// This function gets called when Authenticate completes // Note that if the operation is successful, Social.localUser will contain data from the server. private void ProcessAuthentication(bool success) { if (success || UnityEngine.Social.localUser.authenticated) { OnAuthenticated(); } else { if (mOnInitializationFailedCallbacks != null) { for (int i = 0; i < mOnInitializationFailedCallbacks.Count; i++) { Action callback = mOnInitializationFailedCallbacks[i]; if (callback != null) { callback.Invoke(); } } mOnInitializationFailedCallbacks.Clear(); mOnInitializationFailedCallbacks = null; } if (mOnInitializationSucceededCallbacks != null) { mOnInitializationSucceededCallbacks.Clear(); mOnInitializationSucceededCallbacks = null; } // Dispatch event DispatchEventInitializationFailed(); InstanceInitializationComplete?.Invoke(); } }
private void CallInitializationCompleteCallback() { mInitializationCompleteCallback?.Invoke(); mInitializationCompleteCallback = null; mInitializationFailedCallback = null; DispatchEventInitializationComplete(); InstanceInitializationComplete?.Invoke(); }