// This function gets called when Authenticate completes
        // Note that if the operation is successful, Social.localUser will contain data from the server.
        private void ProcessAuthentication(bool success)
        {
            if (success || UnityEngine.Social.localUser.authenticated)
            {
                OnAuthenticated();
            }
            else
            {
                if (mOnInitializationFailedCallbacks != null)
                {
                    for (int i = 0; i < mOnInitializationFailedCallbacks.Count; i++)
                    {
                        Action callback = mOnInitializationFailedCallbacks[i];
                        if (callback != null)
                        {
                            callback.Invoke();
                        }
                    }
                    mOnInitializationFailedCallbacks.Clear();
                    mOnInitializationFailedCallbacks = null;
                }

                if (mOnInitializationSucceededCallbacks != null)
                {
                    mOnInitializationSucceededCallbacks.Clear();
                    mOnInitializationSucceededCallbacks = null;
                }

                // Dispatch event
                DispatchEventInitializationFailed();

                InstanceInitializationComplete?.Invoke();
            }
        }
示例#2
0
        private void CallInitializationCompleteCallback()
        {
            mInitializationCompleteCallback?.Invoke();

            mInitializationCompleteCallback = null;
            mInitializationFailedCallback   = null;

            DispatchEventInitializationComplete();

            InstanceInitializationComplete?.Invoke();
        }