public void Authenticate(Action <bool> callback, bool silent) { // make a platform-specific Play Games client if (mClient == null) { Debug.Log("***Creating dummy platform-specific Play Games client."); mClient = new DummyPlayGamesClient(); } // authenticate! mClient.Authenticate(callback, silent); }
/// <summary> /// Authenticate the local user with the Google Play Games service. /// </summary> /// <param name='callback'> /// The callback to call when authentication finishes. It will be called /// with <c>true</c> if authentication was successful, <c>false</c> /// otherwise. /// </param> /// <param name='silent'> /// Indicates whether authentication should be silent. If <c>false</c>, /// authentication may show popups and interact with the user to obtain /// authorization. If <c>true</c>, there will be no popups or interaction with /// the user, and the authentication will fail instead if such interaction /// is required. A typical pattern is to try silent authentication on startup /// and, if that fails, present the user with a "Sign in" button that then /// triggers normal (not silent) authentication. /// </param> public void Authenticate(Action <bool> callback, bool silent) { // make a platform-specific Play Games client if (mClient == null) { Logger.d("Creating platform-specific Play Games client."); mClient = PlayGamesClientFactory.GetPlatformPlayGamesClient(mConfiguration); } // authenticate! mClient.Authenticate(callback, silent); }
public void Authenticate(Action <bool, string> callback, bool silent, string message) { // make a platform-specific Play Games client if (mClient == null) { GooglePlayGames.OurUtils.Logger.d( "Creating platform-specific Play Games client."); mClient = PlayGamesClientFactory.GetPlatformPlayGamesClient(mConfiguration); } // authenticate! Action <bool> c = (bool a) => callback(a, message); mClient.Authenticate(c, silent); }
internal PlayGamesPlatform(IPlayGamesClient client) { this.mClient = Misc.CheckNotNull(client); this.mLocalUser = new PlayGamesLocalUser(this); this.mConfiguration = PlayGamesClientConfiguration.DefaultConfiguration; }
/// <summary> /// Authenticate the local user with the Google Play Games service. /// </summary> /// <param name='callback'> /// The callback to call when authentication finishes. It will be called /// with <c>true</c> if authentication was successful, <c>false</c> /// otherwise. /// </param> /// <param name='silent'> /// Indicates whether authentication should be silent. If <c>false</c>, /// authentication may show popups and interact with the user to obtain /// authorization. If <c>true</c>, there will be no popups or interaction with /// the user, and the authentication will fail instead if such interaction /// is required. A typical pattern is to try silent authentication on startup /// and, if that fails, present the user with a "Sign in" button that then /// triggers normal (not silent) authentication. /// </param> public void Authenticate(Action<bool> callback, bool silent) { // make a platform-specific Play Games client if (mClient == null) { GooglePlayGames.OurUtils.Logger.d("Creating platform-specific Play Games client."); mClient = PlayGamesClientFactory.GetPlatformPlayGamesClient(mConfiguration); } // authenticate! mClient.Authenticate(callback, silent); }
internal PlayGamesPlatform(IPlayGamesClient client) { mClient = Misc.CheckNotNull(client); mLocalUser = new PlayGamesLocalUser(this); }
/// <summary> /// Authenticate the local user with the Google Play Games service. /// </summary> /// <param name='unused'> /// Unused. For future compatibility, always pass <c>Social.localUser</c>. /// </param> /// <param name='callback'> /// The callback to call when authentication finishes. It will be called /// with <c>true</c> if authentication was successful, <c>false</c> /// otherwise. /// </param> /// <param name='silent'> /// Indicates whether authentication should be silent. If <c>false</c>, /// authentication may show popups and interact with the user to obtain /// authorization. If <c>true</c>, there will be no popups or interaction with /// the user, and the authentication will fail instead if such interaction /// is required. A typical pattern is to try silent authentication on startup /// and, if that fails, present the user with a "Sign in" button that then /// triggers normal (not silent) authentication. /// </param> public void Authenticate(ILocalUser unused, Action<bool> callback, bool silent) { // make a platform-specific Play Games client mClient = PlayGamesClientFactory.GetPlatformPlayGamesClient(); // authenticate! mClient.Authenticate(callback, silent); }
public void LoadScores(ILeaderboard board, Action <bool> callback) { //IL_004e: Unknown result type (might be due to invalid IL or missing references) //IL_0053: Unknown result type (might be due to invalid IL or missing references) //IL_0054: Unknown result type (might be due to invalid IL or missing references) //IL_0055: Expected I4, but got Unknown //IL_00e2: Unknown result type (might be due to invalid IL or missing references) //IL_00e7: Unknown result type (might be due to invalid IL or missing references) //IL_00fb: Unknown result type (might be due to invalid IL or missing references) //IL_0100: Unknown result type (might be due to invalid IL or missing references) //IL_011f: Unknown result type (might be due to invalid IL or missing references) //IL_0125: Invalid comparison between Unknown and I4 if (!IsAuthenticated()) { Logger.e("LoadScores can only be called after authentication."); if (callback != null) { callback(false); } } else { TimeScope timeScope = board.get_timeScope(); LeaderboardTimeSpan timeSpan; switch ((int)timeScope) { case 2: timeSpan = LeaderboardTimeSpan.AllTime; break; case 1: timeSpan = LeaderboardTimeSpan.Weekly; break; case 0: timeSpan = LeaderboardTimeSpan.Daily; break; default: timeSpan = LeaderboardTimeSpan.AllTime; break; } ((PlayGamesLeaderboard)board).loading = true; Logger.d("LoadScores, board=" + board + " callback is " + callback); IPlayGamesClient playGamesClient = mClient; string id = board.get_id(); Range range = board.get_range(); int rowCount; if (range.count > 0) { Range range2 = board.get_range(); rowCount = range2.count; } else { rowCount = mClient.LeaderboardMaxResults(); } playGamesClient.LoadScores(id, LeaderboardStart.PlayerCentered, rowCount, ((int)board.get_userScope() != 1) ? LeaderboardCollection.Public : LeaderboardCollection.Social, timeSpan, delegate(LeaderboardScoreData scoreData) { HandleLoadingScores((PlayGamesLeaderboard)board, scoreData, callback); }); } }