/// <summary> /// GUI displayed when the user has not yet authenticated /// </summary> private void notauthenticatedGUI() { if (GUILayout.Button("Authenticate")) { PlayGameServices.authenticate(); } }
private void showAuthAndSetttingsButtons() { GUILayout.Label("Authentication and Settings"); #if UNITY_ANDROID if (GUILayout.Button("Authenticate Silently (with no UI)")) { PlayGameServices.attemptSilentAuthentication(); } if (GUILayout.Button("Get Auth Token")) { var token = PlayGameServices.getAuthToken(null); Debug.Log("token: " + token); } #endif if (GUILayout.Button("Authenticate")) { PlayGameServices.authenticate(); } if (GUILayout.Button("Sign Out")) { PlayGameServices.signOut(); } if (GUILayout.Button("Is Signed In")) { // Please note that the isSignedIn method is a total hack that was added to work around a current bug where Google // does not properly notify an app that the user signed out Debug.Log("is signed in? " + PlayGameServices.isSignedIn()); } if (GUILayout.Button("Get Player Info")) { var playerInfo = PlayGameServices.getLocalPlayerInfo(); Prime31.Utils.logObject(playerInfo); // if we are on Android and have an avatar image available, lets download the profile pic if (Application.platform == RuntimePlatform.Android && playerInfo.avatarUri != null) { PlayGameServices.loadProfileImageForUri(playerInfo.avatarUri); } } if (GUILayout.Button("Load Remote Player Info")) { PlayGameServices.loadPlayer("110453866202127902712"); } }
void OnGUI() { GUI.skin.label.alignment = TextAnchor.MiddleCenter; beginColumn(); // if there is no game in progress we show buttons to setup a room if (!_isGameInProgress) { if (GUILayout.Button("Authenticate")) { PlayGameServices.authenticate(); } #if UNITY_IOS if (GUILayout.Button("Register Device Token")) { if (NotificationServices.deviceToken != null) { GPGMultiplayer.registerDeviceToken(NotificationServices.deviceToken, false); } else { Debug.LogWarning("NotificationServices.deviceToken is null so we are not registering with Google"); } } #endif GUILayout.Label("Room Creation"); if (GUILayout.Button("Show Invitation Inbox")) { GPGMultiplayer.showInvitationInbox(); } if (GUILayout.Button("Start Quick Match")) { GPGMultiplayer.startQuickMatch(1, 1); } if (GUILayout.Button("Create Room Programmatically")) { GPGMultiplayer.createRoomProgrammatically(1, 1); } if (GUILayout.Button("Show Player Selector")) { GPGMultiplayer.showPlayerSelector(1, 1); } } else { GUILayout.Label("In Real-time Match"); if (GUILayout.Button("Send Unreliable Message to All")) { var bytes = System.Text.Encoding.UTF8.GetBytes("howdy. current time: " + System.DateTime.Now); GPGMultiplayer.sendUnreliableRealtimeMessageToAll(bytes); } if (GUILayout.Button("Get Room Participants")) { var participants = GPGMultiplayer.getParticipants(); Utils.logObject(participants); } if (GUILayout.Button("Leave Room")) { GPGMultiplayer.leaveRoom(); } GUILayout.Space(40); GUILayout.Label(_lastReceivedMessage); } endColumn(false); if (bottomLeftButton("Back to Standard Demo Scene")) { Application.LoadLevel("PlayGameServicesDemoScene"); } }