//----------------------------------------------------------------------------------------------------------------- // After return from web-site back to game send Facebook/Twitter request to check if player likes/follows that site. // Note: Maybe better 'OnApplicationFocus' isn't called on iOS so we were forced to use 'OnApplicationPause' // which is called on both platforms. //----------------------------------------------------------------------------------------------------------------- void OnApplicationPause(bool pause) { // Debug.Log( "CAPA : GuiScreenBank : OnApplicationPause( " + Pause + " )" ); // not unpaused if (pause) { return; } // not visiting yet unrewarded site if ((m_VisitingSite == null) || (m_VisitingSite.m_Rewarded == true)) { return; } // // waiting for result of attempt to login Twitter/Facebook... // if ( m_WaitForLogin > 0.0f ) // { // // at this point we returned to app from login-dialog but still waiting for the result --> // m_WaitForLogin = Mathf.Min( 15.0f, m_WaitForLogin ); // --> "reduce" waiting time to "reasonable" value // // // Debug.Log( "CAPA : GuiScreenBank : OnApplicationPause : Still Waiting( " + m_WaitForLogin + " )" ); // } // else // done so check if user is liking/following corresponding site... if (m_LoggedIn) { m_LoggedIn = false; string msg = TextDatabase.instance[TextID_CheckingStatus]; Notification.Show(string.Empty, msg, false); if (m_VisitingSite.m_FBSite) { // Debug.Log( "CAPA : GuiScreenBank : OnApplicationPause : Checking 'like' status..." ); FacebookPlugin.Instance.GetUserLike(m_VisitingSite.m_ID, this.OnUserLikeResult); } else { // Debug.Log( "CAPA : GuiScreenBank : OnApplicationPause : Checking 'follow' status..." ); TwitterUtils.DoesUserFollow(m_VisitingSite.m_ID, this.OnStatusCheckResult); } } }