// Use this for initialization void Start() { GameManager.Instance.smallMenu = mainObject; GameManager.Instance.friendButtonMenu = AddFriendButton; if (!GameManager.Instance.offlineMode) { GetFriendsListRequest request = new GetFriendsListRequest(); request.IncludeFacebookFriends = true; PlayFabClientAPI.GetFriendsList(request, (result) => { var friends = result.Friends; foreach (var friend in friends) { if (PhotonNetwork.otherPlayers[0].name.Equals(friend.FriendPlayFabId)) { Debug.Log("Already friends"); AddFriendButton.SetActive(false); mainObject.GetComponent <RectTransform>().sizeDelta = new Vector2(mainObject.GetComponent <RectTransform>().sizeDelta.x, 260.0f); break; } } }, OnPlayFabError); } else { AddFriendButton.SetActive(false); mainObject.GetComponent <RectTransform>().sizeDelta = new Vector2(mainObject.GetComponent <RectTransform>().sizeDelta.x, 260.0f); } }
public void getplayfabfriends() { var request = new GetFriendsListRequest { IncludeFacebookFriends = false, IncludeSteamFriends = false, XboxToken = null }; PlayFabClientAPI.GetFriendsList(request, OnFriendslistSuccess, onfailure); }
private void GetPlayfabFriends() { var request = new GetFriendsListRequest { IncludeSteamFriends = false }; PlayFabClientAPI.GetFriendsList(request, OnFriendListSuccess, OnFailure); }
public void GetFriendListFromServer() { GetFriendsListRequest request = new GetFriendsListRequest(); request.ProfileConstraints = new PlayerProfileViewConstraints() { ShowLastLogin = true, ShowDisplayName = true, ShowAvatarUrl = true }; PlayFabClientAPI.GetFriendsList(request, onFriendListUpdate, OnPlayFabError); }
/// <summary> /// Function that will update/reload the friends list /// </summary> public void UpdateFriendsList() { GetFriendsListRequest req = new GetFriendsListRequest { ProfileConstraints = new PlayerProfileViewConstraints() { ShowLastLogin = true, ShowDisplayName = true }, IncludeFacebookFriends = true }; PlayFabClientAPI.GetFriendsList(req, r => { _friends = r.Friends; }, OnFailure); }
public static async UniTask SyncPlayFabToClientAsync() { var request = new GetFriendsListRequest { ProfileConstraints = new PlayerProfileViewConstraints { ShowDisplayName = true, ShowLastLogin = true, ShowStatistics = true, } }; var response = await PlayFabClientAPI.GetFriendsListAsync(request); if (response.Error != null) { throw new PlayFabErrorException(response.Error); } Friends = response.Result.Friends.Select(x => FriendUser.CreateFromFriendInfo(x)).ToDictionary(y => y.PlayFabId); }
public void OnClickButton() { this.gameObject.SetActive(!this.gameObject.activeSelf); if (PlayFabClientAPI.IsClientLoggedIn()) { if (this.gameObject.activeSelf) { var request = new GetFriendsListRequest(); request.ProfileConstraints = new PlayerProfileViewConstraints(); request.ProfileConstraints.ShowDisplayName = true; PlayFabClientAPI.GetFriendsList(request, (result) => { _friends = result.Friends; FriendListRefresh(); }, (error) => { lobbyManager.ErrorPopup(error.GenerateErrorReport(), true); }); } } else { lobbyManager.ErrorPopup("PlayfabIsNotLoggined", true); } }
public static void GetFriendsList(UnityAction callback = null) { var request = new GetFriendsListRequest { IncludeFacebookFriends = true, IncludeSteamFriends = false }; //DialogCanvasController.RequestLoadingPrompt(PlayFabAPIMethods.GetFriendList); PlayFabClientAPI.GetFriendsList(request, result => { playerFriends.Clear(); foreach (var eachFriend in result.Friends) { playerFriends.Add(eachFriend); } if (callback != null) { callback(); } PF_Bridge.RaiseCallbackSuccess(string.Empty, PlayFabAPIMethods.GetFriendList, MessageDisplayStyle.none); }, PF_Bridge.PlayFabErrorCallback); }
public static IEnumerator <GetFriendsListResult> Do(GetFriendsListRequest request) { // TODO [bgish] - should really cache this, and update friends list whenever add/remove. If cached, then return the list instead of call this return(Do <GetFriendsListRequest, GetFriendsListResult>(request, PlayFabClientAPI.GetFriendsList)); }
public UnityTask <GetFriendsListResult> Do(GetFriendsListRequest request) { // TODO [bgish] - should really cache this, and update friends list whenever add/remove. If cached, then return the list instead of call this return(this.Do <GetFriendsListRequest, GetFriendsListResult>(request, PlayFabClientAPI.GetFriendsListAsync)); }