Esempio n. 1
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    void OnInitComplete()
    {
        FBAppEvents.LaunchEvent();

        if (FB.IsLoggedIn)
        {
            Debug.Log("Already logged in &&&&&&&&&&&&&&&&&&&&&&&&&&&&");
            //OnLoginComplete ();
        }
    }
Esempio n. 2
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    private void InitCallback()
    {
        Debug.Log("InitCallback");

        FBAppEvents.LaunchEvent();

        if (FB.IsLoggedIn)
        {
            Debug.Log("Already logged in");
            OnLoginComplete();
        }
    }
Esempio n. 3
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    private void InitCallback()
    {
        Debug.Log("InitCallback");

        // App Launch events should be logged on app launch & app resume
        // See more: https://developers.facebook.com/docs/app-events/unity#quickstart
        FBAppEvents.LaunchEvent();

        if (FB.IsLoggedIn)
        {
            Debug.Log("Already logged in");
            OnLoginComplete();
        }
    }
Esempio n. 4
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    public void LooseRound() {
        GamePlayControls.self.CloseDiamonds();
        GamePlayControls.self.OpenPowerup();
        Game.GameActive = false;

        CanvasGroup roundEndGroup = GamePlayControls.self.RoundEndGroup;
        roundEndGroup.gameObject.SetActive(true);
        roundEndGroup.interactable = true;
        LeanTween.alphaCanvas(roundEndGroup, 1, 0.5f);

        CurrentPowerup = CutoutType.Null;
        RemainingPowerup = 0;
        GamePlayControls.self.PowerupGroup.SetActive(false);

        Game.Score = Mathf.Max(Game.Score, Score);

        FBAppEvents.GameComplete(Score);
    }
Esempio n. 5
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    void OnApplicationPause(bool pauseStatus)
    {
        if (Application.isEditor)
        {
            return;
        }

        if (!pauseStatus)
        {
            if (FB.IsInitialized)
            {
                FBAppEvents.LaunchEvent();
            }
            else
            {
                FB.Init(InitCallback);
            }
        }
    }
    public static void EndGame()
    {
        Debug.Log("EndGame Instance.highScore = " + Instance.highScore + "\nInstance.score = " + Instance.score);

        // Log custom App Event for game completion
        FBAppEvents.GameComplete(Instance.score);

        // Ensure we have read score from FB before we allow overriding the High Score
        if (FB.IsLoggedIn &&
            Instance.highScore.HasValue &&
            Instance.highScore < Instance.score)
        {
            Debug.Log("Player has new high score :" + Instance.score);
            Instance.highScore = Instance.score;

            //Set a flag so MainMenu can handle posting the score once its scene has loaded
            highScorePending = true;
        }

        //Return to main menu
        Application.LoadLevel("MainMenu");
    }
    private void OnBombBuy(BombPackage bPackage)
    {
        int price = BombPackageCost[bPackage];

        if (price <= GameStateManager.CoinBalance)
        {
            // execute transaction
            GameStateManager.CoinBalance -= price;
            GameStateManager.NumBombs    += (int)bPackage;

            // update UI
            GameStateManager.CallUIRedraw();
            PopupScript.SetPopup("Purchase Complete", 1f);

            // log App Event for spending credits
            FBAppEvents.SpentCoins(price, bPackage.ToString());
        }
        else
        {
            PopupScript.SetPopup("Not enough coins", 1f);
        }
    }
Esempio n. 8
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    // OnApplicationPause(false) is called when app is resumed from the background
    void OnApplicationPause(bool pauseStatus)
    {
        // Do not do anything in the Unity Editor
        if (Application.isEditor)
        {
            return;
        }

        // Check the pauseStatus for an app resume
        if (!pauseStatus)
        {
            if (FB.IsInitialized)
            {
                // App Launch events should be logged on app launch & app resume
                // See more: https://developers.facebook.com/docs/app-events/unity#quickstart
                FBAppEvents.LaunchEvent();
            }
            else
            {
                FB.Init(InitCallback);
            }
        }
    }