//更新玩家数据Player Data(成就奖励已领取)成功后调用 void OnUpdateUserRewardData(UpdateUserDataResult result) { //UpdateUserDataRequest函数调用成功后,使用GetUserDataRequest函数,重新获取玩家的自定义属性,保存在PlayFabUserData类的userData中; GetUserDataRequest request = new GetUserDataRequest(); PlayFabClientAPI.GetUserData(request, OnGetUserData2, OnPlayFabError); }
private void OnUpdateUserDataSuccess(UpdateUserDataResult result) { Debug.Log("User data updated."); HideConnectingLayer(); menuManager.ShowPanel(menuManager.infoPanels[4]); }
public void SetUserDataSuccess(UpdateUserDataResult result) { Debug.Log("Data sent successfully!"); GetUserData(); ActivateText(textNotification[4]); ActivatePanel(createRoomPanel); }
//玩家数据Player Data更新成功后调用 void OnUpdateUserData(UpdateUserDataResult result) { //重新获取玩家数据Player Data GetUserDataRequest request = new GetUserDataRequest(); PlayFabClientAPI.GetUserData(request, OnGetUserData, OnPlayFabError); }
/// <summary> /// Callback called if the data saving is successful. /// </summary> /// <param name="result">Update result.</param> void OnAddDataSuccess(UpdateUserDataResult result) { //Everything related to login completed. Time to go back to the manager. //OnLoginCompletedCallback(0, 0); this.UpdateUserDisplayName(); }
private void OnUserDataUpdated(UpdateUserDataResult result) { if (this.Initialized) { this.IsSendingChunkCache = false; this.sendCache.Clear(); } }
private void UpdateUserDataCallback(UpdateUserDataResult result) { var testContext = (UUnitTestContext)result.CustomData; var getRequest = new GetUserDataRequest(); PlayFabClientAPI.GetUserData(getRequest, PlayFabUUnitUtils.ApiActionWrapper <GetUserDataResult>(testContext, GetUserDataCallback2), PlayFabUUnitUtils.ApiActionWrapper <PlayFabError>(testContext, SharedErrorCallback), testContext, testTitleData.extraHeaders); }
private void UpdateUserDataCallback(UpdateUserDataResult result) { var testContext = (UUnitTestContext)result.CustomData; var getRequest = new GetUserDataRequest(); clientInstance.GetUserData(getRequest, PlayFabUUnitUtils.ApiActionWrapper <GetUserDataResult>(testContext, GetUserDataCallback2), PlayFabUUnitUtils.ApiActionWrapper <PlayFabError>(testContext, SharedErrorCallback), testContext); }
private void OnUpdateUserDataSuccess2(UpdateUserDataResult result) { //Debug.Log("PlayFab - UpdatedDataSuccess 2"); DebugText.text += "\nPlayFab - UpdatedDataSuccess 2"; if (login) { GetPlayFabData(); } }
private void OnSuccess(UpdateUserDataResult result) { var request = new GetUserDataRequest() { Keys = new List <string>() { inputKey.text } }; PlayFabClientAPI.GetUserData(request, OnGetDataSuccess, OnFailure); }
private void SetUserDataSuccess(UpdateUserDataResult result) { Debug.Log("Deaths data updated"); }
private void PlayerDataSaved(UpdateUserDataResult result) { Debug.Log("Player data saved."); }
private void OnUpdateUserDataSuccess1(UpdateUserDataResult result) { //Debug.Log("PlayFab - UpdatedDataSuccess 1"); DebugText.text += "\nPlayFab - UpdatedDataSuccess 1"; UploadUD2(); }
private void OnSetDataSuccess(UpdateUserDataResult obj) { //Debug.Log("OnSetDataSuccess"); }
protected virtual void succesfullSave(UpdateUserDataResult result) { Debug.Log("Successfully updated user data"); }
private void UpdateUserDataCallback(UpdateUserDataResult result) { lastReceivedMessage = "User Data Updated"; }
void OnAddDataSuccess(UpdateUserDataResult result) { Debug.Log("Player data succesfully updated"); }
private void UpdateUserDataSuccess(UpdateUserDataResult result) { requestReturned = true; requestSuccess = true; }
static void save_user_data_successful(UpdateUserDataResult result) { print("success!! saved data"); //on_data_saved(); }
private void HandSaved(UpdateUserDataResult result) { Debug.Log("Hand for gameplay saved"); }
// May end up removing this and changing it to UpdateUserDataSuccess private void CrystalStorageSuccess(UpdateUserDataResult result) { requestReturned = true; requestSuccess = true; }
private void PlayerDataSavedLast(UpdateUserDataResult result) { Debug.Log("Player Data saved."); DataSaved = false; waitForDataScreen(false); }
private void PlayerDataSaved(UpdateUserDataResult result) { Debug.Log("PLayer Data saving."); //waitForDataScreen (false); }
private void flagSaved(UpdateUserDataResult result) { DataSaveing = false; Debug.Log("user flag saved"); }
private void OnAddDataSuccess(UpdateUserDataResult result) { UpdateGrantedItems(); Debug.Log("Granted items are succesfully sent to PlayFab"); }
void SetDataSuccess(UpdateUserDataResult result) { Debug.Log(result.DataVersion); }
public void UpdateUserDataSuccess(UpdateUserDataResult result) { Debug.Log("Update success"); }
private void OnDataSent(UpdateUserDataResult res) { Debug.Log("New Player data sent!"); }
void OnDataSend(UpdateUserDataResult result) { Debug.Log("Data was successfully updated"); }
private void DeckSaved(UpdateUserDataResult result) { Debug.Log("Deck for gameplay saved"); }