public void submitScore(Action <bool, string> callback) { submitScoreCallback = callback; string gameObjectName = "OpenKitSubmitScoreObject." + DateTime.Now.Ticks; callbackGameObjectName = gameObjectName; // Create a new OKScore gameobject (called scoreComponent) and give it a unique name // This allows us to track unique score submission requests and handle // async native code #if !UNITY_EDITOR GameObject gameObject = new GameObject(gameObjectName); DontDestroyOnLoad(gameObject); OKScore scoreComponent = gameObject.AddComponent <OKScore>(); scoreComponent.submitScoreCallback = callback; scoreComponent.scoreValue = scoreValue; scoreComponent.OKLeaderboardID = OKLeaderboardID; scoreComponent.displayString = displayString; scoreComponent.metadata = metadata; scoreComponent.callbackGameObjectName = gameObjectName; OKManager.SubmitScore(scoreComponent); #endif }
public void SubmitScoreNatively(Action <bool, string> callback) { if (MetadataBuffer != null) { UnityEngine.Debug.LogError("A score with MetadataBuffer set cannot be submitted via native plugin"); callback(false, null); } // Create a uniquely named GameObject, and keep it around between scene switches. string gameObjectName = "OpenKitSubmitScoreObject." + DateTime.Now.Ticks; GameObject gameObject = new GameObject(gameObjectName); UnityEngine.Object.DontDestroyOnLoad(gameObject); OKScoreSubmitComponent scoreSubmitComponent = gameObject.AddComponent <OKScoreSubmitComponent>(); scoreSubmitComponent.submitScoreCallback = callback; scoreSubmitComponent.callbackGameObjectName = gameObjectName; scoreSubmitComponent.scoreValue = scoreValue; scoreSubmitComponent.OKLeaderboardID = LeaderboardID; scoreSubmitComponent.displayString = displayString; scoreSubmitComponent.metadata = metadata; scoreSubmitComponent.gameCenterLeaderboardCategory = gameCenterLeaderboardCategory; OKManager.SubmitScore(scoreSubmitComponent); }
public void submitAchievementScore(Action <bool, string> callback) { submitAchievementScoreCallback = callback; string gameObjectName = "OpenKitSubmitAchievementScoreObject." + DateTime.Now.Ticks; callbackGameObjectName = gameObjectName; // Create a new OKAchievementScore gameobject (called scoreComponent) and give it a unique name // This allows us to track unique score submission requests and handle // async native code #if !UNITY_EDITOR GameObject gameObject = new GameObject(gameObjectName); DontDestroyOnLoad(gameObject); OKAchievementScore achievementScoreComponent = gameObject.AddComponent <OKAchievementScore>(); achievementScoreComponent.submitAchievementScoreCallback = callback; achievementScoreComponent.progress = progress; achievementScoreComponent.OKAchievementID = OKAchievementID; achievementScoreComponent.callbackGameObjectName = gameObjectName; achievementScoreComponent.GameCenterAchievementIdentifier = GameCenterAchievementIdentifier; achievementScoreComponent.GameCenterAchievementPercentComplete = GameCenterAchievementPercentComplete; OKManager.SubmitAchievementScore(achievementScoreComponent); #endif }
public static void Configure(string appKey, string secretKey) { OKManager.Configure(appKey, secretKey, null); }
public static OKUser GetUser() { return(OKManager.GetCurrentUser()); }
public override void CallNativeFunction(OKNativeAsyncCall dynamicObject) { OKManager.GetFacebookFriendsList(dynamicObject); }