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();
        }
Exemple #4
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        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");
        }
Exemple #6
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 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;
 }
Exemple #8
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 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);
 }
Exemple #13
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        public void Init(ICoroutineFactory coroutineFactory)
        {
            _coroutineFactory = coroutineFactory;

            _coroutineFactory.StartCoroutine(() => TestCoro());
        }
 public CoroutineTask(ICoroutineFactory coroutineFactory, IEnumerableAction serialAction)
     : base(coroutineFactory, serialAction)
 {
 }
Exemple #15
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 public UnityAssetManager(ICoroutineFactory owner)
 {
     _owner = owner;
 }