Esempio n. 1
0
    //--------------------------------------
    // Internal Use Only
    //--------------------------------------


    public void UpdateRecord()
    {
        List <string> keys   = new List <string>();
        List <string> values = new List <string>();

        foreach (KeyValuePair <string, string> pair in _Data)
        {
            keys.Add(pair.Key);
            values.Add(pair.Value);
        }

        ISN_CloudKit.UpdateRecord_Object(Internal_Id, Type, IOSNative.SerializeArray(keys.ToArray()), IOSNative.SerializeArray(values.ToArray()), Id.Internal_Id);
    }
Esempio n. 2
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    public void SendData(byte[] data, GK_MatchSendDataMode dataMode, params GK_Player[] players)
    {
                #if (UNITY_IPHONE && !UNITY_EDITOR && GAME_CENTER_ENABLED) || SA_DEBUG_MODE
        string bytesString = System.Convert.ToBase64String(data);

        List <string> playersIds = new List <string>();
        foreach (GK_Player player in players)
        {
            playersIds.Add(player.Id);
        }

        ISN_RTM_SendData(bytesString, IOSNative.SerializeArray(playersIds.ToArray()), (int)dataMode);
                #endif
    }
Esempio n. 3
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    /// <summary>
    /// Resolves any conflicting saved games..
    ///
    /// This method takes an array of GK_SavedGame objects that contain conflicting saved game files and creates a
    /// new array that contains the resolved conflicts. All saved game conflicts are resolved and added to the
    /// conflicts array in the completion handler. Call this method separately for each set of saved game conflicts.
    /// For example, if you have multiple saved game files with the name of “savedgame1” and “savedgame2”, you
    /// need to call this method twice—once with an array containing the GK_SavedGame objects with the “savedgame1
    /// ame and once for the “savedgame2” objects. All saved game conflicts are resolved asynchronously.
    ///
    /// <param name="conflicts">An list of GK_SavedGame objects containing the conflicting saved games to be deleted.</param>
    /// <param name="data">An object that contains the saved game data.</param>
    /// </summary>
    public void ResolveConflictingSavedGames(List <GK_SavedGame> conflicts, byte[] data)
    {
                #if (UNITY_IPHONE && !UNITY_EDITOR) || SA_DEBUG_MODE
        string bytesString = System.Convert.ToBase64String(data);

        List <string> savesKeys = new List <string>();
        foreach (GK_SavedGame save in conflicts)
        {
            savesKeys.Add(save.Id);
        }

        string savesList = IOSNative.SerializeArray(savesKeys.ToArray());

        _ISN_ResolveConflictingSavedGames(savesList, bytesString);
                #endif
    }
 public void SetCollection(params string[] itemIds)
 {
             #if (UNITY_IPHONE && !UNITY_EDITOR) || SA_DEBUG_MODE
     _ISN_SetCollection(IOSNative.SerializeArray(itemIds));
             #endif
 }
Esempio n. 5
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 public void FindMatch(int minPlayers, int maxPlayers, string msg = "", string[] playersToInvite = null)
 {
             #if (UNITY_IPHONE && !UNITY_EDITOR && GAME_CENTER_ENABLED) || SA_DEBUG_MODE
     _ISN_RTM_FindMatch(minPlayers, maxPlayers, msg, IOSNative.SerializeArray(playersToInvite));
             #endif
 }
Esempio n. 6
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 public void FindMatchWithNativeUI(int minPlayers, int maxPlayers, string msg = "", string[] playersToInvite = null)
 {
             #if (UNITY_IPHONE && !UNITY_EDITOR) || SA_DEBUG_MODE
     _ISN_TBM_FindMatchWithNativeUI(minPlayers, maxPlayers, msg, IOSNative.SerializeArray(playersToInvite));
             #endif
 }
Esempio n. 7
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 public void FindMatch(int minPlayers, int maxPlayers, string msg = "", string[] invitations = null)
 {
             #if (UNITY_IPHONE && !UNITY_EDITOR) || SA_DEBUG_MODE
     _ISN_RTM_FindMatch(minPlayers, maxPlayers, msg, IOSNative.SerializeArray(invitations));
             #endif
 }