private void InitCallback() { if (FB.IsInitialized) { // Signal an app activation App Event FB.ActivateApp(); // Continue with Facebook SDK // ... var perms = new List <string>() { "public_profile", "email", "user_friends" }; FB.LogInWithReadPermissions(perms, AuthCallback); } else { Debug.Log("Failed to Initialize the Facebook SDK"); } }
void OnApplicationPause(bool pauseStatus) { // Check the pauseStatus to see if we are in the foreground // or background if (!pauseStatus) { //app resume if (FB.IsInitialized) { FB.ActivateApp(); } else { //Handle FB.Init FB.Init(() => { FB.ActivateApp(); }); } } }
/// Called when the FBInit call has completed /// either successfully or not. Determines if /// we have an existing FB/ChilliConnect login or not /// private void OnFBInitComplete() { if (FB.IsInitialized == true) { Debug.Log("FB initialised"); FB.ActivateApp(); //Check if we have an existing FB session and if so attempt to login to Chilli using it if (FB.IsLoggedIn == true) { Debug.Log("FB session already exists"); //This is the access token required to login to ChilliConnect via FB. m_fbAccessToken = Facebook.Unity.AccessToken.CurrentAccessToken.TokenString; ChilliConnectFBLogin(m_fbAccessToken); } else { Debug.Log("No FB session already exists"); //Check if we have a stored anonymous ChilliConnect token to login with if (PlayerPrefs.HasKey("CCId") == true && PlayerPrefs.HasKey("CCSecret") == true) { Debug.Log("ChilliConnect account already exists. Logging in"); m_chilliConnect.PlayerAccounts.LogInUsingChilliConnect(PlayerPrefs.GetString("CCId"), PlayerPrefs.GetString("CCSecret"), (loginRequest) => OnChilliConnectAnonLoggedIn(), (loginRequest, error) => Debug.LogError(error.ErrorDescription)); } else { Debug.Log("No ChilliConnect account exists. Creating one"); //Create a new ChilliConnect account var requestDesc = new CreatePlayerRequestDesc(); m_chilliConnect.PlayerAccounts.CreatePlayer(requestDesc, (request, response) => OnChilliConnectAccountCreated(response), (request, createError) => Debug.LogError(createError.ErrorDescription)); } } } else { Debug.LogError("Failed to initialise FB SDK"); } }
public void Init(System.Action onComplate) { _token = null; if (!FB.IsInitialized) { FB.Init(() => { if (Facebook.Unity.AccessToken.CurrentAccessToken != null) { UnityEngine.Debug.Log("facebook登录成功 token:" + Facebook.Unity.AccessToken.CurrentAccessToken.ToString()); } onComplate(); }, (isGameShown) => { UnityEngine.Debug.Log("pause"); }); } else { FB.ActivateApp(); onComplate(); } }
private void InitCallback() { if (FB.IsInitialized) { FB.ActivateApp(); FB.Mobile.SetAutoLogAppEventsEnabled(true); LogIAmWorkingEvent(true); /*var perms = new List<string>(){"public_profile", "email"}; * FB.LogInWithReadPermissions(perms, AuthCallback);*/ tt.text += "dasf"; FB.Mobile.FetchDeferredAppLinkData(DeepLinkCallback); } else { Debug.Log("Failed to Initialize the Facebook SDK"); } }
private void OnInitComplete() { string logMessage = string.Format( "[FacebookProvider] OnInitCompleteCalled IsLoggedIn='{0}' IsInitialized='{1}'", FB.IsLoggedIn, FB.IsInitialized); Debug.Log(logMessage); if (AccessToken.CurrentAccessToken != null) { Debug.Log(string.Format("[FacebookProvider] Access token: {0}", AccessToken.CurrentAccessToken.ToString())); } if (FB.IsInitialized) { FB.ActivateApp(); } else { Debug.LogWarning("[FacebookProvider] FB failed to initialize."); } }
private void OnInitComplete() { if (FB.IsInitialized) { debugText.text += "\n isInit " + FB.IsInitialized; FB.ActivateApp(); } Debug.Log("FB.Init completed: Is user logged in? " + FB.IsLoggedIn); debugText.text += "\n LoggedIn " + FB.IsLoggedIn; if (FB.IsLoggedIn) { UIManager.instance.loginPanel.SetActive(false); var token = Facebook.Unity.AccessToken.CurrentAccessToken; userId = token.UserId.ToString(); ConnectionManager.Instance.myID = userId; debugText.text += "\n" + userId; ConnectionManager.Instance.MakeConnection(); UIManager.instance.loading.SetActive(true); } }
private void Awake() { /* Google Initializations */ configuration = new GoogleSignInConfiguration { WebClientId = webClientId, RequestEmail = true, RequestIdToken = true }; CheckFirebaseDependencies(); // Don't add this when you are running the game in the editor /* Facebook Initializations */ if (!(FB.IsInitialized)) { // Initiliaze the facebook sdk FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation event FB.ActivateApp(); } Debug.Log(FB.Android.KeyHash); }
public override void OnApplicationPause(bool paused) { if (this.isActive == true) { #if FACEBOOK_ANALYTICS_API if (paused == false) { if (FB.IsInitialized == true) { FB.ActivateApp(); } else { FB.Init(() => { FB.ActivateApp(); }); } } #endif } }
void Start() { if (!FB.IsInitialized) { FB.Init(FBInitCompletion); } else { FB.ActivateApp(); } infoPanel.SetActive(false); newRecord.gameObject.SetActive(false); loadRecords(); displayRecord(); displayMedalAndComment(); updateHighScore(); updateTime(); configureBackgroundMusic(); }
void Awake() { if (Instance != null) { return; } Instance = this; if (FB.IsInitialized) { FB.ActivateApp(); } else { //Handle FB.Init FB.Init(() => { FB.ActivateApp(); }); } }
public void LoginFacebook() { FB.Init(delegate { // FB.ActivateApp()함수로 페이스북 SDK를 통해 유저가 얼마나 접속하는지 로깅합니다. 페이스북 관리자 페이지에서 유저의 접속 빈도를 확인할 수 있습니다. FB.ActivateApp(); // 페이스북 SDK로 로그인을 수행합니다. // 유니티 에디터에서는 Access Token을 받아오는 팝업이 뜨지만 // 모바일에서는 잘 연동됩니다. UserSingleton.Instance.FacebookLogin(delegate(bool isSuccess, string response){ if (isSuccess) { StartCoroutine(LoadDataFromFacebook()); } else { Debug.Log("Facebook login fail!!"); } }); }, OnHideUnity, ""); }
// Awake function from Unity's MonoBehavior void Awake() { Debug.Log("Kauel: Awake Started"); if (!FB.IsInitialized) { // Initialize the Facebook SDK Debug.Log("Kauel: Calling Init"); FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation App Event Debug.Log("Kauel: ActivateApp"); FB.ActivateApp(); } }
void OnApplicationPause(bool pauseStatus) { // Check the pauseStatus to see if we are in the foreground // or background if (!pauseStatus && allowPauseFb) { Debug.Log("activate in puase"); //app resume if (FB.IsInitialized) { FB.ActivateApp(); } else { //Handle FB.Init FB.Init(OnInitComplete, OnHideUnity => { FB.ActivateApp(); }); } } }
private void InitCallback() { if (FB.IsInitialized) { FB.ActivateApp(); } else { Debug.Log("Failed to Initialize the Facebook SDK"); } if (FB.IsLoggedIn) { FB.API("/me?fields=name", HttpMethod.GET, DispName); FB.API("me/picture?type=square&height=30&width=30", HttpMethod.GET, GetPicture); } else { Debug.Log("Please login to continue"); } }
// Awake function from Unity's MonoBehavior void Awake() { // If the GoatStrikeInviteFriendStatus already exists, read it if (PlayerPrefs.HasKey("GoatStrikeInviteFriendStatus")) { userInviteFriendStatus = PlayerPrefs.GetInt("GoatStrikeInviteFriendStatus"); } // Assign the userInviteFriendStatus to GoatStrikeInviteFriendStatus PlayerPrefs.SetInt("GoatStrikeInviteFriendStatus", userInviteFriendStatus); if (!FB.IsInitialized) { // Initialize the Facebook SDK FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation App Event FB.ActivateApp(); } }
//--------------------------------------------------------------------- // Messages //--------------------------------------------------------------------- private void Awake() { ConfigureGoogleSignIn(); _auth = FirebaseAuth.DefaultInstance; if (!FB.IsInitialized) { FB.Init(); } else { FB.ActivateApp(); } if (_auth.CurrentUser != null && GetSocial.User.IsAnonymous) { GetSocialSignIn(); } SetGetSocialNameAndAvatar(); }
void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } if (FB.IsInitialized) { FB.ActivateApp(); } else { FB.Init(() => { FB.ActivateApp(); }); } DontDestroyOnLoad(this.gameObject); }
void Awake() { if (instance) { GameObject.Destroy(this); } else { instance = this; } _blink = GetComponent <PB_Blink>(); if (!FB.IsInitialized) { // Initialize the Facebook SDK FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation App Event FB.ActivateApp(); } }
public void Init() { FB.Init(() => { Debug.Log("FB Init success"); FB.Mobile.SetAutoLogAppEventsEnabled(true); FB.ActivateApp(); }); if (FB.IsInitialized) { FB.ActivateApp(); } else { FB.Init(() => { FB.Mobile.SetAutoLogAppEventsEnabled(true); FB.ActivateApp(); }); } }
public void FBInit() { if (!FB.IsInitialized) { FB.Init(() => { if (FB.IsInitialized) { FB.ActivateApp(); } else { Debug.Log("Couldn't initialize fb!"); } }, isGameShown => { if (!isGameShown) { Time.timeScale = 0; } else { Time.timeScale = 1; } }); } else { FB.ActivateApp(); } if (FB.IsLoggedIn) { IsLoggedIn = true; } if (FB.IsLoggedIn && ProfilePic == null) { GetProfile(); } }
private void InitCallback() { if (FB.IsInitialized) { // Signal an app activation App Event FB.ActivateApp(); Debug.Log("Inside Init callback"); FB.ShareLink( new Uri("https://developers.facebook.com/"), "Link Share", "Look I scored " + GameModel.Instance.Score + "in Line Stop", new Uri("http://i.imgur.com/j4M7vCO.jpg"), callback: ShareCallback); // Continue with Facebook SDK // ... } else { Debug.Log("Failed to Initialize the Facebook SDK"); } }
private void InitCallback() { if (FB.IsInitialized) { FB.ActivateApp(); } else { textStatus.text = "failed to initialize the Facebook SDK"; } if (FB.IsLoggedIn) { FB.API("/me?fields=name", HttpMethod.GET, DispName); FB.API("me/picture?type=square&height=128&width=128", HttpMethod.GET, GetPicture); fbLogin.SetActive(false); fbLogout.SetActive(true); } else { textStatus.text = "Please Login to continue"; fbLogin.SetActive(true); fbLogout.SetActive(false); } }
private void InitCallback() { if (FB.IsInitialized) { FB.ActivateApp(); if (FB.IsLoggedIn) { _class.CallStatic("start", gameObject.name); instance.Call("GetFlow"); } else { LogInSprites.transform.GetChild(1).gameObject.SetActive(true); LogInSprites.transform.GetChild(2).gameObject.SetActive(true); LogInSprites.transform.GetChild(3).gameObject.SetActive(true); } } else { Debug.Log("Failed to Initialize the Facebook SDK"); } }
long nextFBShareTimeAllow; //time after which the player would be allowed to share the game on fb void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } if (!FB.IsInitialized) { // Initialize the Facebook SDK FB.Init(InitCallback); } else { // Already initialized, signal an app activation App Event FB.ActivateApp(); } nextFBShareTimeAllow = long.Parse(PlayerPrefs.GetString("nextFBShareTime", "0")); }
// Awake function from Unity's MonoBehavior void Awake() { if (!FB.IsInitialized) { // Initialize the Facebook SDK FB.Init(InitCallback, OnHideUnity); } else { // Already initialized, signal an app activation App Event FB.ActivateApp(); } if (FB.IsLoggedIn) { FB.API("me/picture?type=square&height=80&width=80", HttpMethod.GET, GetPicture); btnL.SetActive(false); } else { btnL.SetActive(true); } }
private void Awake() { // Si FB no esta inicializado if (!FB.IsInitialized) { // Lo inicializo FB.Init(() => { // Si ya esta inicializado if (FB.IsInitialized) { // Lo activo FB.ActivateApp(); } else { // No se puede inicializar FB Debug.LogError("Couldn't initialize"); } }, // El juego es mostrado ? isGameShown => { // Si el juego es mostrado if (!isGameShown) { Time.timeScale = 0;// Congelamos el juego } else { Time.timeScale = 1;// No congelamos el juego } }); } else { // Activamos FB FB.ActivateApp(); } }
public override System.Collections.Generic.IEnumerator <byte> Auth(string key, ServiceItem serviceItem) { #if FACEBOOK_ANALYTICS_API System.Action onInited = () => { var rootScreenId = FlowSystem.GetRootWindow(); var eventName = "Application Start"; FB.LogAppEvent(eventName, 1f, new Dictionary <string, object>() { { "Root Screen", rootScreenId }, { "Platform", Application.platform.ToString() } }); Debug.LogWarning("Facebook Analytics Application Start"); }; if (FB.IsInitialized == true) { FB.ActivateApp(); onInited.Invoke(); } else { FB.Init(() => { if (FB.IsInitialized == true) { FB.ActivateApp(); onInited.Invoke(); } else { Debug.LogError("Failed to Initialize the Facebook SDK"); } }); } #endif yield return(0); }
private void Start() { Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => { var dependencyStatus = task.Result; if (dependencyStatus == Firebase.DependencyStatus.Available) { Debug.Log("Firebase.DependencyStatus.Available"); // Create and hold a reference to your FirebaseApp, // where app is a Firebase.FirebaseApp property of your application class. //app = Firebase.FirebaseApp.DefaultInstance; // Set a flag here to indicate whether Firebase is ready to use by your app. // 초기화 auth = Firebase.Auth.FirebaseAuth.DefaultInstance; // 유저의 로그인 정보에 어떠한 변경점이 생기면 실행되게 이벤트를 걸어준다. auth.StateChanged += AuthStateChanged; //AuthStateChanged(this, null); } else { UnityEngine.Debug.LogError(System.String.Format( "Could not resolve all Firebase dependencies: {0}", dependencyStatus)); // Firebase Unity SDK is not safe to use here. } }); if (!FB.IsInitialized) { FB.Init(InitCallback_Facebook, OnHideUnity); } else { FB.ActivateApp(); } }
private void Awake() { if (Instance == null) { Instance = this; } if (!FB.IsInitialized) { FB.Init(() => { if (FB.IsInitialized) { FB.ActivateApp(); } else { Debug.LogError("Couldn't initialize"); } }, isGameShown => { if (!isGameShown) { Time.timeScale = 0; } else { Time.timeScale = 1; } }); } else { FB.ActivateApp(); } }