Esempio n. 1
0
        /// <summary>
        ///     Is the application focused?
        /// </summary>
        /// <remarks>
        ///     There are issues on some platforms with getting an accurate reading.
        /// </remarks>
        /// <returns>true/false if the application has focus.</returns>
        public static bool IsFocused()
        {
#if UNITY_XBOXONE && !UNITY_EDITOR
            return(!XboxOnePLM.AmConstrained());
#elif UNITY_PS4 && !UNITY_EDITOR
            return(true);
#else
            return(Application.isFocused);
#endif
        }
Esempio n. 2
0
    public void Update()
    {
        User appCurrentUser = UsersManager.GetAppCurrentUser();

        ManagerManager.Manager.mDebugString = "firsttime: " + firstTime + " activeuserid: " + activeUserId + " user count: " + UsersManager.Users.Count + " toggle: " + KeyMan.GetKeyDown("DepthToggle", true)
                                              + " gettappcurrentuser: "******"null" : UsersManager.GetAppCurrentUser().Id.ToString());

        if (firstTime)
        {
            firstTime = false;
            SanityCheckApplicationSetup();

            //easiest way to set active user (rather than scanning for first input)
            ManagerManager.Log("first time sign in");
            RequestSignin();
        }
        else
        {
            //after initial user prompt, these if statements will catch the following things:

            if (activeUserId == -1)
            {
                RequestSignin();
            }
            if (UsersManager.Users.Count == 0) //no users
            {
                RequestSignin();
            }
            if (KeyMan.GetKeyDown("DepthToggle", true)) //menu key is tied to depth toggle for XB1
            {
                RequestSignin();
            }
            //I really have no idea what getappcurrentuser does, just don't use it..
            //if (appCurrentUser == null || (lastAppCurrentUserId != UsersManager.GetAppCurrentUser().Id && UsersManager.GetAppCurrentUser().Id != activeUserId))
            //RequestSignin();
        }

        if (!IsActiveUserInitialized && ManagerManager.Manager.mCharacterBundleManager.is_initial_loaded() && ActiveUser != null)
        {
            //title screen
            ManagerManager.Log("User Initialized " + ActiveUser.GameDisplayName);
            ManagerManager.Manager.mTransitionCameraManager.you_are_playing_as(ActiveUser.GameDisplayName);

            //game
            if (!XboxOnePLM.AmConstrained())
            {
                ManagerManager.Manager.GameEventDistributor("RESUME", null);
            }

            //event
            ManagerManager.Manager.GameEventDistributor("START", null);

            //rich user presence
            SetRichUserPresence(CharacterIndex.sGrave); //this is the "null" character index

            //storage
            MicrosoftZig.Inst.mStorage.InitializeUserStorage();
            ManagerManager.Manager.mMetaManager.StartSaveThread();

            IsActiveUserInitialized = true;
        }


        //debug stuff
        if (KeyMan.GetKeyDown("LeftThumbstick"))
        {
            //ManagerManager.Log("getSingle");
            //StatisticsManager.GetSingleUserStatisticsAsyncMultipleStats(UsersManager.Users[0].Id, UsersManager.Users[0].UID, ConsoleUtilsManager.PrimaryServiceConfigId(), stats,null);
        }

        /*
         * if (UsersManager.Users.Count == 0)
         *  ManagerManager.Manager.mDebugString = "NO USERS";
         * else
         *  ManagerManager.Manager.mDebugString = "Current user: "******" " + UsersManager.GetAppCurrentUser().GameDisplayName;
         */

        //this is for special case where the sign in dialog is canceled but the callback isn't called
        if (!MicrosoftZig.Inst.mPLM.Constrained && MicrosoftZig.Inst.mPLM.NotConstrainedTimer > 2)
        {
            siDialog = false;
        }
    }