private void ActionNode13_resultCallback(PlayFab.ClientModels.LoginResult result) { ActionNode13_result = result; // PublishEventNode var PublishEventNode15_Event = new UserLoggedIn(); System.Publish(PublishEventNode15_Event); PublishEventNode15_Result = PublishEventNode15_Event; }
//Playfab account created with Facebook account private void OnCreatePlayfabFacebookAccountSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("PlayFab Account created with Facebook. Session ticket: " + result.SessionTicket); mainLoginPanel.SetActive(false); usernameInputPanel.SetActive(true); FB.API("/me/picture?type=square&height=128&width=128", HttpMethod.GET, SetFBProfilePicToPlayfab); isOnline = true; }
/// <summary> /// Login Successfully - Goes to next screen. /// </summary> /// <param name="result"></param> private void OnLoginSuccess(PlayFab.ClientModels.LoginResult result) { Debug.LogFormat("Logged In as: {0}", result.PlayFabId); StatusText.text = ""; LoginPanel.SetActive(false); LoggedinPanel.SetActive(true); UserName.text = result.InfoResultPayload.AccountInfo.Username ?? result.PlayFabId; }
private void OnFrictionlessLoginMobileSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("Loggged in, API called successfully. Login method: Device ID"); mainLoginPanel.SetActive(false); gameModePanel.SetActive(true); GetPlayerCombinedInfo(); LoggedInDialog.SetActive(true); isOnline = true; }
// When processing both results, we just set the message, explaining what's going on. private void OnPlayfabFacebookAuthComplete(LoginResult result) { SetMessage("PlayFab Facebook Auth Complete. Session ticket: " + result.SessionTicket); if (rememberMe) { SetPlayerPrefs(PlayFabSettings.TitleId, AccessToken.CurrentAccessToken.TokenString); } LoadSceneOnLoginSuccess(); }
private void OnPlayfabDeviceAuthComplete(LoginResult result) { isLoggingIn = false; onSuccess.Invoke(); SaveLoginType(LoginType.Device); IsLoggedIn = true; PlayFabId = result.PlayFabId; EntityToken = result.EntityToken; }
private void OnLoginEmailSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("Congratulations, API called successfully. Login method: Email"); // GetPlayerCombinedInfo(); Alerts a = new Alerts(); StartCoroutine(a.CreateNewAlert(userName.text + ", you have logged in!")); SceneManager.LoadScene(SceneToLoad); }
private void OnPlayFabLoginResult(PlayFab.ClientModels.LoginResult result) { GameState.Instance.PlayFabUserId = result.PlayFabId; Debug.Log("User is now logged into PlayFab with the following result: " + result.PlayFabId); // TODO: Add the story scene and bulliten message scene (info message is something I might need all users to be aware ASAP) // to the list of possible sceens shown right after splash GameManager.Instance.LoadNextScene(false, true); }
private void OnLoginEmailSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("Congratulations, API called successfully. Login method: Email"); LinkDevice(); mainLoginPanel.SetActive(false); gameModePanel.SetActive(true); GetPlayerCombinedInfo(); LoggedInDialog.SetActive(true); isOnline = true; }
private void Callback_LoginSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("Playfab ID: " + result.PlayFabId + "\nLast Login Time: " + result.LastLoginTime); //Populate database with player-specific information Database.Instance.InitPlayer(); //Go to Main Menu MenuManager.Instance.GoToScreen("LoadingScreen"); }
private void OnPlayfabFacebookAuthComplete(PlayFab.ClientModels.LoginResult result) { Debug.Log("PlayFab Facebook Auth Complete. Session ticket: " + result.SessionTicket); LinkDevice(); mainLoginPanel.SetActive(false); FB.API("/me/picture?type=square&height=128&width=128", HttpMethod.GET, SetFBProfilePicToPlayfab); gameModePanel.SetActive(true); GetPlayerCombinedInfo(); LoggedInDialog.SetActive(true); isOnline = true; }
//if new Guest account successfully created with this device id private void OnCreateLoginGuestSuccess(PlayFab.ClientModels.LoginResult result) { Debug.Log("Loggged in, API called successfully. Login method: Guest - Device ID"); mainLoginPanel.SetActive(false); gameModePanel.SetActive(true); Text userName = LoggedInDialog.GetComponent <Text>(); userName.text = "Guest"; LoggedInDialog.SetActive(true); isOnline = true; }
///OnLoginSuccess(PlayFab.ClientModels.LoginResult) /// <summary> /// Message on successful Login /// </summary> /// <param name="result"></param> /// Pre-Condition: None. /// Post-Condition: Inform User that they have logged in. private void OnLoginSuccess(PlayFab.ClientModels.LoginResult result) { //Dubug Message Debug.LogFormat("Logged In as : {0}", result.PlayFabId); //Show our next screen if we logged in successfully. RegisterPanel.SetActive(false); SelectScene.SetActive(true); //Hide CurrentScene CurrentPanel.SetActive(false); }
private void OnLoginSuccess(LoginResult result) { Debug.Log("Congratulations, you have been logged in successfully!"); if (validEmail && rememberMe) { PlayerPrefs.SetString("EMAIL", userEmail.text); PlayerPrefs.SetString("PASSWORD", userPassword.text); PlayerPrefs.SetInt("LOGINONCE", 1); } LoadSceneOnLoginSuccess(); }
private void OnLoginSuccess(PlayFab.ClientModels.LoginResult result) { Debug.LogFormat("Logged In as: " + result.PlayFabId); #if UNITY_FACEBOOK FB.API("/Me?fields=first_name", HttpMethod.GET, DisplayUserName); #endif #if !UNITY_FACEBOOK GetAccountInfo(); #endif }
private void PlayFabLoginSucessCallBack(PlayFab.ClientModels.LoginResult playfabLoginResult) { Debug.Log("Sucesso ao Logar no PlayFab."); //Armazena o Id do PlayFab na classe estática e com isso é possível utilizar esses dados em outros scripts. FacebookAndPlayFabInfo.userPlayFabId = playfabLoginResult.PlayFabId; //Utiliza o SDK do Facebook para consultar os dados, indicando a função de callback. O valor "/me" indica //que estou buscando os dados do usuário que está logado. O valor HttpMethod.GET indica que a nossa chamada ao //facebook tem a intenção de somente coletar dados. FB.API("/me", HttpMethod.GET, CollectLoggedUserInfoCallback); }
///OnLoginSuccess(PlayFab.ClientModels.LoginResult) /// <summary> /// Message on successful Register /// </summary> /// <param name="result"></param> /// Pre-Condition: None. /// Post-Condition: Inform User that they have succesfully register a new PlayFab account. private void OnRegisterSuccess(PlayFab.ClientModels.LoginResult result) { //Dubug Message Debug.LogFormat("Created PlayFab ID as : {0}", result.PlayFabId); //Hide Register Panel, bring back the title screen RegisterPanel.SetActive(false); //Buttons for login and register LoginCarrot.gameObject.SetActive(true); RegisterCarrot.gameObject.SetActive(true); }
/// <summary> /// Login Successfully - Goes to next screen. /// </summary> /// <param name="result"></param> private void OnLoginSuccess(PlayFab.ClientModels.LoginResult result) { Debug.LogFormat("Logged In as: {0}", result.PlayFabId); Panel.SetActive(false); PlayFabManager.IsLoggedIn = true; PlayFabManager.LoadUserData(); PlayFabManager.LoadAccountData(); PlayFabManager.LoadTitleData(); GameManager.GoToMainMenu(); }
public static void LoginCallBack(LoginResult loginResult) { // CLIENT PfSharedModelEx.globalClientUser.playFabId = loginResult.PlayFabId; PfSharedControllerEx.PostEventMessage(PfSharedControllerEx.EventType.OnUserLogin, loginResult.PlayFabId, null, PfSharedControllerEx.Api.Client, false); var clientRequest = new ListUsersCharactersRequest(); PlayFabClientAPI.GetAllUsersCharacters(clientRequest, ClientCharCallBack, PfSharedControllerEx.FailCallback("C_GetAllUsersCharacters")); // SERVER PfSharedModelEx.serverUsers.Add(loginResult.PlayFabId, PfSharedModelEx.globalClientUser); // Ensure that they share the same object reference var serverRequest = new ServerModels.ListUsersCharactersRequest(); serverRequest.PlayFabId = loginResult.PlayFabId; PlayFabServerAPI.GetAllUsersCharacters(serverRequest, ServerCharCallBack, PfSharedControllerEx.FailCallback("S_GetAllUsersCharacters")); }
/// <summary> /// Called on a successful login attempt /// </summary> /// <param name="result">Result object returned from PlayFab server</param> private static void OnLoginResult(PlayFab.ClientModels.LoginResult result) //LoginResult { PF_PlayerData.PlayerId = result.PlayFabId; if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer || Application.isEditor) { if (usedManualFacebook) { LinkDeviceId(); usedManualFacebook = false; } } PF_Bridge.RaiseCallbackSuccess(string.Empty, PlayFabAPIMethods.GenericLogin, MessageDisplayStyle.none); if (OnLoginSuccess != null) { OnLoginSuccess(string.Format("SUCCESS: {0}", result.SessionTicket), MessageDisplayStyle.error); } }
private void OnPlayfabFacebookAuthComplete(LoginResult result) { // Store identity and session _playFabId = result.PlayFabId; _sessionTicket = result.SessionTicket; RememberMeId = Guid.NewGuid().ToString(); AuthType = Authtypes.FaceBook; // Fire and forget, but link a custom ID to this PlayFab Account. PlayFabClientAPI.LinkCustomID( new LinkCustomIDRequest { CustomId = RememberMeId, ForceLink = ForceLink }, null, // Success callback null // Failure callback ); OnLoginSuccess(result); }
/// <summary> /// Called on a successful login attempt /// </summary> /// <param name="result">Result object returned from PlayFab server</param> private void OnLoginResult(PlayFab.ClientModels.LoginResult result) //LoginResult { //PF_PlayerData.PlayerId = result.PlayFabId; if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer || Application.isEditor) { //if (usedManualFacebook) //{ // LinkDeviceId(); // usedManualFacebook = false; //} } Debug.Log("OnLoginResult"); GetUserAccountInfo(); //PF_Bridge.RaiseCallbackSuccess(string.Empty, PlayFabAPIMethods.GenericLogin, MessageDisplayStyle.none); //PF_PubSub.currentEntity = new PlayFab.Sockets.Models.EntityKey() { // Type = result.EntityToken.Entity.Type, // Id = result.EntityToken.Entity.Id //}; //PF_PubSub.InitializePubSub(); //if (OnLoginSuccess != null) // OnLoginSuccess(string.Format("SUCCESS: {0}", result.SessionTicket), MessageDisplayStyle.error); }
private static PlayFabClientAPI.LoginWithCustomIDResponseCallback _onResponseLogin = OnResponse_StaticLogin; // Static methods can be cast once and saved as a static variable private static void OnResponse_StaticLogin(string url, int callId, LoginWithCustomIDRequest request, LoginResult result, PlayFabError error, object customData) { callbacks.Add("OnResponse_StaticLogin"); }
private void OnSuccessLocal(LoginResult result) { callbacks.Add("OnSuccessLocal"); }
private void TestStaticCallbacks_LocalCallback(LoginResult result) { var testContext = (UUnitTestContext)result.CustomData; // NOTE: This depends on the global callbacks happening before the local callback CheckCallbacks(testContext, "OnResponse_StaticGl", callbacks); CheckCallbacks(testContext, "OnResponse_StaticLogin", callbacks); testContext.IntEquals(2, callbacks.Count, string.Join(", ", callbacks.ToArray())); testContext.EndTest(UUnitFinishState.PASSED, null); EventStaticListener.Unregister(); }
// When processing both results, we just set the message, explaining what's going on. public void OnPlayfabFacebookAuthComplete(LoginResult result) { Debug.Log("PlayFab Facebook Auth Complete. Session ticket: " + result.SessionTicket); user.GetPlayerProfile(); }
private void LoginCallback(LoginResult result) { playFabId = result.PlayFabId; lastReceivedMessage = "Login Successful"; }
private void TestInstCallbacks_GeneralOnlyCallback(LoginResult result) { var testContext = (UUnitTestContext)result.CustomData; testContext.True(callbacks.Contains("OnResponse_InstGl"), string.Join(", ", callbacks.ToArray())); // NOTE: This depends on the global callbacks happening before the local callback testContext.True(callbacks.Contains("OnResponse_InstLogin"), string.Join(", ", callbacks.ToArray())); // NOTE: This depends on the global callbacks happening before the local callback testContext.IntEquals(2, callbacks.Count, string.Join(", ", callbacks.ToArray())); testContext.EndTest(UUnitFinishState.PASSED, null); _listener.Unregister(); }
private void AdvertLoginCallback(LoginResult result) { _playFabId = result.PlayFabId; var testContext = (UUnitTestContext)result.CustomData; testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "User login failed"); // TODO: // testContext.StringEquals(PlayFabSettings.AD_TYPE_ANDROID_ID + "_Successful", PlayFabSettings.AdvertisingIdType); testContext.EndTest(UUnitFinishState.PASSED, null); }
private void InvalidLoginCallback(LoginResult result) { ((UUnitTestContext)result.CustomData).Fail("Login was not expected to pass."); }
// callback function if player login is successful public void OnLoginResult(LoginResult result){ PlayFabGameBridge.gameState = 3; // switch to playing the game; hide this dialog Time.timeScale = 1.0f; // unpause... Application.LoadLevel (nextScene); PlayFabData.AuthKey = PlayFabClientAPI.AuthKey; }
// callback function if player login is successful public void OnLoginResult(LoginResult result) { PlayFabGameBridge.gameState = 3; // switch to playing the game; hide this dialog Time.timeScale = 1.0f; // unpause... PlayFabData.AuthKey = result.SessionTicket; }
protected virtual void OnPlayFabLoginSuccess(PlayFab.ClientModels.LoginResult obj) { Debug.Log("MetaLoopGameManager OnPlayFabLoginSuccess, Downloading TitleData..."); DownloadTitleData(); }
void OnLogin(PlayFab.ClientModels.LoginResult result) { entityId = result.EntityToken.Entity.Id; entityType = result.EntityToken.Entity.Type; }
private static PlayFabClientAPI.LoginWithEmailAddressResponseCallback _onApiResponseStLogin = OnApiResponse_StLogin; // Static methods can be cast once and saved as a static variable private static void OnApiResponse_StLogin(string url, int callId, LoginWithEmailAddressRequest request, LoginResult result, PlayFabError error, object customData) { var delta = DateTime.UtcNow - CallTimes_StLogin[callId]; Debug.Log(url + " completed in " + delta.TotalMilliseconds + " - _StLogin"); CallTimes_StLogin.Remove(callId); }
public static void LoginWithSteamResultAction(LoginResult result, CallRequestContainer requestContainer) { _authKey = result.SessionTicket ?? _authKey; MultiStepClientLogin(result.SettingsForUser.NeedsAttribution); }
protected void OnLoginSuccess(PlayFab.ClientModels.LoginResult result) { m_PlayFabID = result.PlayFabId; Debug.Log("PlayFabID: " + m_PlayFabID); GetPlayerData(); }
// When processing both results, we just set the message, explaining what's going on. private void OnPlayfabFacebookAuthComplete(LoginResult result) { SetMessage("PlayFab Facebook Auth Complete. Session ticket: " + result.SessionTicket); }
//process the login result and all user data retrieved from PlayFab, such as //user inventory with purchased products, virtual currency balances and title data private static void OnLoggedIn(PlayFab.ClientModels.LoginResult result) { instance.loginResult = null; userId = result.PlayFabId; bool skipPayload = result.InfoResultPayload == null ? true : false; if (IAPManager.isDebug) { Debug.Log("Got PlayFabID: " + userId + (result.NewlyCreated ? " (new account)" : " (existing account)")); } #if PLAYFAB_VALIDATION skipPayload = true; #endif if (skipPayload) { IAPManager.GetInstance().Initialize(); if (loginSucceededEvent != null) { loginSucceededEvent(); } return; } instance.serverData = new JSONClass(); List <ItemInstance> inventory = result.InfoResultPayload.UserInventory; if (inventory != null && inventory.Count != 0) { string itemId = null; for (int i = 0; i < inventory.Count; i++) { itemId = inventory[i].ItemId; IAPObject obj = IAPManager.GetIAPObject(itemId); if (obj != null) { switch (obj.type) { case ProductType.Consumable: if (obj.editorType == IAPType.Virtual) { instance.serverData[DBManager.playerKey][obj.id] = new SimpleJSON.JSONData((int)inventory[i].RemainingUses); } break; default: instance.serverData[DBManager.contentKey][obj.id].AsInt = 1; break; } } } } Dictionary <string, int> virtualCurrency = result.InfoResultPayload.UserVirtualCurrency; if (virtualCurrency != null && virtualCurrency.Count != 0) { Dictionary <string, int> currency = DBManager.GetCurrencies(); foreach (KeyValuePair <string, int> pair in virtualCurrency) { //update local data in memory foreach (KeyValuePair <string, int> cur in currency) { if (cur.Key.StartsWith(pair.Key, StringComparison.OrdinalIgnoreCase)) { instance.serverData[DBManager.currencyKey][cur.Key].AsInt = pair.Value; break; } } } } Dictionary <string, UserDataRecord> userData = result.InfoResultPayload.UserData; if (userData != null && userData.Count != 0) { string[] userKey = instance.accountParams.UserDataKeys.ToArray(); for (int i = 0; i < userKey.Length; i++) { if (userData.ContainsKey(userKey[i]) && !string.IsNullOrEmpty(userData[userKey[i]].Value)) { JSONNode node = JSON.Parse(userData[userKey[i]].Value); foreach (string groupKey in node.AsObject.Keys) { JSONArray array = node[groupKey].AsArray; //it's a simple value, not an array (usually Player data) if (array == null) { instance.serverData[userKey[i]][groupKey] = node[groupKey].Value; continue; } //it's an array of values (usually Selected group data) for (int j = 0; j < array.Count; j++) { instance.serverData[userKey[i]][groupKey][j] = array[j].Value; } } } } } /* * //try to resolve easy conflicts automatically in case of empty data, * //but forward more complex conflicts to the user for resolution, * //or use pre-defined resolution scenario assigned in the inspector * if (string.IsNullOrEmpty(DBManager.Read())) * { * //local data is empty: get and overwrite with server data * GetInstance().HandleDataConflict(MergeConflictRule.UseServer); * } * else if (string.IsNullOrEmpty(instance.serverData.ToString())) * { * //server data is empty: keep local and upload to server * GetInstance().HandleDataConflict(MergeConflictRule.UseLocal); * } * else if (DBManager.Read() != instance.serverData.ToString()) * { * * Debug.Log("On Local: " + DBManager.Read()); * Debug.Log("On Server: " + instance.serverData.ToString()); * Debug.LogWarning("Merge Conflict detected."); * * //conflict detected: local and server data is different * //use pre-defined resolution rule, if any * if (instance.mergeRule != MergeConflictRule.UserPrompt) * GetInstance().HandleDataConflict(instance.mergeRule); * else if (dataConflictEvent != null) * dataConflictEvent(); * * return; * } */ DBManager.Overwrite(instance.serverData.ToString()); IAPManager.GetInstance().Initialize(); if (loginSucceededEvent != null) { loginSucceededEvent(); } }
private void LoginCallback(LoginResult result) { _playFabId = result.PlayFabId; var testContext = (UUnitTestContext)result.CustomData; testContext.True(PlayFabClientAPI.IsClientLoggedIn(), "User login failed"); testContext.EndTest(UUnitFinishState.PASSED, null); }
/// <summary> /// /// </summary> /// <param name="obj"></param> protected virtual void OnLogInWithFacebookSuccess(LoginResult obj) { LobbyUIManager.instance.ShowRealCoinText(); retryToLogIn = true; }
/// <summary> /// /// </summary> /// <param name="obj"></param> protected virtual void OnLogInWithCustomIDSuccess(LoginResult obj) { retryToLogIn = true; }
private static void OnPlayFabAuthSucess(LoginResult result) { PlayerPrefs.SetInt("PreviouslyLoggedIn", 1); UpdateUserTitleDisplayName(displayName); OnSuccess?.Invoke(); }