void ProcessPlatformCheck() { C2L.PlatformCheck _PlatformCheck = new C2L.PlatformCheck(); _PlatformCheck.login_platform = SHSavedData.LoginPlatform; switch (SHSavedData.LoginPlatform) { case LoginPlatform.Facebook: _PlatformCheck.login_id = Facebook.Unity.AccessToken.CurrentAccessToken.UserId; break; case LoginPlatform.GameCenter: case LoginPlatform.GooglePlay: _PlatformCheck.login_id = UM_GameServiceManager.Instance.Player.PlayerId; break; case LoginPlatform.Guest: ProcessGuestLogin(); return; case LoginPlatform.Betakey: ProcessBetakeyLogin(); return; } game_server.JsonAsync <C2L.PlatformCheck, C2L.PlatformCheckAck>(_PlatformCheck, OnPlatformCheck); }
void OnPlatformCheck(C2L.PlatformCheck packet, C2L.PlatformCheckAck ack) { C2L.PlatformLogin _PlatformLogin = new C2L.PlatformLogin(); _PlatformLogin.login_platform = packet.login_platform; _PlatformLogin.login_id = packet.login_id; _PlatformLogin.bundle_identifier = GetAppInfo().bundle_identifier; _PlatformLogin.is_new = !ack.is_exist; SendPlatformLogin(_PlatformLogin); }