// Use this for initialization #region AUTHORIZATION public void LoginWithFB(string accessToken, string titleId) { LoginWithFacebookRequest request = new LoginWithFacebookRequest() { TitleId = titleId, CreateAccount = true, AccessToken = accessToken // CustomId = SystemInfo.deviceUniqueIdentifier }; PlayFabClientAPI.LoginWithFacebook(request, (result) => { PlayFabId = result.PlayFabId; Debug.Log("Got PlayFabID: " + PlayFabId); NetworkManager.UserID = PlayFabId; //TODO: think about login lambda if (result.NewlyCreated) { Debug.Log("(new account)"); } else { Debug.Log("(existing account)"); } NetworkManager.THIS.IsLoggedIn = true; }, (error) => { Debug.Log(error.ErrorMessage); }); }
/// <summary> /// /// </summary> public virtual void LogInWithFacebookID(string _token = null) { retryToLogIn = false; if (string.IsNullOrEmpty(_token) && PlayfabConstants.Instance != null) { _token = PlayfabConstants.Instance.FacebookToken; } if (!String.IsNullOrEmpty(_token)) { var request = new LoginWithFacebookRequest { CreateAccount = true, AccessToken = _token }; PlayFabClientAPI.LoginWithFacebook(request, OnLogInWithFacebookSuccess, OnLogInWithFacebookFailed); if (LobbyUIManager.instance != null) { Invoke(nameof(ProfileSyncStart), 1f); } } else { LogInWithCustomID(); } }
public void LoginWithFacebookAccount(string accessToken, Action <LoginResult> callBack, Action <PlayFabError> loginFailure) { var request = new LoginWithFacebookRequest { AccessToken = accessToken }; PlayFabClientAPI.LoginWithFacebook(request, callBack, loginFailure); }
public void RegisterFacebookUser(string accessToken, bool isAutoLogin = false) { print("FB Login request"); var request = new LoginWithFacebookRequest { CreateAccount = !isAutoLogin, AccessToken = accessToken }; PlayFabClientAPI.LoginWithFacebook(request, OnFBLoginSucess, OnLoginFailure); }
//account not found with this facebook, tries creating an account instead private void OnPlayfabFacebookAuthFailed(PlayFabError error) { Debug.Log("PlayFab Facebook Auth Failed: " + error.GenerateErrorReport()); var LoginWithFacebook = new LoginWithFacebookRequest { CreateAccount = true, AccessToken = AccessToken.CurrentAccessToken.TokenString }; PlayFabClientAPI.LoginWithFacebook(LoginWithFacebook, OnCreatePlayfabFacebookAccountSuccess, OnCreatePlayfabFacebookAccountFailure); isOnline = false; }
private void AuthenticateLoginWithFacebook() { #if UNITY_FACEBOOK LoginWithFacebookRequest request = new LoginWithFacebookRequest(); request.AccessToken = AuthTicket; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = true; PlayFabClientAPI.LoginWithFacebook(request, LoginSuccess, StatusFail); #endif }
public void LogIntoPlayfab() { Debug.Log("Logging Into PlayFab..."); PlayFabSettings.TitleId = GameState.Constants.PLAYFAB_TITLE_ID; //your title id goes here. LoginWithFacebookRequest request = new LoginWithFacebookRequest(); request.AccessToken = GameState.Instance.FBUserAccessToken; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = true; PlayFabClientAPI.LoginWithFacebook(request, OnPlayFabLoginResult, OnPlayFabLoginError); }
/// <summary> /// Login with Facebook token. /// </summary> /// <param name="token">Token obtained through the FB plugin. (works on mobile and FB canvas only)</param> private static void LoginWithFacebook(string token) { LoginMethodUsed = LoginPathways.facebook; LoginWithFacebookRequest request = new LoginWithFacebookRequest(); request.AccessToken = token; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = false; PlayFabClientAPI.LoginWithFacebook(request, OnLoginResult, OnLoginError); }
void LoginPlayfabWithFBAccount(Facebook.Unity.AccessToken token) { Debug.Log("LoginPlayfabWithFBAccount " + token); var request = new LoginWithFacebookRequest { AccessToken = token.TokenString }; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = true; PlayFabClientAPI.LoginWithFacebook(request, RequestPhotonToken, OnPlayFabError); }
/// <summary> /// Login within an app on Facebook Canvas or Gameroom by using its current access token. /// </summary> public void LoginWithFacebook() { LoginWithFacebookRequest request = new LoginWithFacebookRequest() { TitleId = PlayFabSettings.TitleId, CreateAccount = true, AccessToken = facebookAccess, InfoRequestParameters = instance.accountParams }; PlayFabClientAPI.LoginWithFacebook(request, OnLoggedIn, OnPlayFabError); }
private void LogOnPlayFab() { if (IsLoggedOnPlayFab) { return; } var loginWithFacebookRequest = new LoginWithFacebookRequest { TitleId = PlayFabSettings.TitleId, AccessToken = AccessToken.CurrentAccessToken.TokenString, CreateAccount = true }; PlayFabClientAPI.LoginWithFacebook(loginWithFacebookRequest, PlayFabLoginSuccessCallback, PlayFabErrorCallback); }
private void SetInit() { if (FB.IsLoggedIn) { Debug.Log("Facebook is logged in"); Debug.Log("Facebook Access Token: " + AccessToken.CurrentAccessToken.TokenString); Debug.Log("Facebook Access Token Expiration: " + AccessToken.CurrentAccessToken.ExpirationTime); var LoginWithFacebook = new LoginWithFacebookRequest { CreateAccount = false, AccessToken = AccessToken.CurrentAccessToken.TokenString }; PlayFabClientAPI.LoginWithFacebook(LoginWithFacebook, OnPlayfabFacebookAuthComplete, OnPlayfabFacebookAuthFailed); } else { Debug.Log("Facebook is not logged in"); } }
/// <summary> /// Function to be called to link Facebook user with PlayFab user /// (creates a new one if not exists, logins existing user if exists). /// </summary> /// <param name="facebookAccessToken">Facebook's access token</param> /// <param name="OnLoginCompletedCallback">Function to call after process ends</param> public void LoginWithFacebook(string facebookAccessToken, string facebookName, string facebookPictureURL, ProjectDelegates.PlayFabLoginCallback OnLoginCompletedCallback) { this.OnLoginCompletedCallback = OnLoginCompletedCallback; this.playerDisplayName = facebookName; this.playerPictureURL = facebookPictureURL; PlayFabSettings.TitleId = playFabGameID; LoginWithFacebookRequest facebookRequest = new LoginWithFacebookRequest(); facebookRequest.CreateAccount = true; facebookRequest.TitleId = playFabGameID; facebookRequest.AccessToken = facebookAccessToken; PlayFabClientAPI.LoginWithFacebook(facebookRequest, OnLoginCompleted, OnLoginError); }
public static Promise LoginWithFacebook() { var promise = new Promise(); FB.LogInWithReadPermissions(new List <string> { "user_location" }, (loginResult) => { try { var request = new LoginWithFacebookRequest { CreateAccount = true, AccessToken = AccessToken.CurrentAccessToken.TokenString }; PlayFabClientAPI.LoginWithFacebook(request, (result) => { promise.Resolve(); }, ErrorCallback); } catch (Exception ex) { promise.Reject(ex); } }); return(promise); }
private void LoginFacebookCallBack(ILoginResult loginResult) { //Caso o resultado seja nulo, deu algum erro no login. if (loginResult == null) { Debug.Log("Não foi possível logar no facebook."); return; } //Verifica se o retorno não foi um erro, ou algum tipo de cancelamento caso não seja nenhum desses tipos indica //que foi possível realizar o login com o facebook com sucesso. if (string.IsNullOrEmpty(loginResult.Error) && !loginResult.Cancelled && !string.IsNullOrEmpty(loginResult.RawResult)) { Debug.Log("Sucesso ao Logar no Facebook."); //Aqui verificamos se o usuário já está logado no PlayFab e caso não esteja tenta realizar o login. if (!FacebookAndPlayFabInfo.isLoggedOnPlayFab) { //O PlayFab possuí vários tipos de login, neste artigo vamos utilizar o Login com o facebook //então nessa parte configuramos uma chamada para o PlayFab se Logar através dos dados do usuário //no facebook. LoginWithFacebookRequest loginFacebookRequest = new LoginWithFacebookRequest() { //Indica o TitleId do seu jogo no PlayFab. TitleId = PlayFabSettings.TitleId, //Indica o token de acesso do usuário no Facebook, esse token só é gerado se o usuário já estiver //logado no facebook AccessToken = Facebook.Unity.AccessToken.CurrentAccessToken.TokenString, //Indica para criar uma conta automaticamente dentro do seu jogo no PlayFab para este usuário, //caso ele já não possua uma CreateAccount = true }; //Utiliza o SDK do PlayFab para realizar o login, utilizando a chamada e indicando as funções de callback //de sucesso e de error. PlayFabClientAPI.LoginWithFacebook(loginFacebookRequest, PlayFabLoginSucessCallBack, PlayFabErrorCallBack); } } else { Debug.Log("Não foi possível logar no facebook."); } }
private IEnumerator <LoginResult> LoginWithFacebookCoroutine(bool createAccount, GetPlayerCombinedInfoRequestParams combinedInfoParams, List <string> facebookPermissions) { #if !USING_FACEBOOK_SDK throw new FacebookException("USING_FACEBOOK_SDK is not defined! Check your AppSettings."); #else // Making sure all passed in facebook permissions are appended to the global list if (facebookPermissions != null) { foreach (var facebookPermission in facebookPermissions) { this.FacebookPermissions.AddIfUnique(facebookPermission); } } var accessToken = this.GetFacebookAccessToken(); while (accessToken.IsDone == false) { yield return(default(LoginResult)); } var facebookLoginRequest = new LoginWithFacebookRequest { AccessToken = accessToken.Value, CreateAccount = createAccount, InfoRequestParameters = this.GetCombinedInfoRequest(combinedInfoParams), }; var facebookLogin = PF.Do <LoginWithFacebookRequest, LoginResult>(facebookLoginRequest, PlayFabClientAPI.LoginWithFacebook); while (facebookLogin.IsDone == false) { yield return(default(LoginResult)); } yield return(facebookLogin.Value); #endif }
public void LoginPlayFabWithFacebook(string fbAccessToken) { if (string.IsNullOrEmpty(fbAccessToken)) { Debug.LogError("Facebook access token needed for login to PlayFab!"); return; } savedID = PlayerPrefs.GetString("savedID"); if (string.IsNullOrEmpty(savedID)) { savedID = System.Guid.NewGuid().ToString(); } LoginWithFacebookRequest request = new LoginWithFacebookRequest() { AccessToken = fbAccessToken, CreateAccount = true }; PlayFabClientAPI.LoginWithFacebook(request, LoginWithFbResult, LoginWithFBErrorCallback); }
public static IEnumerator <LoginResult> LoginWithFacebook(bool createAccount, GetPlayerCombinedInfoRequestParams infoRequest = null) { IEnumerator <string> getAccessTokenCoroutine = GetFacebookAccessToken(); string accessToken = null; while (getAccessTokenCoroutine.MoveNext()) { accessToken = getAccessTokenCoroutine.Current; } // making sure we get User Account Info at login infoRequest = infoRequest ?? new GetPlayerCombinedInfoRequestParams(); infoRequest.GetUserAccountInfo = true; var facebookLoginRequest = new LoginWithFacebookRequest { AccessToken = accessToken, CreateAccount = createAccount, InfoRequestParameters = infoRequest, }; return(Do <LoginWithFacebookRequest, LoginResult>(facebookLoginRequest, PlayFabClientAPI.LoginWithFacebook)); }
/// <summary> /// Login with Facebook token. /// </summary> /// <param name="token">Token obtained through the FB plugin. (works on mobile and FB canvas only)</param> public static void LoginWithFacebook(string token, bool createAccount = false, UnityAction errCallback = null) { //LoginMethodUsed = LoginPathways.facebook; LoginWithFacebookRequest request = new LoginWithFacebookRequest(); request.AccessToken = token; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = createAccount; DialogCanvasController.RequestLoadingPrompt(PlayFabAPIMethods.GenericLogin); PlayFabClientAPI.LoginWithFacebook(request, OnLoginResult, (PlayFabError error) => { if (errCallback != null && error.Error == PlayFabErrorCode.AccountNotFound) { errCallback(); PF_Bridge.RaiseCallbackError("Account not found, please select a login method to continue.", PlayFabAPIMethods.GenericLogin, MessageDisplayStyle.error); } else { OnLoginError(error); } }); }
private void FBAuthCallBack(ILoginResult result) { if (result.Error != null) { Debug.Log(result.Error); //check error } else { if (FB.IsLoggedIn) { Debug.Log("Facebook is logged in"); Debug.Log("Facebook Auth Complete. Access Token: " + AccessToken.CurrentAccessToken.TokenString); Debug.Log("Facebook Access Token Expiration: " + AccessToken.CurrentAccessToken.ExpirationTime); var LoginWithFacebook = new LoginWithFacebookRequest { CreateAccount = false, AccessToken = AccessToken.CurrentAccessToken.TokenString }; PlayFabClientAPI.LoginWithFacebook(LoginWithFacebook, OnPlayfabFacebookAuthComplete, OnPlayfabFacebookAuthFailed); } else { Debug.Log("Facebook is not logged in"); } } }
public void LoginWithFacebook() { aToken = FacebookConnect.FC.AToken; //Facebook.Unity.AccessToken.CurrentAccessToken; LoginWithFacebookRequest request = new LoginWithFacebookRequest(); request.AccessToken = aToken;//.TokenString; request.TitleId = PlayFabSettings.TitleId; request.CreateAccount = true; PlayFabClientAPI.LoginWithFacebook(request, OnLoginCallback, OnApiCallError); /// #region Google /* Login Google * LoginWithGoogleAccountRequest request = new LoginWithGoogleAccountRequest(); * request.ServerAuthCode = googleSignInUser.AuthCode; // GoogleSignInUser is the result of a successful google login * request.TitleId = PlayFabSettings.TitleId; * request.CreateAccount = true; * * PlayFabClientAPI.LoginWithGoogleAccount(request, OnLoginCallback, OnApiCallError); */ #endregion Google /// }