public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
 {
     if (!GameAnalyticsSDK.GameAnalytics._hasInitializeBeenCalled)
     {
         return;
     }
     GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score, null);
 }
Exemple #2
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 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 /// <param name="progression03">3rd progression (e.g. phase01).</param>
 /// <param name="score">The player's score.</param>
 public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
 {
     if (!GameAnalytics._hasInitializeBeenCalled)
     {
         Debug.LogWarning("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW");
     }
     GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score);
 }
 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02)
 {
     if (!GameAnalytics._hasInitializeBeenCalled)
     {
         Debug.LogError("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW");
         return;
     }
     GA_Progression.NewEvent(progressionStatus, progression01, progression02, null);
 }
Exemple #4
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 public static void NewProgressionEvent(
     GAProgressionStatus progressionStatus,
     string progression01)
 {
     if (!GameAnalytics._hasInitializeBeenCalled)
     {
         return;
     }
     GA_Progression.NewEvent(progressionStatus, progression01, (IDictionary <string, object>)null);
 }
Exemple #5
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 public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
 {
     if (!_hasInitializeBeenCalled)
     {
         UnityEngine.Debug.LogError("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW");
     }
     else
     {
         GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score, null);
     }
 }
 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 /// <param name="progression03">3rd progression (e.g. phase01).</param>
 /// <param name="score">The player's score.</param>
 public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
 {
     GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score);
 }
 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02)
 {
     GA_Progression.NewEvent(progressionStatus, progression01, progression02);
 }
		public static void AddProgressionEventWithScore(GA_Progression.GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
		{
			addProgressionEventWithScore((int)progressionStatus, progression01, progression02, progression03, score);
		}
		public static void AddProgressionEvent(GA_Progression.GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03)
		{
			addProgressionEvent((int)progressionStatus, progression01, progression02, progression03);
		}
 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 /// <param name="progression03">3rd progression (e.g. phase01).</param>
 /// <param name="score">The player's score.</param>
 public static void NewProgressionEvent(GA_Progression.GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score)
 {
     GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score);
 }
 /// <summary>
 /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place.
 /// </summary>
 /// <param name="progressionStatus">Status of added progression.</param>
 /// <param name="progression01">1st progression (e.g. world01).</param>
 /// <param name="progression02">2nd progression (e.g. level01).</param>
 public static void NewProgressionEvent(GA_Progression.GAProgressionStatus progressionStatus, string progression01, string progression02)
 {
     GA_Progression.NewEvent(progressionStatus, progression01, progression02);
 }