/// <summary> /// Requests the local player data from the GameCircle plugin. /// </summary> void RequestLocalPlayerData() { // Need to subscribe to callback messages to receive the player from GameCircle. SubscribeToPlayerEvents(); // Request the player from the GameCircle plugin AGSPlayerClient.RequestLocalPlayer(); // update the menu to show that the retrieval process has begun. playerStatus = playerRetrievingLabel; }
private void OnSignedInStateChangedEvent(bool signedIn) { if (signedIn) { #if CLOUDONCE_DEBUG Debug.Log("Signed in to Amazon GameCircle."); #endif if (CloudSaveInitialized && cloudSaveEnabled && autoLoadOnSignInEnabled) { Cloud.Storage.Load(); } AGSPlayerClient.RequestLocalPlayer(); UpdateAchievementsData(); } else { #if CLOUDONCE_DEBUG Debug.Log("Signed out of Amazon GameCircle."); #endif } cloudOnceEvents.RaiseOnSignedInChanged(signedIn); }
/// <summary> /// Authenticate the local user with the active Social plugin. /// </summary> /// <param name='callback'> /// Callback. /// </param> public void Authenticate(System.Action <bool> callback) { // The Unity Social API implies a heavy connection between // initialization of the Social API and the local user. // http://docs.unity3d.com/Documentation/Components/net-SocialAPI.html // This means that the local player should be available as early as possible. callback += (successStatus) => { if (successStatus) { // On a successful initialization of the GameCircle through // the Unity Social API, immediately begin the process // of retrieving the local player. AGSPlayerClient.PlayerReceivedEvent += (player) => { this.player = player; }; AGSPlayerClient.RequestLocalPlayer(); } else { player = null; } }; Social.Active.Authenticate(this, callback); }
public void RequestLocalPlayer(Action <bool> callback) { simpleCallbacks.Add(requestID, callback); AGSPlayerClient.RequestLocalPlayer(requestID++); }
public void RetrieveLocalPlayer() { #if AMAZON_CIRCLE_ENABLED AGSPlayerClient.RequestLocalPlayer(); #endif }