Пример #1
0
    private void RefreshUI()
    {
        var coinBalance = GameFoundationSdk.wallet.Get(m_CoinDefinition);

        coinUiValue.text = coinBalance.ToString();

        _persistenceDataLayer.Save();
    }
        public void Save(Action onComplete)
        {
            var saveOperation = _dataLayer.Save();

            if (saveOperation.isDone)
            {
                LogSaveOperationCompletion(saveOperation);
            }
            else
            {
                StartCoroutine(WaitForSaveCompletion(saveOperation, onComplete));
            }
        }
Пример #3
0
        /// <summary>
        /// START of Save/Load methods
        /// </summary>
        public void Save()
        {
            // Deferred is a struct that helps you track the progress of an asynchronous operation of Game Foundation.
            Deferred saveOperation = mDataLayer.Save();

            // Check if the operation is already done.
            if (saveOperation.isDone)
            {
                LogSaveOperationCompletion(saveOperation);
            }
            else
            {
                StartCoroutine(WaitForSaveCompletion(saveOperation));
            }
        }
Пример #4
0
 /// <summary>
 /// This method adds coins to the wallet.
 /// Note: Because changes to Wallet trigger callback events, we do NOT need to add additional
 ///       processing to detect the change nor update UI here.
 /// </summary>
 public void FindCoins()
 {
     GameFoundationSdk.wallet.Add(m_CoinDefinition, k_FindQuantity);
     _persistenceDataLayer.Save();
 }