LogVersion() private static method

private static LogVersion ( ) : void
return void
Exemplo n.º 1
0
 public void Start()
 {
     FB.facebook = this.FBGameObject.Facebook;
     FB.OnDLLLoadedDelegate();
     FB.LogVersion();
     MonoBehaviour.Destroy(this);
 }
Exemplo n.º 2
0
 public void Start()
 {
     FB.facebook = this.FBGameObject.Facebook;
     FB.OnDLLLoadedDelegate();
     FB.LogVersion();
     UnityEngine.Object.Destroy(this);
 }
Exemplo n.º 3
0
        /// <summary>
        /// If you need a more programmatic way to set the facebook app id and other setting call this function.
        /// Useful for a build pipeline that requires no human input.
        /// </summary>
        /// <param name="appId">App identifier.</param>
        /// <param name="cookie">If set to <c>true</c> cookie.</param>
        /// <param name="logging">If set to <c>true</c> logging.</param>
        /// <param name="status">If set to <c>true</c> status.</param>
        /// <param name="xfbml">If set to <c>true</c> xfbml.</param>
        /// <param name="frictionlessRequests">If set to <c>true</c> frictionless requests.</param>
        /// <param name="authResponse">Auth response.</param>
        /// <param name="onHideUnity">
        /// A delegate to invoke when unity is hidden.
        /// </param>
        /// <param name="onInitComplete">
        /// Delegate is called when FB.Init() finished initializing everything. By passing in a delegate you can find
        /// out when you can safely call the other methods.
        /// </param>
        public static void Init(
            string appId,
            bool cookie  = true,
            bool logging = true,
            bool status  = true,
            bool xfbml   = false,
            bool frictionlessRequests     = true,
            string authResponse           = null,
            HideUnityDelegate onHideUnity = null,
            InitDelegate onInitComplete   = null)
        {
            if (string.IsNullOrEmpty(appId))
            {
                throw new ArgumentException("appId cannot be null or empty!");
            }

            FB.appId   = appId;
            FB.cookie  = cookie;
            FB.logging = logging;
            FB.status  = status;
            FB.xfbml   = xfbml;
            FB.frictionlessRequests = frictionlessRequests;
            FB.authResponse         = authResponse;
            FB.onInitComplete       = onInitComplete;
            FB.onHideUnity          = onHideUnity;

            if (!isInitCalled)
            {
                FB.LogVersion();

                #if UNITY_EDITOR
                ComponentFactory.GetComponent <EditorFacebookLoader>();
                #elif UNITY_WEBPLAYER || UNITY_WEBGL
                ComponentFactory.GetComponent <CanvasFacebookLoader>();
                #elif UNITY_IOS
                ComponentFactory.GetComponent <IOSFacebookLoader>();
                #elif UNITY_ANDROID
                ComponentFactory.GetComponent <AndroidFacebookLoader>();
                #else
                throw new NotImplementedException("Facebook API does not yet support this platform");
                #endif
                isInitCalled = true;
                return;
            }

            FacebookLogger.Warn("FB.Init() has already been called.  You only need to call this once and only once.");

            // Init again if possible just in case something bad actually happened.
            if (FacebookImpl != null)
            {
                OnDllLoaded();
            }
        }
Exemplo n.º 4
0
 private static void OnDllLoaded()
 {
     FB.LogVersion();
     FacebookImpl.Init(
         appId,
         cookie,
         logging,
         status,
         xfbml,
         FacebookSettings.ChannelUrl,
         authResponse,
         frictionlessRequests,
         onHideUnity,
         onInitComplete);
 }