// Abre a tela para vinculo do Facebook ao usuario logado public bool link(GameBaseConnection <IJSonObject> .ConnectionAnswer callback = null) { if (callback != null) { this.callback = callback; } // Chama a pagina do Facebook no nosso servidor string fb_link_url = Flow.URL_BASE + "login/facebook/fblink.php"; fb_link_url += "?token=" + WWW.EscapeURL(Save.GetString(PlayerPrefsKeys.TOKEN.ToString())); fb_link_url += "&device=" + SystemInfo.deviceUniqueIdentifier.Replace("-", ""); if (!Flow.game_native.openUrlInline(fb_link_url)) { return(false); } // Obtem a resposta do servidor Flow.config.GetComponent <ConfigManager>().StartCoroutine(handleLink()); return(true); }
public GameFacebook(GameBaseConnection <IJSonObject> .ConnectionAnswer callback = null) { this.callback = callback; }
public GameFacebook(GameBaseConnection<IJSonObject>.ConnectionAnswer callback=null) { this.callback = callback; }
// Abre a tela para vinculo do Facebook ao usuario logado public bool link(GameBaseConnection<IJSonObject>.ConnectionAnswer callback=null) { if (callback != null) this.callback = callback; // Chama a pagina do Facebook no nosso servidor string fb_link_url = Flow.URL_BASE + "login/facebook/fblink.php"; fb_link_url += "?token=" + WWW.EscapeURL(Save.GetString(PlayerPrefsKeys.TOKEN.ToString())); fb_link_url += "&device=" + SystemInfo.deviceUniqueIdentifier.Replace("-", ""); if (!Flow.game_native.openUrlInline(fb_link_url)) return false; // Obtem a resposta do servidor Flow.config.GetComponent<ConfigManager>().StartCoroutine(handleLink()); return true; }