public void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data) { if (status == SavedGameRequestStatus.Success) { // handle processing the byte array data } else { // handle error } }
public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { // handle reading or writing of saved game. } else { // handle error } }
public void OnSaveWritten(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { } else { } }
//도시이름 짓기 On void CityNamePanelOn(SavedGameRequestStatus status, ISavedGameMetadata game) { if ((status == SavedGameRequestStatus.Success) == false) { uIManager.TimeStop(); cityName_Panel.SetActive(true); } }
public void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) // open success { } else // open fail { } }
private void OnGameSave(SavedGameRequestStatus status, ISavedGameMetadata metaData) { if (status != SavedGameRequestStatus.Success) { Debug.LogWarning("Error Saving" + status); } isProcessing = false; }
/**/ 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 { } }
private void OnGameSave(SavedGameRequestStatus status, ISavedGameMetadata metaData) { if (status != SavedGameRequestStatus.Success) { NotificationManager.Instance.SetNotification("Error Saving" + status); Debug.LogWarning("Error Saving" + status); } _isProcessing = false; }
public void SavedGameLoaded(SavedGameRequestStatus status, byte[] data) { if (status == SavedGameRequestStatus.Success) { LoadfromString(System.Text.ASCIIEncoding.ASCII.GetString(data)); } else { } }
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); } }
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; } }
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"); } }
private void LoadingCallback(SavedGameRequestStatus savedGameRequestStatus, byte[] bytes) { if (savedGameRequestStatus == SavedGameRequestStatus.Success && bytes.Length != 0) { GameController.LoadFromByteData(bytes); } else { GameController.LoadFromFile(); } }
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"); } }
//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"); } }
public void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] data) { if (status == SavedGameRequestStatus.Success) { // handle processing the byte array data } else { // handle error } }
void SaveData(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { // LogText.text = "클라우드 데이터 저장 성공"; } else { // LogText.text = "클라우드 데이터 저장 실패"; } }
public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { Debug.Log("Data written success"); } else { Debug.Log("Data written fail"); } }
public void OnSavedGameOpenedToRead(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { LoadGameData(game); } else { Debug.Log("error : File open fail"); } }
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); } }
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"); } }
public void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { Debug.Log("Game has been saved"); } else { Debug.LogError("Failed to save game"); } }
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); } }
//최종 저장 확인 void OnSavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata data) { if (status == SavedGameRequestStatus.Success) { Debug.Log("Save Complete"); } else { Debug.Log("Save Fail"); } }
public void DeleteSavedGame(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame; savedGameClient.Delete(game); } else { // handle error } }
//========= 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)"); } }
void OnSavedGameDataRead(SavedGameRequestStatus status, byte[] _byte) { if (status == SavedGameRequestStatus.Success) { string data = Encoding.Default.GetString(_byte); ApplyData(data); } else { Debug.Log("Load Fail"); } }
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 } }
//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); } }
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 } }
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 } }
/* * 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); } }
void OnWriteGame(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { Application.LoadLevel("Basic Dungeon"); Const.HideLoadingGUI(); } else { } log = "OnSavedGameWritten:" + status + game; }
static void OnSavedGameWritten (SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { UIManager.Notify("Cloud saved"); UIManager.DisplaySaveState(UIManager.SaveState.savedOnline); } }
/// <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); } }
/// <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 } }
/// <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 } }
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 { } }
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); } } }
static void DeleteGames(SavedGameRequestStatus status, ISavedGameMetadata gameMetaData){ ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame; savedGameClient.Delete(gameMetaData); }
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); } }
public void OnSaveWritten(SavedGameRequestStatus status, ISavedGameMetadata game) { if (status == SavedGameRequestStatus.Success) { } else { } }
/* * 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 { } }
/* * 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 { } }
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; }