public override bool FinishedLaunching(UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); // configure our Flurry and SGAgent bits var flurryKey = "FLURRYKEY"; // these can be useful if you have this info // FA.Flurry.SetAppVersion("app_version"); // FA.Flurry.SetUserID("user_id"); Flurry flurry = new IOSFlurry(); try { Console.WriteLine("Initializing Flurry [vers=" + FA.Flurry.GetFlurryAgentVersion() + "]"); FA.Flurry.StartSession(flurryKey); } catch (Exception e) { Console.WriteLine("Failed to init Flurry [key=" + flurryKey + "]"); Console.WriteLine(e); } // initialize PlayN and start the game var pconfig = new IOSPlatform.Config(); // use pconfig to customize iOS platform, if needed IOSPlatform.register(app, pconfig); PlayN.run(new FlurryExample(flurry)); return(true); }
public override bool FinishedLaunching (UIApplication app, NSDictionary options) { app.SetStatusBarHidden(true, true); // configure our Flurry and SGAgent bits var flurryKey = "FLURRYKEY"; // these can be useful if you have this info // FA.Flurry.SetAppVersion("app_version"); // FA.Flurry.SetUserID("user_id"); Flurry flurry = new IOSFlurry(); try { Console.WriteLine("Initializing Flurry [vers=" + FA.Flurry.GetFlurryAgentVersion() + "]"); FA.Flurry.StartSession(flurryKey); } catch (Exception e) { Console.WriteLine("Failed to init Flurry [key=" + flurryKey + "]"); Console.WriteLine(e); } // initialize PlayN and start the game var pconfig = new IOSPlatform.Config(); // use pconfig to customize iOS platform, if needed IOSPlatform.register(app, pconfig); PlayN.run(new FlurryExample(flurry)); return true; }