/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; // Apply changes to API host to Config setting string roarUrl = roarAPIUrl.ToLower(); Config.RoarAPIUrl = roarUrl; Config.IsDebug = debug; RequestSender api = new RequestSender(config, this, logger); webAPI = new global::WebAPI(api); datastore = new Roar.implementation.DataStore(webAPI, logger); friends = new Roar.implementation.Components.Friends(webAPI.friends, datastore, logger); user = new Roar.implementation.Components.User(webAPI.user, datastore, logger); properties = new Roar.implementation.Components.Properties(datastore); leaderboards = new Roar.implementation.Components.Leaderboards(webAPI, datastore, logger); inventory = new Roar.implementation.Components.Inventory(webAPI.items, datastore, logger); data = new Roar.implementation.Components.Data(webAPI.user, datastore, logger); shop = new Roar.implementation.Components.Shop(webAPI.shop, datastore, logger); tasks = new Roar.implementation.Components.Tasks(webAPI.tasks, datastore); gifts = new Roar.implementation.Components.Gifts(webAPI.mail, datastore, logger); facebook = new Roar.implementation.Components.Facebook(webAPI.facebook, datastore, logger); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase(webAPI.appstore, "Roar", logger, appstoreSandbox); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }
public AppstoreListCallback(Roar.Callback <WebObjects.Appstore.ShopListResponse> in_cb, InAppPurchase in_appstore) { appstore = in_appstore; cb_ = in_cb; }
public OnReceiptValidation(InAppPurchase in_appstore) { appstore = in_appstore; }