public override void LoadAchievements (Achievement.LoadAchievementsCompletion _onCompletion) { base.LoadAchievements(_onCompletion); // Verify user authentication state before proceeding if (!VerifyUser()) { return; } Plugin.Call(Native.Methods.LOAD_ACHIEVEMENTS); }
public override void LoadAchievements (Achievement.LoadAchievementsCompletion _onCompletion) { base.LoadAchievements(_onCompletion); // Verify auth status if (!VerifyUser()) return; EditorGameCenter.Instance.LoadAchievements(); }
public override void LoadAchievements (Achievement.LoadAchievementsCompletion _onCompletion) { base.LoadAchievements(_onCompletion); // Verify auth status if (!VerifyUser()) return; // Native method call loadAchievements(); }
protected void LoadAchievementsFinished (Achievement[] _achievements, string _error) { if (LoadAchievementsFinishedEvent != null) LoadAchievementsFinishedEvent(_achievements, _error); }
public void ReportProgress (string _achievementID, int _pointsScored, Achievement.ReportProgressCompletion _onCompletion) { ReportProgressWithID(_achievementID, _pointsScored, _onCompletion); }
private void ReportProgress (string _achievementGID, string _achievementID, int _pointsScored, Achievement.ReportProgressCompletion _onCompletion) { Achievement _newAchievement = CreateAchievement(_achievementGID, _achievementID); if (_newAchievement == null) { DebugPRO.Console.LogError(Constants.kDebugTag, "[GameServices] Failed to report progress."); if (_onCompletion != null) _onCompletion(false, "The requested operation could not be completed because Game Service failed to create Achievement object."); return; } // Set the points scored _newAchievement.PointsScored = _pointsScored; // Report _newAchievement.ReportProgress(_onCompletion); }
/// <summary> /// Reports the player’s progress for given <see cref="VoxelBusters.NativePlugins.Achievement"/> identifier. /// </summary> /// <param name="_achievementGID">A string used to uniquely identify <see cref="VoxelBusters.NativePlugins.Achievement"/> across all supported platforms.</param> /// <param name="_pointsScored">Value indicates how far the player has progressed.</param> /// <param name="_onCompletion">Callback to be called when operation is completed.</param> public void ReportProgressWithGlobalID (string _achievementGID, int _pointsScored, Achievement.ReportProgressCompletion _onCompletion) { string _achievementID = GameServicesIDHandler.GetAchievementID(_achievementGID); // Invoke handler ReportProgress(_achievementGID, _achievementID, _pointsScored, _onCompletion); }
/// <summary> /// Loads previously submitted achievement progress for the local player. /// </summary> /// <param name="_onCompletion">Callback to be called when the request is completed.</param> public virtual void LoadAchievements (Achievement.LoadAchievementsCompletion _onCompletion) { // Cache callback LoadAchievementsFinishedEvent = _onCompletion; // Verify auth status if (!VerifyUser()) { LoadAchievementsFinished(null, Constants.kGameServicesUserAuthMissingError); return; } }