerable <ITask> tasks) { _tasks = tasks; _coroutineFactory = coroutineFactory; _name = "serialized task"; }
public void Init() { _coroutineFactory = GameApplication.Instance.CoroutineFactory; PopulateNextEvents(); LoadAvailableEventBannersToCache(); }
public void Init() { _connectionHandler = new ConnectionHandler(); _coroutineFactory = GameApplication.Instance.CoroutineFactory; _connectionHandler.Init(_gameDB, _coroutineFactory); _typesToConvert = new System.Collections.Generic.HashSet <string> { "fan_bonus_config" }; initialized = true; }
public void Init(IGameDB gameDB, ICoroutineFactory coroutineFactory) { _gameDB = gameDB; _coroutineFactory = coroutineFactory; _emptyBody = _encoding.GetBytes(" "); Data.DataElement connConfig = GameApplication.GetConfiguration("connection"); _url = (connConfig.IsNull || !connConfig.ContainsKey(_configKeyURL)) ? _defaultUrl : (string)connConfig[_configKeyURL]; // TODO - replace this with real versioning mechanism TBD string clientVersion = (connConfig.IsNull || !connConfig.ContainsKey(_configKeyClientVersion)) ? "1.0" : (string)connConfig[_configKeyClientVersion]; string clientConfigVersion = (connConfig.IsNull || !connConfig.ContainsKey(_configKeyClientConfigVersion)) ? "1.0" : (string)connConfig[_configKeyClientConfigVersion]; _headers = new Dictionary <string, string>(); _headers.Add(_keyToken, ""); _headers.Add(_keyClientVersion, clientVersion); _headers.Add(_keyClientConfigVersion, clientConfigVersion); _headers.Add("Content-Length", "1"); }
public void Init() { _connectionHandler = new ConnectionHandler(); _coroutineFactory = GameApplication.Instance.CoroutineFactory; _connectionHandler.Init(gameDB, _coroutineFactory); }
public WaitTask(ICoroutineFactory coroutineFactory, float time, int frames) { _coroutineFactory = coroutineFactory; _time = time; _frames = frames; }
static EditorCoroutineService() { updateService = new EditorCoroutineUpdate(); coroutineFactory = new EditorCoroutineFactory(); }
public AsyncOperationTask(ICoroutineFactory coroutineFactory, AsyncOperation operation, string name = "") { _operation = operation; _name = name; _coroutineFactory = coroutineFactory; }
#pragma warning restore 414 public AsyncOperationTask(ICoroutineFactory coroutineFactory, System.Func <AsyncOperation> operationFactory, string name = "") { _operationFactory = operationFactory; _coroutineFactory = coroutineFactory; _name = name; }
static EditorCoroutineService() { _updateService = new EditorUpdateService(); _coroutineFactory = new EditorCoroutineFactory(); }
public void Init() { _coroutineFactory = GameApplication.Instance.CoroutineFactory; Init(gameDB, _coroutineFactory); }
public void Init(ICoroutineFactory coroutineFactory) { _coroutineFactory = coroutineFactory; _coroutineFactory.StartCoroutine(() => TestCoro()); }
public CoroutineTask(ICoroutineFactory coroutineFactory, IEnumerableAction serialAction) : base(coroutineFactory, serialAction) { }
public UnityAssetManager(ICoroutineFactory owner) { _owner = owner; }