public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score) { if (!GameAnalyticsSDK.GameAnalytics._hasInitializeBeenCalled) { return; } GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score, null); }
/// <summary> /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place. /// </summary> /// <param name="progressionStatus">Status of added progression.</param> /// <param name="progression01">1st progression (e.g. world01).</param> /// <param name="progression02">2nd progression (e.g. level01).</param> /// <param name="progression03">3rd progression (e.g. phase01).</param> /// <param name="score">The player's score.</param> public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score) { if (!GameAnalytics._hasInitializeBeenCalled) { Debug.LogWarning("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW"); } GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score); }
/// <summary> /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place. /// </summary> /// <param name="progressionStatus">Status of added progression.</param> /// <param name="progression01">1st progression (e.g. world01).</param> /// <param name="progression02">2nd progression (e.g. level01).</param> public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02) { if (!GameAnalytics._hasInitializeBeenCalled) { Debug.LogError("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW"); return; } GA_Progression.NewEvent(progressionStatus, progression01, progression02, null); }
public static void NewProgressionEvent( GAProgressionStatus progressionStatus, string progression01) { if (!GameAnalytics._hasInitializeBeenCalled) { return; } GA_Progression.NewEvent(progressionStatus, progression01, (IDictionary <string, object>)null); }
public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score) { if (!_hasInitializeBeenCalled) { UnityEngine.Debug.LogError("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW"); } else { GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score, null); } }
/// <summary> /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place. /// </summary> /// <param name="progressionStatus">Status of added progression.</param> /// <param name="progression01">1st progression (e.g. world01).</param> /// <param name="progression02">2nd progression (e.g. level01).</param> /// <param name="progression03">3rd progression (e.g. phase01).</param> /// <param name="score">The player's score.</param> public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02, string progression03, int score) { GA_Progression.NewEvent(progressionStatus, progression01, progression02, progression03, score); }
/// <summary> /// Measure player progression in the game. It follows a 3 hierarchy structure (world, level and phase) to indicate a player's path or place. /// </summary> /// <param name="progressionStatus">Status of added progression.</param> /// <param name="progression01">1st progression (e.g. world01).</param> /// <param name="progression02">2nd progression (e.g. level01).</param> public static void NewProgressionEvent(GAProgressionStatus progressionStatus, string progression01, string progression02) { GA_Progression.NewEvent(progressionStatus, progression01, progression02); }