コード例 #1
0
 private void StartInitialize()
 {
     this.m_subscribeTimeout       = 0f;
     this.m_state                  = FriendsAPIState.INITIALIZING;
     this.m_maxFriends             = 0;
     this.m_maxReceivedInvitations = 0;
     this.m_maxSentInvitations     = 0;
     this.m_friendsCount           = 0;
     this.m_updateList             = new List <BattleNet.FriendsUpdate>();
     this.m_friendEntityId         = new Map <BnetEntityId, Map <ulong, EntityId> >();
 }
コード例 #2
0
 public override void Process()
 {
     base.Process();
     if (this.m_state == FriendsAPIState.INITIALIZING)
     {
         this.m_subscribeTimeout += UnityEngine.Time.deltaTime;
         if (this.m_subscribeTimeout >= this.InitializeTimeOut)
         {
             this.m_state = FriendsAPIState.FAILED_TO_INITIALIZE;
             base.ApiLog.LogWarning("Battle.net Friends API C#: Initialize timed out.");
         }
     }
 }
コード例 #3
0
 private void SubscribeToFriendsCallback(RPCContext context)
 {
     if (this.m_state == FriendsAPIState.INITIALIZING)
     {
         if (context.Header.Status == 0)
         {
             this.m_state = FriendsAPIState.INITIALIZED;
             base.ApiLog.LogDebug("Battle.net Friends API C#: Initialized.");
             SubscribeToFriendsResponse response = SubscribeToFriendsResponse.ParseFrom(context.Payload);
             this.ProcessSubscribeToFriendsResponse(response);
         }
         else
         {
             this.m_state = FriendsAPIState.FAILED_TO_INITIALIZE;
             base.ApiLog.LogWarning("Battle.net Friends API C#: Failed to initialize.");
         }
     }
 }