コード例 #1
0
        // called from Start() of a SubState
        public void OnEnterNewSubState(StateInfo in_stateInfo)
        {
            // next sub state is now current sub state
            if (in_stateInfo != null && in_stateInfo.State != null &&
                in_stateInfo.StateId == m_sNextSubStateId)
            {
                GDebug.Log("Time Loading SubState -- " + m_sNextSubStateId + " --- " +
                           (Time.realtimeSinceStartup - m_fOriginalRealTimeSinceStartupSubState));

                m_bLoadingSubState = false;
                m_fOriginalRealTimeSinceStartupSubState = Time.realtimeSinceStartup;

                // current sub state is now the previous
                if (m_currentSubState != null)
                {
                    m_sPreviousSubStateId = m_currentSubState.StateId;
                }
                else
                {
                    m_sPreviousSubStateId = UNDEFINED_STATE;
                }

                m_currentSubState = in_stateInfo;
                m_gameSubStates.Insert(0, in_stateInfo);

                m_sNextSubStateId = UNDEFINED_STATE;

                if (OnSubStateChange != null)
                {
                    OnSubStateChange(m_currentSubState);
                }
            }
        }
コード例 #2
0
        // called from the Start() of a State
        public void OnEnterNewState(StateInfo in_stateInfo)
        {
            // next state is now current state
            if (in_stateInfo != null && in_stateInfo.State != null &&
                in_stateInfo.StateId == m_sNextStateId)
            {
                GDebug.Log("Time Loading -- " + in_stateInfo.StateId + "  " +
                           m_sNextStateId + " --- " + (Time.realtimeSinceStartup - m_fOriginalRealTimeSinceStartup));

                m_bLoading = false;
                m_fOriginalRealTimeSinceStartup = Time.realtimeSinceStartup;

                // current state is now the previous
                m_sPreviousStateId = m_currentState != null ? m_currentState.StateId : UNDEFINED_STATE;

                m_currentState = in_stateInfo;

                m_sNextStateId = UNDEFINED_STATE;

                ResumeState();
            }

            if (OnStateChange != null)
            {
                OnStateChange(m_currentState);
            }
        }
コード例 #3
0
        private void OnFindUserByUniversalIdFailure(int statusCode, int reasonCode, string in_stringData, object in_obj)
        {
            GDebug.Log(string.Format("OnFindUserByUniversalId Failed | {0}  {1}  {2}", statusCode, reasonCode, in_stringData));
            GStateManager.Instance.EnableLoadingSpinner(false);

            switch (reasonCode)
            {
            case ReasonCodes.DATABASE_ERROR:
                HudHelper.DisplayMessageDialog("ERROR", "THE SEARCH OPERATION TIMED OUT, PLEASE TRY AGAIN.", "OK");
                break;

            case ReasonCodes.MINIMUM_SEARCH_INPUT:
                HudHelper.DisplayMessageDialog("ERROR", "INVALID SEARCH CRITERIA. PLEASE ENTER A MINIMUM OF 3 CHARACTERS.", "OK");
                break;
            }
        }
コード例 #4
0
        /// <summary>
        /// Initialized callback
        /// </summary>
        /// <param name="controller"></param>
        /// <param name="extensions"></param>
        public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
        {
            // Purchasing has succeeded initializing. Collect our Purchasing references.
            if (m_enableDebug)
            {
                GDebug.Log("OnInitialized: PASS");
            }

            // Overall Purchasing system, configured with products for this application.
            m_StoreController = controller;
            // Store specific subsystem, for accessing device-specific store features.
            m_StoreExtensionProvider = extensions;

#if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR
            updateStoreProductInfo();
#endif
            CheckAllSubscriptions();
            GEventManager.TriggerEvent(GEventManager.ON_IAP_PRODUCTS_UPDATED);
        }
コード例 #5
0
        private void handlePurchase(string storeProductId, SuccessCallback in_success = null, FailureCallback in_failure = null)
        {
#if BUY_CURRENCY_ENABLED
            // dont process while purchasing
            if (IsPurchasing)
            {
                return;
            }

            m_successCallback = in_success;
            m_failureCallback = in_failure;

            // If Purchasing has been initialized ...
            if (IsInitialized())
            {
#if !STEAMWORKS_ENABLED
                // ... look up the Product reference with the general product identifier and the Purchasing
                // system's products collection.

                Product product = m_StoreController.products.WithID(storeProductId);

                // If the look up found a product for this device's store and that product is ready to be sold ...
                if (product != null && product.availableToPurchase)
                {
                    if (m_enableDebug)
                    {
                        GDebug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
                    }

                    // ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
                    // asynchronously.
                    GStateManager.Instance.EnableLoadingSpinner(true);
                    IsPurchasing = true;
                    m_StoreController.InitiatePurchase(product);
                }
                // Otherwise ...
                else
                {
                    // ... report the product look-up failure situation
                    if (m_enableDebug)
                    {
                        GDebug.LogError("BuyProductIDBuyProductID: FAIL. Not purchasing product, either it's not found or it's not available for purchase.");
                    }

                    if (m_failureCallback != null)
                    {
                        m_failureCallback.Invoke(-1, -1, "{'reason':'BuyProductID: FAIL. Not purchasing product, either it's not found or it's not available for purchase.'}", null);
                    }
                }
#else
                // simulate a successful initiate purchase
                handleProcessPurchase(storeProductId, "");
#endif
            }
            // Otherwise ...
            else
            {
                // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
                // retrying initiailization.
                if (m_enableDebug)
                {
                    GDebug.LogError("BuyProductID FAIL. Not initialized.");
                }

                if (m_failureCallback != null)
                {
                    m_failureCallback.Invoke(-1, -1, "{'reason':'BuyProductID FAIL. Not initialized.'}", null);
                }
            }
#endif
        }
コード例 #6
0
        private void handleProcessPurchase(string in_storeId, string in_receipt = null)
        {
            GStateManager.Instance.EnableLoadingSpinner(false);
            IsPurchasing = false;

            IAPProduct product = GetIAPProductByStoreId(in_storeId);

            if (product != null)
            {
                if (m_enableDebug)
                {
                    GDebug.Log(string.Format("PurchaseProcessingResult with id: {0}", product.StoreProductId));
                }

                //TODO: ADD MORE PLATFORMS[SMRJ]
#if UNITY_IOS
                Dictionary <string, object> jsonMessage = (Dictionary <string, object>)JsonReader.Deserialize(in_receipt);// args.purchasedProduct.receipt);
                // itunes
                Dictionary <string, object> receipt = new Dictionary <string, object>();
                receipt["receipt"] = (string)jsonMessage["Payload"];
                GCore.Wrapper.Client.AppStoreService.VerifyPurchase("itunes", JsonWriter.Serialize(receipt), m_successCallback, m_failureCallback);
#elif UNITY_ANDROID
                Dictionary <string, object> jsonMessage = (Dictionary <string, object>)JsonReader.Deserialize(in_receipt);// args.purchasedProduct.receipt);
                // ANDROID
                Dictionary <string, object> payload = (Dictionary <string, object>)JsonReader.Deserialize((string)jsonMessage["Payload"]);
                Dictionary <string, object> json    = (Dictionary <string, object>)JsonReader.Deserialize((string)payload["json"]);

                Dictionary <string, object> receipt = new Dictionary <string, object>();
                receipt["productId"] = json["productId"];
                receipt["orderId"]   = json["orderId"];
                receipt["token"]     = json["purchaseToken"];
                //receipt["developerPayload"] = json["developerPayload"];

                GCore.Wrapper.Client.AppStoreService.VerifyPurchase("googlePlay", JsonWriter.Serialize(receipt), m_successCallback, m_failureCallback);
#elif UNITY_WEBGL
                // TODO: need to confirm integration
                Dictionary <string, object> jsonMessage = (Dictionary <string, object>)JsonReader.Deserialize(in_receipt);//args.purchasedProduct.receipt);
                Dictionary <string, object> receipt     = new Dictionary <string, object>();
                receipt["signedRequest"] = (string)jsonMessage["Payload"];
                GCore.Wrapper.Client.AppStoreService.VerifyPurchase("facebook", JsonWriter.Serialize(receipt), m_successCallback, m_failureCallback);
#elif STEAMWORKS_ENABLED
                // STEAM
                Dictionary <string, object> purchaseData = new Dictionary <string, object>();
                purchaseData[BrainCloudConsts.JSON_LANGUAGE] = "en"; // TODO get proper language
                purchaseData[BrainCloudConsts.JSON_ITEM_ID]  = product.StoreProductId;

                // steam is a two step process, where you start a purchase, and then finalize it, but we keep these callbacks for later,
                // after processing the start purhcase succesfully
                GCore.Wrapper.Client.AppStoreService.StartPurchase("steam", JsonWriter.Serialize(purchaseData), onSteamStartPurchaseSuccess, m_failureCallback);
#endif
            }
            else
            {
                if (m_enableDebug)
                {
                    GDebug.LogError(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", in_storeId));
                }

                if (m_failureCallback != null)
                {
                    m_failureCallback.Invoke(-1, -1, "{'reason':'ProcessPurchase: FAIL. Unrecognized product' }", null);
                }
            }
        }
コード例 #7
0
 private void OnGetPresenceOfFriendsFailed(int statusCode, int reasonCode, string in_stringData, object in_obj)
 {
     GDebug.Log(string.Format("OnGetPresenceOfFriends Failed | {0}  {1}  {2}", statusCode, reasonCode, in_stringData));
 }
コード例 #8
0
ファイル: GCore.cs プロジェクト: davidstl/examples-unity
        //public Firebase.FirebaseApp FireBase { get; private set; }
#endif
        private IEnumerator StartUpMgrs()
        {
            if (!m_bInitialized)
            {
                Physics.queriesHitTriggers = true;
                // Start up StateMgr
                yield return(YieldFactory.GetWaitForEndOfFrame());

                GDebug.Log("StartupMgrs --- " + GStateManager.Instance.CurrentStateId);

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GEventManager.Instance.StartUp();

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GConfigManager.Instance.StartUp();

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GPlayerMgr.Instance.StartUp();

                // Register our Global BC Error handler
                yield return(YieldFactory.GetWaitForEndOfFrame());

                m_wrapper.Client.EnableNetworkErrorMessageCaching(true);
                m_wrapper.Client.RegisterNetworkErrorCallback(onNetworkError);
                m_wrapper.Client.RegisterGlobalErrorCallback(HandleBrainCloudFailError);

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GSoundMgr.Instance.StartUp();

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GLevelManager.Instance.StartUp();

                yield return(YieldFactory.GetWaitForEndOfFrame());

                GFriendsManager.Instance.StartUp();

#if UNITY_ANDROID
                /*
                 * Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task => {
                 * var dependencyStatus = task.Result;
                 * if (dependencyStatus == Firebase.DependencyStatus.Available)
                 * {
                 * // Create and hold a reference to your FirebaseApp, i.e.
                 * FireBase = Firebase.FirebaseApp.DefaultInstance;
                 * // Set a flag here indicating that Firebase is ready to use by your
                 * // application.
                 * }
                 * else
                 * {
                 * GDebug.LogError(System.String.Format(
                 * "Could not resolve all Firebase dependencies: {0}", dependencyStatus));
                 * // Firebase Unity SDK is not safe to use here.
                 * }
                 * });
                 */
#elif STEAMWORKS_ENABLED
                GSteamAuthManager.Instance.StartUp();
                GSteamAuthManager.Instance.SetupSteamManager();
                yield return(YieldFactory.GetWaitForSeconds(0.15f));
#endif
            }

            yield return(YieldFactory.GetWaitForEndOfFrame());

            m_bInitialized = true;
        }