public void HandleCallbackSuccess(string details, PlayFabAPIMethods method, MessageDisplayStyle style)
    {
        switch (method)
        {
        case PlayFabAPIMethods.MakePurchase:
            // refresh after purchase.
            if (PF_PlayerData.activeCharacter == null)
            {
                PF_PlayerData.GetUserAccountInfo();
            }
            else
            {
                PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId);
            }
            break;

        case PlayFabAPIMethods.GetCharacterInventory:
            DialogCanvasController.RequestStore(this.StoreName.text);
            break;

        case PlayFabAPIMethods.GetAccountInfo:
            DialogCanvasController.RequestStore(this.StoreName.text);
            break;
        }
    }
Пример #2
0
 public void RefreshInventory()
 {
     if (this.activeMode == InventoryMode.Character)
     {
         PF_PlayerData.GetUserInventory();
         DialogCanvasController.RequestInventoryPrompt(null, this.activeFilter, this.showTransUi, FloatingInventoryController.InventoryMode.Character);
     }
     else
     {
         PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId);
         DialogCanvasController.RequestInventoryPrompt(null, this.activeFilter, this.showTransUi, FloatingInventoryController.InventoryMode.Player);
     }
 }
Пример #3
0
    /// <summary>
    /// Raises the retrieve quest items success event.
    /// </summary>
    /// <param name="result">Result.</param>
    private static void OnRetrieveQuestItemsSuccess(ExecuteCloudScriptResult result)
    {
        if (!PF_Bridge.VerifyErrorFreeCloudScriptResult(result))
        {
            return;
        }

        //Debug.Log(result.ToString());
        QuestProgress.ItemsGranted = PlayFab.Json.JsonWrapper.DeserializeObject <List <ItemGrantResult> >(result.FunctionResult.ToString());

        PF_GamePlay.QuestProgress.areItemsAwarded = true;

        PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId);

        PF_Bridge.RaiseCallbackSuccess("Items granted", PlayFabAPIMethods.RetriveQuestItems, MessageDisplayStyle.none);
    }
    void HandleInventoryRequest(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems, bool enableTransUi = true, FloatingInventoryController.InventoryMode displayMode = FloatingInventoryController.InventoryMode.Character)
    {
        Action afterGetInventory = () =>
        {
            // ENABLE THIS AFTER WE HAVE A CONSISTENT WAY TO HIDE TINTS
            //ShowTint();
            this.floatingInvPrompt.Init(callback, filter, enableTransUi, displayMode);
        };

        if (displayMode == FloatingInventoryController.InventoryMode.Character)
        {
            PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId, afterGetInventory);
        }
        else
        {
            PF_PlayerData.GetUserInventory(afterGetInventory);
        }
    }
Пример #5
0
 public void CharacterProfileDataRefresh()
 {
     PF_PlayerData.GetCharacterDataById(PF_PlayerData.activeCharacter.characterDetails.CharacterId);
     PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId);
 }