/// <summary> /// Callback if GameCircle fails to initialize. /// </summary> /// <param name='error'> /// Error message. /// </param> private void ServiceNotReadyHandler(string error) { initializationStatus = EInitializationStatus.Unavailable; gameCircleInitializationStatusLabel = string.Format(pluginFailedToInitializeLabel, error); // Once the callback is received, these events do not need to be subscribed to. UnsubscribeFromGameCircleInitializationEvents(); }
private void ServiceNotReadyHandler(string error) { Debug.Log("my Service not ready Handler " + error); initializationStatus = EInitializationStatus.Unavailable; // Once the callback is received, these events do not need to be subscribed to. UnsubscribeFromGameCircleInitializationEvents(); }
/// <summary> Creates a new main window. </summary> /// <param name="presenter"> The presenter to attach. </param> /// <param name="guiLoadingWindowPresenter"> An instance of a presenter to communicate with the GUI loading window. </param> public MainWindow(IMainWindowPresenter presenter, IGuiLoadingWindowPresenter guiLoadingWindowPresenter) : base(EWpfClientLogCategory.MainWindow, null, presenter) { _initializationStatus = EInitializationStatus.Initializing; { Log.Trace(ECoreLogMessage.Initialising); _loadingTracker = guiLoadingWindowPresenter;
/// <summary> /// Callback when GameCircle is initialized and ready to use. /// </summary> private void ServiceReadyHandler() { initializationStatus = EInitializationStatus.Ready; gameCircleInitializationStatusLabel = pluginInitializedLabel; // Once the callback is received, these events do not need to be subscribed to. UnsubscribeFromGameCircleInitializationEvents(); // Tell the GameCircle plugin the popup information set here. // Calling this after GameCircle initialization is safest. AGSClient.SetPopUpEnabled(enablePopups); AGSClient.SetPopUpLocation(toastLocation); }
/// <summary> /// Initializes the GameCircle plugin. /// </summary> void InitializeGameCircle() { // Step the initialization progress forward. initializationStatus = EInitializationStatus.InitializationRequested; // Subscribe to the initialization events so the menu knows when GameCircle is ready (or errors out) SubscribeToGameCircleInitializationEvents(); // Start a timer to help show this is an asynchronous event. initRequestTime = System.DateTime.Now; // Begin GameCircle initialization. AGSClient.Init(usesLeaderboards, usesAchievements, usesWhispersync); }
void InitializeGameCircle() { //Revisar si service readu if (AGSClient.IsServiceReady()) { return; } // Step the initialization progress forward. initializationStatus = EInitializationStatus.InitializationRequested; SubscribeToGameCircleInitializationEvents(); // SubscribeToSubmitAchievementEvents(); // Begin GameCircle initialization. Debug.Log("Llamando a Init GameCircle"); AGSClient.Init(usesLeaderboards, usesAchievements, usesWhispersync); }
/// <summary> /// Callback when GameCircle is initialized and ready to use. /// </summary> private void ServiceReadyHandler() { initializationStatus = EInitializationStatus.Ready; Debug.Log("Dentro ServiceREadyHandler"); if (AGSPlayerClient.IsSignedIn()) { if (player == null) { Debug.Log("Dentro service, Request achievements"); WhisperPlayerScores.Instance.SynchronizeScores(); RequestLocalPlayerData(); } } // Once the callback is received, these events do not need to be subscribed to. UnsubscribeFromGameCircleInitializationEvents(); // Tell the GameCircle plugin the popup information set here. // Calling this after GameCircle initialization is safest. AGSClient.SetPopUpEnabled(enablePopups); AGSClient.SetPopUpLocation(toastLocation); }