public void GetPlayerStats(Action <CommonStatusCodes, GooglePlayGames.BasicApi.PlayerStats> callback) { PlayGamesHelperObject.RunOnGameThread(delegate { clientImpl.GetPlayerStats(GetApiClient(), callback); }); }
///<summary></summary> /// <seealso cref="GooglePlayGames.BasicApi.IPlayGamesClient.GetPlayerStats"/> public void GetPlayerStats(Action <CommonStatusCodes, PlayerStats> callback) { #if UNITY_ANDROID // Temporary fix to get SpendProbability until the // C++ SDK supports it. PlayGamesHelperObject.RunOnGameThread(() => clientImpl.GetPlayerStats(GetApiClient(), callback)); #else mServices.StatsManager().FetchForPlayer((playerStatsResponse) => { // Translate native errors into CommonStatusCodes. CommonStatusCodes responseCode = ConversionUtils.ConvertResponseStatusToCommonStatus(playerStatsResponse.Status()); // Log errors. if (responseCode != CommonStatusCodes.Success && responseCode != CommonStatusCodes.SuccessCached) { GooglePlayGames.OurUtils.Logger.e("Error loading PlayerStats: " + playerStatsResponse.Status().ToString()); } // Fill in the stats & call the callback. if (callback != null) { if (playerStatsResponse.PlayerStats() != null) { // Copy the object out of the native interface so // it will not be deleted before the callback is // executed on the UI thread. PlayerStats stats = playerStatsResponse.PlayerStats().AsPlayerStats(); PlayGamesHelperObject.RunOnGameThread(() => callback(responseCode, stats)); } else { PlayGamesHelperObject.RunOnGameThread(() => callback(responseCode, new PlayerStats())); } } }); #endif }
public void GetPlayerStats(Action <CommonStatusCodes, PlayGamesLocalUser.PlayerStats> callback) { clientImpl.GetPlayerStats(GetApiClient(), callback); }