/// <summary> /// Registers a new user. /// </summary> /// <param name="user">The user object.</param> /// <param name="callback">Callback.</param> public static void RegisterUser(LumosUser user, Action <bool> callback) { var endpoint = "/users/" + user.id; var payload = new Dictionary <string, object>() { { "password", user.password } }; LumosUnity.Util.AddToDictionaryIfNonempty(payload, "email", user.email); LumosRequest.Send(LumosSocial.instance, endpoint, LumosRequest.Method.PUT, payload, success => { var info = success as Dictionary <string, object>; user.authenticated = true; user.Update(info); _localUser = user; if (callback != null) { callback(true); } }, error => { if (callback != null) { callback(false); } }); }
/// <summary> /// Registers a new user. /// </summary> /// <param name="user">The user object.</param> /// <param name="callback">Callback.</param> public static void RegisterUser (LumosUser user, Action<bool> callback) { var endpoint = "/users/" + user.id; var payload = new Dictionary<string, object>() { { "password", user.password } }; LumosUnity.Util.AddToDictionaryIfNonempty(payload, "email", user.email); LumosRequest.Send(LumosSocial.instance, endpoint, LumosRequest.Method.PUT, payload, success => { var info = success as Dictionary<string, object>; user.authenticated = true; user.Update(info); _localUser = user; if (callback != null) { callback(true); } }, error => { if (callback != null) { callback(false); } }); }
/// <summary> /// Registers the new user. /// </summary> static void RegisterNewUser() { if (username.Length < 1 || password.Length < 1 || email.Length < 1) { LumosSocialGUI.statusMessage = "Please fill in all the fields."; return; } if (password != passwordConfirmation) { LumosSocialGUI.statusMessage = "Please supply matching passwords."; return; } LumosSocialGUI.inProgress = true; LumosSocialGUI.statusMessage = "Registering..."; var user = new LumosUser(username, password); user.email = email; LumosSocial.RegisterUser(user, success => { LumosSocialGUI.inProgress = false; if (success) { LumosSocialGUI.statusMessage = null; LumosSocialGUI.HideWindow(); } else { LumosSocialGUI.statusMessage = "There was a problem registering. Please try again."; } }); }
/// <summary> /// Submits the username and password. /// </summary> static void SubmitLoginCredentials() { if (username.Length < 1) { LumosSocialGUI.statusMessage = "Please enter a username."; return; } if (password.Length < 1) { LumosSocialGUI.statusMessage = "Please enter a password."; return; } LumosSocialGUI.inProgress = true; LumosSocialGUI.statusMessage = "Logging in..."; var user = new LumosUser(username, password); Social.Active.Authenticate(user, success => { LumosSocialGUI.inProgress = false; if (success) { LumosSocialGUI.HideWindow(); LumosSocialGUI.statusMessage = null; } else { LumosSocialGUI.statusMessage = "There was a problem signing in. Perhaps your username and password do not match."; } }); }
static void Login (LumosUser user) { user.Authenticate(success => { if (success) { Debug.Log("Authenticated, assigned as Social.localUser"); } else { Debug.LogError("Failed to authenticate"); } LumosSocialDemoCustomLoginGUI.LoginComplete(success); }); }
static void Register (LumosUser user) { LumosSocial.RegisterUser(user, success => { if (success) { PlayerPrefs.SetInt(hasRegisteredKey, 1); Debug.Log("Registered and authenticated, assigned as Social.localUser"); } else { Debug.LogError("Unable to register user"); } LumosSocialDemoCustomLoginGUI.RegistrationComplete(success); }); }
/// <summary> /// Authenticates the given user. /// </summary> /// <param name="user">The user to authenticate.</param> /// <param name="callback">Callback.</param> public void Authenticate (ILocalUser user, Action<bool> callback) { user.Authenticate( success => { if (success) { _localUser = user as LumosUser; } if (callback != null) { callback(success); } }); }
static void Login(LumosUser user) { user.Authenticate(success => { if (success) { Debug.Log("Authenticated, assigned as Social.localUser"); } else { Debug.LogError("Failed to authenticate"); } LumosSocialDemoCustomLoginGUI.LoginComplete(success); }); }
/// <summary> /// Authenticates the given user. /// </summary> /// <param name="user">The user to authenticate.</param> /// <param name="callback">Callback.</param> public void Authenticate(ILocalUser user, Action <bool> callback) { user.Authenticate( success => { if (success) { _localUser = user as LumosUser; } if (callback != null) { callback(success); } }); }
static void Register(LumosUser user) { LumosSocial.RegisterUser(user, success => { if (success) { PlayerPrefs.SetInt(hasRegisteredKey, 1); Debug.Log("Registered and authenticated, assigned as Social.localUser"); } else { Debug.LogError("Unable to register user"); } LumosSocialDemoCustomLoginGUI.RegistrationComplete(success); }); }
// Useful if: // 1. You want cross platform support (players will choose their usernames and passwords) // 2. You want to use leaderboards and friend lists // 3. You don't need cross platform support (the player will not know their password) public static void Authenticate (string username, string password, bool register) { var user = new LumosUser(username, password); // You could modify these functions to accept more user details and set them here. // Example: modify this function to accept an email address and assign it to user.email // before registering. If you set an email when registering a user, you can optionally use // our welcome email feature (configurable on the Lumos Social dashboard). // You can also set arbitrary information using user.other. // All user details can be updated after registration except for the username. // Register new user if (register) { Register(user); // Login with a registered user } else { Login(user); } }
// Useful if: // 1. You want cross platform support (players will choose their usernames and passwords) // 2. You want to use leaderboards and friend lists // 3. You don't need cross platform support (the player will not know their password) public static void Authenticate(string username, string password, bool register) { var user = new LumosUser(username, password); // You could modify these functions to accept more user details and set them here. // Example: modify this function to accept an email address and assign it to user.email // before registering. If you set an email when registering a user, you can optionally use // our welcome email feature (configurable on the Lumos Social dashboard). // You can also set arbitrary information using user.other. // All user details can be updated after registration except for the username. // Register new user if (register) { Register(user); // Login with a registered user } else { Login(user); } }
public void SetLocalUser (LumosUser user) { _localUser = user; }
public void SetLocalUser(LumosUser user) { _localUser = user; }
/// <summary> /// Submits the username and password. /// </summary> static void SubmitLoginCredentials () { if (username.Length < 1) { LumosSocialGUI.statusMessage = "Please enter a username."; return; } if (password.Length < 1) { LumosSocialGUI.statusMessage = "Please enter a password."; return; } LumosSocialGUI.inProgress = true; LumosSocialGUI.statusMessage = "Logging in..."; var user = new LumosUser(username, password); Social.Active.Authenticate(user, success => { LumosSocialGUI.inProgress = false; if (success) { LumosSocialGUI.HideWindow(); LumosSocialGUI.statusMessage = null; } else { LumosSocialGUI.statusMessage = "There was a problem signing in. Perhaps your username and password do not match."; } }); }