private void onAuthenticateLocalPlayer(string array) { string[] data = array.Split(IOSNative.DATA_SPLITTER); _player = new GK_Player(data[0], data [1], data [2]); ISN_CacheManager.SendAchievementCachedRequest(); ISN_Result result = new ISN_Result(IsPlayerAuthenticated); OnAuthFinished(result); }
private void onAuthenticateLocalPlayer(string array) { string[] data; data = array.Split("," [0]); _player = new GK_Player(data[0], data [1], data [2]); ISN_CacheManager.SendAchievementCachedRequest(); _IsPlayerAuthenticated = true; ISN_Result result = new ISN_Result(_IsPlayerAuthenticated); OnAuthFinished(result); }
public static void SubmitAchievement(float percent, string achievementId, bool isCompleteNotification) { if (Application.internetReachability == NetworkReachability.NotReachable) { ISN_CacheManager.SaveAchievementRequest(achievementId, percent); } if (IOSNativeSettings.Instance.UsePPForAchievements) { SaveAchievementProgress(achievementId, percent); } #if ((UNITY_IPHONE || UNITY_TVOS) && !UNITY_EDITOR && GAME_CENTER_ENABLED) || SA_DEBUG_MODE _submitAchievement(percent, achievementId, isCompleteNotification); #endif }
private void onAuthenticateLocalPlayer(string array) { string[] data; data = array.Split("," [0]); _player = new GameCenterPlayerTemplate(data[0], data [1], data [2]); ISN_CacheManager.SendAchievmentChashedRequests(); _IsPlayerAuthed = true; ISN_Result result = new ISN_Result(_IsPlayerAuthed); OnAuthFinished(result); dispatcher.dispatch(GAME_CENTER_PLAYER_AUTHENTICATED, result); }
private void onAuthenticateLocalPlayer(string array) { string[] data = array.Split(SA.Common.Data.Converter.DATA_SPLITTER); _player = new GK_Player(data[0], data [1], data [2]); ISN_CacheManager.SendAchievementCachedRequest(); SA.Common.Models.Result result; if (IsPlayerAuthenticated) { result = new SA.Common.Models.Result(); } else { result = new SA.Common.Models.Result(new SA.Common.Models.Error()); } OnAuthFinished(result); }