コード例 #1
0
    //--------------------------------------
    // Connection
    //--------------------------------------

    public void Connect()
    {
        if (!_IsInitedCalled)
        {
            Init();
        }

        if (_ConnectionSate == UM_ConnectionState.CONNECTED || _ConnectionSate == UM_ConnectionState.CONNECTING)
        {
            return;
        }

        switch (Application.platform)
        {
        case RuntimePlatform.IPhonePlayer:
            GameCenterManager.Init();
            break;

        case RuntimePlatform.Android:
            if (UltimateMobileSettings.Instance.PlatformEngine == UM_PlatformDependencies.Amazon)
            {
                SA_AmazonGameCircleManager.Instance.Connect();
            }
            else
            {
                GooglePlayConnection.Instance.Connect();
            }
            break;
        }

        SetConnectionState(UM_ConnectionState.CONNECTING);
    }
コード例 #2
0
    //private string TEST_ACHIEVEMENT_1_ID = "com.bocean.game.casinoslots2.mega_jackpot_win";
    //private string TEST_ACHIEVEMENT_2_ID = "com.bocean.game.casinoslots2.lucky_jackpot_win";
    //private string TEST_ACHIEVEMENT_3_ID = "com.bocean.game.casinoslots2.jackpot_win";
    //private string TEST_ACHIEVEMENT_4_ID = "com.bocean.game.casinoslots2.lucky_jewel_win";
    //private string TEST_ACHIEVEMENT_5_ID = "com.bocean.game.casinoslots2.lucky_seven_win";
    //private string TEST_ACHIEVEMENT_6_ID = "com.bocean.game.casinoslots2.4_of_a_kind";
    //private string TEST_ACHIEVEMENT_7_ID = "com.bocean.game.casinoslots2.full_house";
    //private string TEST_ACHIEVEMENT_8_ID = "com.bocean.game.casinoslots2.two_pairs";
    //private string TEST_ACHIEVEMENT_9_ID = "com.bocean.game.casinoslots2.3_of_a_kind";
    //private string TEST_ACHIEVEMENT_10_ID = "com.bocean.game.casinoslots2.pair_win";

    void Start()
    {
        if (!IsInitialized)
        {
            //Achievement registration. If you skip this step GameCenterManager.achievements array will contain only achievements with reported progress
            //GameCenterManager.RegisterAchievement (TEST_ACHIEVEMENT_1_ID);
            //GameCenterManager.RegisterAchievement (TEST_ACHIEVEMENT_2_ID);


            //Listen for the Game Center events
            //GameCenterManager.OnAchievementsProgress += HandleOnAchievementsProgress;
            //GameCenterManager.OnAchievementsReset += HandleOnAchievementsReset;
            //.OnAchievementsLoaded += OnAchievementsLoaded;


            GameCenterManager.OnScoreSubmitted       += OnScoreSubmitted;
            GameCenterManager.OnLeadrboardInfoLoaded += OnLeadrboardInfoLoaded;

            GameCenterManager.OnAuthFinished += OnAuthFinished;

            //Initializing Game Center class. This action will trigger authentication flow
            GameCenterManager.Init();
            IsInitialized = true;
        }
    }
コード例 #3
0
    void Awake()
    {
        GameCenterManager.OnAuthFinished += HandleOnAuthFinished;

        //Initializing Game Center class. This action will trigger authentication flow
        GameCenterManager.Init();
    }
コード例 #4
0
    //--------------------------------------
    // Connection
    //--------------------------------------

    public void Connect()
    {
        if (!_IsInitedCalled)
        {
            Init();
        }

        if (_ConnectionSate == UM_ConnectionState.CONNECTED || _ConnectionSate == UM_ConnectionState.CONNECTING)
        {
            return;
        }

        switch (Application.platform)
        {
        case RuntimePlatform.IPhonePlayer:
            GameCenterManager.Init();
            break;

        case RuntimePlatform.Android:
            GooglePlayConnection.Instance.Connect();
            break;
        }

        _ConnectionSate = UM_ConnectionState.CONNECTING;
    }
コード例 #5
0
    //--------------------------------------
    // INITIALIZE
    //--------------------------------------

    void Awake()
    {
        GameCenterManager.Init();

        GameCenter_RTM.ActionMatchStarted       += HandleActionMatchStarted;
        GameCenter_RTM.ActionPlayerStateChanged += HandleActionPlayerStateChanged;
        GameCenter_RTM.ActionDataReceived       += HandleActionDataReceived;
    }
コード例 #6
0
ファイル: GameSavesExample.cs プロジェクト: Gr1nS1de/hg-01
    //--------------------------------------
    //  PUBLIC METHODS
    //--------------------------------------

    void OnGUI()
    {
        UpdateToStartPos();

        GUI.Label(new Rect(StartX, StartY, Screen.width, 40), "GameCenter Game Saves", style);

        StartY += YLableStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Init"))
        {
            GameCenterManager.OnAuthFinished += HandleOnAuthFinished;
            GameCenterManager.Init();
        }

        StartY += YButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Save Game"))
        {
            Save(test_name);
        }

        StartX += XButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Save Game 2"))
        {
            Save(test_name_2);
        }

        StartX  = XStartPos;
        StartY += YButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Fetch Saved Games"))
        {
            Fetch();
        }

        StartX += XButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Load Saved Game"))
        {
            Load();
        }

        StartX  = XStartPos;
        StartY += YButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Delete Saved Game"))
        {
            Delete(test_name);
        }

        StartX += XButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Delete Saved Game 2"))
        {
            Delete(test_name_2);
        }

        StartX  = XStartPos;
        StartY += YButtonStep;
        if (GUI.Button(new Rect(StartX, StartY, buttonWidth, buttonHeight), "Resolve Conflicts"))
        {
            ResolveConflicts();
        }
    }
コード例 #7
0
 public static GameCenterManager GetInstance()
 {
     if (gameCenterManager == null)
     {
         gameCenterManager = new GameCenterManager();
         gameCenterManager.Init();
     }
     return(gameCenterManager);
 }
コード例 #8
0
    void Awake()
    {
        GameCenterManager.OnAuthFinished += OnAuthFinished;



        GameCenterManager.OnScoresListLoaded += OnScoresListLoaded;

        //Initializing Game Center class. This action will trigger authentication flow
        GameCenterManager.Init();
    }
コード例 #9
0
    //--------------------------------------
    // INITIALIZE
    //--------------------------------------

    void Awake()
    {
        GameCenterManager.Init();

        GameCenter_RTM.ActionMatchStarted       += HandleActionMatchStarted;
        GameCenter_RTM.ActionPlayerStateChanged += HandleActionPlayerStateChanged;
        GameCenter_RTM.ActionDataReceived       += HandleActionDataReceived;


        GameCenterInvitations.ActionPlayerRequestedMatchWithRecipients += HandleActionPlayerRequestedMatchWithRecipients;
        GameCenterInvitations.ActionPlayerAcceptedInvitation           += HandleActionPlayerAcceptedInvitation;
    }
コード例 #10
0
    void Awake()
    {
        if (!IsInitialized)
        {
            //Initializing Game Center class. This action will trigger authentication flow
            GameCenterManager.Init();
            GameCenterManager.OnAuthFinished += OnAuthFinished;
            IsInitialized = true;
        }

        int ROLE_WIZARD = 0x4;         // 100 in binary

        GameCenter_RTM.Instance.SetPlayerAttributes(ROLE_WIZARD);



        //Required
        int minPlayers = 2;
        int maxPlayers = 2;

        //Optionally you can provide and invitation message
        string invitationMessage = "Come play with me, bro.";

        //Optinally you can predefine invited friends list to the match
        //Teh code bellow assumes that player has atleast one friend, and you already loaded the friend list
        //so we can send an invite to the first player in the firendlist
        string[] invitations = new string[] { GameCenterManager.FriendsList[0] };


        GameCenter_RTM.Instance.FindMatchWithNativeUI(minPlayers, maxPlayers, invitationMessage, invitations);

        GK_Player player = GameCenterManager.Player;

        player.OnPlayerPhotoLoaded += HandleOnPlayerPhotoLoaded;
        player.LoadPhoto(GK_PhotoSize.GKPhotoSizeNormal);

        GameCenter_RTM.ActionMatchStarted += HandleActionMatchStarted;
        GameCenterInvitations.ActionPlayerRequestedMatchWithRecipients += HandleActionPlayerRequestedMatchWithRecipients;
        GameCenterInvitations.ActionPlayerAcceptedInvitation           += HandleActionPlayerAcceptedInvitation;


        GameCenter_RTM.ActionNearbyPlayerStateUpdated += HandleActionNearbyPlayerStateUpdated;
        GameCenter_RTM.Instance.StartBrowsingForNearbyPlayers();
    }
コード例 #11
0
    void Start()
    {
        GameCenterManager.OnAuthFinished   += OnAuthFinished;
        GameCenterManager.OnScoreSubmitted += OnScoreSubmitted;

        GameCenterManager.OnAchievementsProgress += HandleOnAchievementsProgress;
        GameCenterManager.OnAchievementsReset    += HandleOnAchievementsReset;
        GameCenterManager.OnAchievementsLoaded   += OnAchievementsLoaded;

        //Achievement registration. If you skip this step GameCenterManager.achievements array will contain only achievements with reported progress
        GameCenterManager.RegisterAchievement(TEST_ACHIEVEMENT_1_ID);
        GameCenterManager.RegisterAchievement(TEST_ACHIEVEMENT_2_ID);

        GameCenterManager.OnGameCenterViewDismissed += GameCenterManager_OnGameCenterViewDismissed;



        //Initializing Game Center class. This action will trigger authentication flow
        GameCenterManager.Init();
    }
コード例 #12
0
    void Awake()
    {
        if (!gcIsInitialized)
        {
            //Achievement registration. If you skip this step GameCenterManager.achievements array will contain only achievements with reported progress
            //GameCenterManager.RegisterAchievement ("wjfirstswap");
            //GameCenterManager.RegisterAchievement (TEST_ACHIEVEMENT_2_ID);

            //Listen for the Game Center events
//			GameCenterManager.OnAchievementsProgress += HandleOnAchievementsProgress;
//			GameCenterManager.OnAchievementsReset += HandleOnAchievementsReset;
//			GameCenterManager.OnPlayerScoreLoaded += HandleOnPlayerScoreLoaded;
//			GameCenterManager.OnPlayerScoreLoaded += OnPlayerScoreLoaded;
            GameCenterManager.OnAuthFinished += OnAuthFinished;
//			GameCenterManager.OnAchievementsLoaded += OnAchievementsLoaded;

            //Initializing Game Center class. This action will trigger authentication flow
            GameCenterManager.Init();
            gcIsInitialized = true;
        }
    }
コード例 #13
0
    //--------------------------------------
    // INITIALIZE
    //--------------------------------------

    void Awake()
    {
        instance = this;


        GameCenterManager.OnAuthFinished += OnAuthFinished;
        GameCenterManager.Init();



        b         = gameObject.AddComponent <ConnectionButton> ();
        b.enabled = false;

        d         = gameObject.AddComponent <DisconnectButton> ();
        d.enabled = false;

        m         = gameObject.GetComponent <ClickManagerExample> ();
        m.enabled = false;


        GameCenter_RTM.ActionPlayerStateChanged += HandleActionPlayerStateChanged;;
        GameCenter_RTM.ActionMatchStarted       += HandleActionMatchStarted;
    }
コード例 #14
0
ファイル: JSHelper.cs プロジェクト: joselpc84/MemoriaGame
    //--------------------------------------
    // INITIALIZE
    //--------------------------------------



    void InitGameCneter()
    {
        //Achievement registration. If you will skipt this step GameCenterManager.achievements array will contain only achievements with reported progress
        GameCenterManager.RegisterAchievement(TEST_ACHIEVEMENT_1_ID);
        GameCenterManager.RegisterAchievement(TEST_ACHIEVEMENT_2_ID);


        //Listen for the Game Center events
        GameCenterManager.OnAchievementsLoaded   += HandleOnAchievementsLoaded;
        GameCenterManager.OnAchievementsProgress += HandleOnAchievementsProgress;
        GameCenterManager.OnAchievementsReset    += HandleOnAchievementsReset;


        GameCenterManager.OnPlayerScoreLoaded += HandleOnPlayerScoreLoaded;
        GameCenterManager.OnAuthFinished      += HandleOnAuthFinished;


        DontDestroyOnLoad(gameObject);

        GameCenterManager.Init();

        Debug.Log("InitGameCenter");
    }