Esempio n. 1
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 public void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success) {
         // handle processing the byte array data
     } else {
         // handle error
     }
 }
Esempio n. 2
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 public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success) {
         // handle reading or writing of saved game.
     } else {
         // handle error
     }
 }
Esempio n. 3
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 public void OnSaveWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
     }
     else
     {
     }
 }
Esempio n. 4
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    //도시이름 짓기 On
    void CityNamePanelOn(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if ((status == SavedGameRequestStatus.Success) == false)
        {
            uIManager.TimeStop();

            cityName_Panel.SetActive(true);
        }
    }
Esempio n. 5
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 public void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success) // open success
     {
     }
     else // open fail
     {
     }
 }
Esempio n. 6
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    private void OnGameSave(SavedGameRequestStatus status, ISavedGameMetadata metaData)
    {
        if (status != SavedGameRequestStatus.Success)
        {
            Debug.LogWarning("Error Saving" + status);
        }

        isProcessing = false;
    }
Esempio n. 7
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    /**/
    public void LoadFromCloud()
    {
        isSaving = false;
        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;

        savedGameClient.OpenWithAutomaticConflictResolution(cloudFileName, DataSource.ReadCacheOrNetwork, ConflictResolutionStrategy.UseLongestPlaytime, SavedGameOpened);
    }

    public void SaveToCloud()
    {
        if (Social.localUser.authenticated)
        {
            isSaving = true;
            ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
            savedGameClient.OpenWithAutomaticConflictResolution(cloudFileName, DataSource.ReadCacheOrNetwork, ConflictResolutionStrategy.UseLongestPlaytime, SavedGameOpened);
        }

        else
        {
        }
    }

    private void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success)
        {
            if (isSaving)
            {
                byte[] data = ToBytes();
                SavedGameMetadataUpdate.Builder builder         = new SavedGameMetadataUpdate.Builder();
                SavedGameMetadataUpdate         updatedMetadata = builder.Build();
                ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
                savedGameClient.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
            }
            else
            {
                ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
                savedGameClient.ReadBinaryData(game, SavedGameLoaded);
            }
        }
    }

    /**/
    private void SavedGameLoaded(SavedGameRequestStatus status, byte[] data)
    {
        if (status == SavedGameRequestStatus.Success)
        {
            ProcessCloudData(data);
        }
        else
        {
        }
    }
Esempio n. 8
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    private void OnGameSave(SavedGameRequestStatus status, ISavedGameMetadata metaData)
    {
        if (status != SavedGameRequestStatus.Success)
        {
            NotificationManager.Instance.SetNotification("Error Saving" + status);
            Debug.LogWarning("Error Saving" + status);
        }

        _isProcessing = false;
    }
Esempio n. 9
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 public void SavedGameLoaded(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         LoadfromString(System.Text.ASCIIEncoding.ASCII.GetString(data));
     }
     else
     {
     }
 }
Esempio n. 10
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 private static void OnReadSavedGamesComplete(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         // Read the binary game data
         currentGame = game;
         PlayGamesPlatform.Instance.SavedGame.ReadBinaryData(game,
                                                             OnReadBinaryData);
     }
 }
Esempio n. 11
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    private void OnSavedGameCreated(SavedGameRequestStatus gameRequestStatus, ISavedGameMetadata gameMetadata)
    {
        if (gameRequestStatus == SavedGameRequestStatus.Success)
        {
            // Так как при сохранении метаданные обновляются, то после его завершения необходимо их перезаписать
            currentGameMetadata = gameMetadata;

            // Заново считаем время игры с момента записи сохранения
            startPlayingTime = DateTime.Now;
        }
    }
Esempio n. 12
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 void OnSavedGameWritten(SavedGameRequestStatus _status, ISavedGameMetadata _data)
 {
     bIsSaving = false;
     if (_status == SavedGameRequestStatus.Success)
     {
     }
     else
     {
         MakeDialogue("Save Failed\nTo Request");
     }
 }
 static void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("데이터 저장 완료");
     }
     else
     {
         Debug.Log("데이터 저장 실패");
     }
 }
Esempio n. 14
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 private void LoadingCallback(SavedGameRequestStatus savedGameRequestStatus, byte[] bytes)
 {
     if (savedGameRequestStatus == SavedGameRequestStatus.Success && bytes.Length != 0)
     {
         GameController.LoadFromByteData(bytes);
     }
     else
     {
         GameController.LoadFromFile();
     }
 }
Esempio n. 15
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 void OnSavedGameOpenedToRead(SavedGameRequestStatus status, ISavedGameMetadata data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         LoadGameData(data);
     }
     else
     {
         Debug.Log("Fail");
     }
 }
 static void OnSavedGameOpenedToRead(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         LoadGameData(game);
     }
     else
     {
         Debug.Log("파일 열기 실패");
     }
 }
Esempio n. 17
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 //callback from SavedGameOpened. Check if saving result was successful or not.
 private void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("Game " + game.Description + " written");
     }
     else
     {
         Debug.LogWarning("Error saving game: " + status);
     }
 }
 public void OnSavedGamePendedTOLoad(SavedGameRequestStatus _states, ISavedGameMetadata _data)
 {
     if (_states == SavedGameRequestStatus.Success)
     {
         LoadGameData(_data);
     }
     else
     {
         Debug.Log("Load Fail");
     }
 }
Esempio n. 19
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 public void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         // handle processing the byte array data
     }
     else
     {
         // handle error
     }
 }
Esempio n. 20
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 void SaveData(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         // LogText.text = "클라우드 데이터 저장 성공";
     }
     else
     {
         // LogText.text = "클라우드 데이터 저장 실패";
     }
 }
Esempio n. 21
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 public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("Data written success");
     }
     else
     {
         Debug.Log("Data written fail");
     }
 }
Esempio n. 22
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 public void OnSavedGameOpenedToRead(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         LoadGameData(game);
     }
     else
     {
         Debug.Log("error : File open fail");
     }
 }
Esempio n. 23
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 private void OnSavedGameDataWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("OnSavedGameDataWritten(): Successfully uploaded to cloud.");
     }
     else
     {
         Debug.Log("OnSavedGameDataWritten(): Error occured while uploading to cloud. status: " + status);
     }
 }
Esempio n. 24
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 public void OnSavedGameOpenedToSave(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         SaveGame(game, UserData.ToBytes(), DateTime.Now.TimeOfDay);
     }
     else
     {
         Debug.Log("error : File open fail");
     }
 }
Esempio n. 25
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 public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("Game has been saved");
     }
     else
     {
         Debug.LogError("Failed to save game");
     }
 }
Esempio n. 26
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 public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         // handle reading or writing of saved game.
     }
     else
     {
         // handle error
     }
 }
 private void OnFileOpenToLoad(SavedGameRequestStatus status, ISavedGameMetadata metaData)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         ((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(metaData, OnGameLoad);
     }
     else
     {
         Debug.LogWarning("Error opening Saved Game" + status);
     }
 }
Esempio n. 28
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 //최종 저장 확인
 void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("Save Complete");
     }
     else
     {
         Debug.Log("Save Fail");
     }
 }
Esempio n. 29
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 public void DeleteSavedGame(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
         savedGameClient.Delete(game);
     }
     else
     {
         // handle error
     }
 }
Esempio n. 30
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 //========= Google's specific functions
 public void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         MonoBehaviour.print("has opened saved game (cloud save)");
         GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>().callback_OnSavedGameOpened(game);
     }
     else
     {
         MonoBehaviour.print("could not open saved game (cloud save)");
     }
 }
Esempio n. 31
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 void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] _byte)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         string data = Encoding.Default.GetString(_byte);
         ApplyData(data);
     }
     else
     {
         Debug.Log("Load Fail");
     }
 }
Esempio n. 32
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 private static void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     // Debug.Log("DoneSavingGP: " + status);
     if (status == SavedGameRequestStatus.Success)
     {
         // handle reading or writing of saved game.
     }
     else
     {
         // handle error
     }
 }
Esempio n. 33
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 //callback from SavedGameOpened. Check if loading result was successful or not.
 private void SavedGameLoaded(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("SaveGameLoaded, success=" + status);
         ProcessCloudData(data);
     }
     else
     {
         Debug.LogWarning("Error reading game: " + status);
     }
 }
Esempio n. 34
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 public void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         // handle processing the byte array data
         MonoBehaviour.print("has read saved game (cloud save)");
         GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>().callback_OnSavedGameDataRead(data);
     }
     else
     {
         // handle error
     }
 }
Esempio n. 35
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 public void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success) {
         if (saving){
             //Falta generar el byte de los datos
             SaveGameData(game,new byte[]{});
         }
         else{
             LoadGameData(game);
         }
         // handle reading or writing of saved game.
     } else {
         // handle error
     }
 }
Esempio n. 36
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    /*
     * Does the cloud save.
     * Converts PlayerData into a byte array. Updates play time and saved file description. Then commits.
     * */
    public void CloudSave(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        Save();

        byte[] data = ToBytes(this.playerData);
        //Calculate play time and total playtime.
        TimeSpan delta = DateTime.Now.Subtract(loadedTime);
        playingTime += delta;
        this.timePlayed = playingTime;

        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
        SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder();
        builder = builder.WithUpdatedPlayedTime(this.timePlayed).WithUpdatedDescription("Current Level: " + playerData.currentGameLevel + " Current Player Level: " + playerData.playerLevel);

        SavedGameMetadataUpdate updatedMetadata = builder.Build();
        savedGameClient.CommitUpdate(game, updatedMetadata, data, OnSaveWritten);
    }
 public void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("Game " + game.Description + " written");
     }
     else
     {
         Debug.LogWarning("Error saving game: " + status);
     }
 }
        public void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game)
        {
            if (status == SavedGameRequestStatus.Success)
            {
                if (mSaving)
                {
                    if (mScreenImage == null)
                    {
                        CaptureScreenshot();
                    }
                    byte[] pngData = (mScreenImage != null) ? mScreenImage.EncodeToPNG() : null;
                    Debug.Log("Saving to " + game);
                    byte[] data = mProgress.ToBytes();
                    TimeSpan playedTime = mProgress.TotalPlayingTime;
                    SavedGameMetadataUpdate.Builder builder = new
                    SavedGameMetadataUpdate.Builder()
                        .WithUpdatedPlayedTime(playedTime)
                        .WithUpdatedDescription("Saved Game at " + DateTime.Now);

                    if (pngData != null)
                    {
                        Debug.Log("Save image of len " + pngData.Length);
                        builder = builder.WithUpdatedPngCoverImage(pngData);
                    }
                    else
                    {
                        Debug.Log("No image avail");
                    }
                    SavedGameMetadataUpdate updatedMetadata = builder.Build();
                    ((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
                }
                else
                {
                    mAutoSaveName = game.Filename;
                    ((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, SavedGameLoaded);
                }
            }
            else
            {
                Debug.LogWarning("Error opening game: " + status);
            }
        }
Esempio n. 39
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    void OnWriteGame(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success) {
            Application.LoadLevel("Basic Dungeon");
            Const.HideLoadingGUI();
        } else {

        }

        log = "OnSavedGameWritten:" + status + game;
    }
Esempio n. 40
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	static void OnSavedGameWritten (SavedGameRequestStatus status, ISavedGameMetadata game) {
		if (status == SavedGameRequestStatus.Success) {
			UIManager.Notify("Cloud saved");
			UIManager.DisplaySaveState(UIManager.SaveState.savedOnline);
		}
	}
Esempio n. 41
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	/// <summary>
	/// Prepare retreived data from GPGS saved game to be applied
	/// </summary>
	/// <param name="status">Status.</param>
	/// <param name="data">Data.</param>
	static void OnSavedGameDataRead (SavedGameRequestStatus status, byte[] data) {
		UIManager.Notify("game data read status " + status.ToString());
		if (status == SavedGameRequestStatus.Success) {
			BinaryFormatter bf = new BinaryFormatter();
			FileStream file = File.Create(Application.persistentDataPath + "retreivedGPGS.dat");
			File.WriteAllBytes(Application.persistentDataPath + "retreivedGPGS.dat", data);
			PlayerData _playerData = (PlayerData)bf.Deserialize(file);
			ApplyRetreivedPlayerData(_playerData);
			UIManager.DisplaySaveState(UIManager.SaveState.loadOnline);
		}
	}
Esempio n. 42
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	/// <summary>
	/// Restore game data after saved game has been opened on GPGS
	/// </summary>
	/// <param name="status">Status.</param>
	/// <param name="_gameMD">Game M.</param>
	static void LoadOnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata _gameMD) {
		if (status == SavedGameRequestStatus.Success) {
			ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
			savedGameClient.ReadBinaryData(_gameMD, OnSavedGameDataRead);
		} else {
			// handle error
		}
	}
Esempio n. 43
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	/// <summary>
	/// Prepare data to be saved on GPGS after saved game has been opened
	/// </summary>
	/// <param name="status">Status.</param>
	/// <param name="_gameMD">Game M.</param>
	static void SaveOnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata _gameMD) {
		if (status == SavedGameRequestStatus.Success) {
			UIManager.DisplaySaveState(UIManager.SaveState.open);
			UIManager.Notify(File.Exists(Application.persistentDataPath + fileName).ToString());
			if(File.Exists(Application.persistentDataPath + fileName)){
				UIManager.Notify("to bytes");
				byte[] savedData = File.ReadAllBytes(Application.persistentDataPath + fileName);
				UIManager.Notify("savedData lenght " + savedData.Length);
				TimeSpan totalPlaytime = (DateTime.Now - gameStart) + _gameMD.TotalTimePlayed;
				SetGameStart();

				SaveOnGPGS(_gameMD, savedData, totalPlaytime);
			} else {
				UIManager.Notify("file doesnt exist");
			}
		} else {
			// handle error
		}
	}
Esempio n. 44
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    void OnReadGame(SavedGameRequestStatus status, byte[] data)
    {
        log = "OnSavedGameDataRead:" + status;

        if (status == SavedGameRequestStatus.Success) {
            if (data.Length > 0)
            {
                Warehouse.Instance.Deserialize(data);

            }

            Application.LoadLevel("Basic Dungeon");
            //Const.HideLoadingGUI();
        } else {

        }
    }
Esempio n. 45
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    void OnSaveGame(SavedGameRequestStatus status, Purchase purchase)
    {
        if (status == SavedGameRequestStatus.Success)
        {
            m_closeButton.Lable.Text.text = RefData.Instance.RefTexts(MultiLang.ID.ThanksForYourPurchase) + m_paidItems[purchase.Sku].Gem;

            PaidItem paidItem = null;
            if (true == m_paidItems.TryGetValue(purchase.Sku, out paidItem))
            {
                Warehouse.Instance.Gem.Item.Count += paidItem.Gem;
            }

            m_progressing = false;
            GPlusPlatform.Instance.AnalyticsTrackEvent("InGame", "Shop", "Purchase:" + purchase.Sku, 0);
        }
        else
        {
            if (m_tryToSaveCount < 5)
            {
                ++m_tryToSaveCount;
                m_closeButton.Lable.Text.text = "Sorry, " + "Try to save " + m_tryToSaveCount;
                consumePurchaseSucceededEvent(purchase);
            }
        }
    }
Esempio n. 46
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	static void DeleteGames(SavedGameRequestStatus status, ISavedGameMetadata gameMetaData){
		ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
		savedGameClient.Delete(gameMetaData);
	}
Esempio n. 47
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    void OnOpenSavedGameForLoading(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success) {
            Warehouse.Instance.FileName = game.Filename;
            GPlusPlatform.Instance.LoadGame(game, OnReadGame);
        } else {
            if (m_try < 3)
            {
                ++m_try;
                log = "OnOpenSavedGameForLoading:" + status + m_try;
                Const.ShowLoadingGUI(log);

                StartCoroutine(DelayMessage("OpenGame", 1f));
                return;
            }

            Const.HideLoadingGUI();
        }

        log = "OnOpenSavedGameForLoading:" + status + game;
    }
 public void SavedGameLoaded(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         Debug.Log("SaveGameLoaded, success=" + status);
         ProcessCloudData(data);
     }
     else
     {
         Debug.LogWarning("Error reading game: " + status);
     }
 }
Esempio n. 49
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    public void OnSaveWritten(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success)
        {

        }
        else
        {

        }
    }
Esempio n. 50
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 /*
  * Converts the byte array from the cloud save and converts it to a PlayerData object.
  * Loads attributes from that object.
  * */
 public void OnCloudLoad(SavedGameRequestStatus status, byte[] data)
 {
     if (status == SavedGameRequestStatus.Success)
     {
         PlayerData thePlayerData = FromBytes(data);
         this.playerData = thePlayerData;
         Load();
         setupSave();
     }
     else
     {
     }
 }
Esempio n. 51
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    /*
     * Checks to see if the saved file from the cloud has been successfully opened. Then does the cloud save and load depending on
     * the operation boolean "doSave".
     * */
    public void OpenCloudSave(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success)
        {
            if (doSave)
            {
                CloudSave(status, game);
            }
            else
            {
                CloudLoad(game);
            }
        }
        else
        {

        }
    }
Esempio n. 52
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    void OnOpenSavedGameForSaving(SavedGameRequestStatus status, ISavedGameMetadata game)
    {
        if (status == SavedGameRequestStatus.Success) {

            System.TimeSpan totalPlayingTime = new System.TimeSpan(System.TimeSpan.TicksPerSecond*0);
            Warehouse.Instance.Reset();
            Warehouse.Instance.FileName = game.Filename;
            GPlusPlatform.Instance.SaveGame(game, Warehouse.Instance.Serialize(), totalPlayingTime, null, OnWriteGame);
        } else {
            // handle error
        }
        log = "OnSavedGameOpened:" + status + game;
    }