/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; // Apply changes to API host to Config setting string roarUrl = roarAPIUrl.ToLower(); Config.RoarAPIUrl = roarUrl; Config.IsDebug = debug; RequestSender api = new RequestSender(config, this, logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends(webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user, datastore, logger); properties = new Roar.implementation.Components.Properties(datastore); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI, datastore, logger); inventory = new Roar.implementation.Components.Inventory(webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data(webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop(webAPI.shop, datastore, logger); tasks = new Roar.implementation.Components.Tasks(webAPI.tasks, datastore); gifts = new Roar.implementation.Components.Gifts(webAPI.mail, datastore, logger); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase(webAPI.appstore, "Roar", logger, appstoreSandbox); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public MockRequestSender(Roar.IConfig config, IUnityObject unity_object, Roar.ILogger logger) : base(config, unity_object, logger) { responses = new Hashtable(); }
public RequestSender( Roar.IConfig config, IUnityObject unityObject, Roar.ILogger logger ) { this.config=config; this.unityObject = unityObject; this.logger = logger; }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; RequestSender api = new RequestSender(config,this,logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends( webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI,datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data( webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); tasks = new Roar.implementation.Components.Tasks( webAPI.tasks, datastore ); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; switch (xmlParser) { case XMLType.System: IXMLNodeFactory.instance = new SystemXMLNodeFactory(); break; case XMLType.Lightweight: IXMLNodeFactory.instance = new XMLNodeFactory(); break; } RequestSender api = new RequestSender(config,this,logger); datastore = new Roar.implementation.DataStore(api, logger); webAPI = new global::WebAPI(api); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); actions = new Roar.implementation.Components.Actions( webAPI.tasks, datastore ); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public RequestSender(Roar.IConfig config, IUnityObject unityObject, Roar.ILogger logger) { this.config = config; this.unityObject = unityObject; this.logger = logger; }