public EditorUser (EditorGameCenter.EGCUser _user) { // Initialize properties Identifier = _user.Identifier; Name = _user.Name; m_image = _user.Image; }
internal EditorScore (EditorGameCenter.EGCScore _scoreInfo) { LeaderboardID = _scoreInfo.LeaderboardID; User = _scoreInfo.User; Value = _scoreInfo.Value; Date = _scoreInfo.Date; Rank = _scoreInfo.Rank; }
public EditorLocalUser (EditorGameCenter.EGCLocalUser _gcLocalUser) { // Initialize properties Identifier = _gcLocalUser.Info.Identifier; Name = _gcLocalUser.Info.Name; m_image = _gcLocalUser.Info.Image; IsAuthenticated = _gcLocalUser.IsAuthenticated; Friends = null; }
internal EditorAchievementDescription (EditorGameCenter.EGCAchievementDescription _achievementDescription) { // Initialize properties Identifier = _achievementDescription.Identifier; Title = _achievementDescription.Title; AchievedDescription = _achievementDescription.AchievedDescription; UnachievedDescription = _achievementDescription.UnachievedDescription; MaximumPoints = _achievementDescription.MaximumPoints; IsHidden = _achievementDescription.IsHidden; m_image = _achievementDescription.Image; }
private static void CreateDependentAssets() { #pragma warning disable // create settings file NPSettings _instance = NPSettings.Instance; // create simulator files #if USES_GAME_SERVICES EditorGameCenter _gamecenter = EditorGameCenter.Instance; #endif #if USES_NOTIFICATION_SERVICE EditorNotificationCenter _notificationCenter = EditorNotificationCenter.Instance; #endif #pragma warning restore // mark that dependent files are created canCreateDependentAssets = false; }
internal void ShowLeaderboardUI (EditorGameCenter.EGCScore[] _scoreList, Action _onCompletion) { // Set properties m_isShowingLeaderboardUI = true; m_leaderboardScoreList = _scoreList; m_showingUIFinishedEvent = _onCompletion; // Make component ready before showing UI OnShowingGameCenterUI(); }