public void Init(GameSparksController.GameSparksStatusCallback gameSparksStatusCallback) { DebugTool.Instance().SetMessage(new DebugMessage("Fake | No GameSparks connection for now...", DebugMessageType.Warning)); StartCoroutine(GameSparksAvailable((isAvailable) => { if (isAvailable) { DebugTool.Instance().SetMessage(new DebugMessage("Fake | GameSparks Connected...", DebugMessageType.Message)); } else { DebugTool.Instance().SetMessage(new DebugMessage("Fake | GameSparks Disconnected...", DebugMessageType.Warning)); } gameSparksStatusCallback(isAvailable); })); }
public void Init(GameSparksController.GameSparksStatusCallback gameSparksStatusCallback) { // we wont immediately have connection, so at the start of the lobby we will set the connection status to show this DebugTool.Instance().SetMessage(new DebugMessage("No Connection...", DebugMessageType.Warning)); GS.GameSparksAvailable += (isAvailable) => { if (isAvailable) { DebugTool.Instance().SetMessage(new DebugMessage("GameSparks Connected...", DebugMessageType.Message)); } else { DebugTool.Instance().SetMessage(new DebugMessage("GameSparks Disconnected...", DebugMessageType.Warning)); } gameSparksStatusCallback(isAvailable); }; }