///////////////////////////////////////////////////////////////////////// // gamecenter or google void OnConnectedGameCenter(UM_ConnectionState um_connection_state) { if (um_connection_state != UM_ConnectionState.DISCONNECTED) { #if SH_TEST || SH_DEV Tooltip.Instance.ShowMessageKey("NotImplement"); #endif return; } if (um_connection_state != UM_ConnectionState.CONNECTED) { return; } UM_GameServiceManager.OnConnectionStateChnaged -= OnConnectedGameCenter; switch (Application.platform) { case RuntimePlatform.IPhonePlayer: SHSavedData.LoginPlatform = LoginPlatform.GameCenter; break; case RuntimePlatform.Android: SHSavedData.LoginPlatform = LoginPlatform.GooglePlay; break; } Debug.LogFormat("user id : {0}", UM_GameServiceManager.Instance.Player.PlayerId); LoginCallback(); }
//-------------------------------------- // Connection //-------------------------------------- public void Connect() { if (!_IsInitedCalled) { Init(); } if (_ConnectionSate == UM_ConnectionState.CONNECTED || _ConnectionSate == UM_ConnectionState.CONNECTING) { return; } switch (Application.platform) { case RuntimePlatform.IPhonePlayer: GameCenterManager.Init(); break; case RuntimePlatform.Android: GooglePlayConnection.Instance.Connect(); break; } _ConnectionSate = UM_ConnectionState.CONNECTING; }
//-------------------------------------- // Private Methods //-------------------------------------- private void SetConnectionState(UM_ConnectionState NewState) { if (_ConnectionSate != NewState) { _ConnectionSate = NewState; OnConnectionStateChnaged(_ConnectionSate); } }
private void OnAllLoaded() { _ConnectionSate = UM_ConnectionState.CONNECTED; _player = new GameServicePlayerTemplate(GameCenterManager.Player, GooglePlayManager.instance.player); dispatch(PLAYER_CONNECTED); OnPlayerConnected(); }
private void OnAllLoaded() { _IsDataLoaded = true; _ConnectionSate = UM_ConnectionState.CONNECTED; _Player = new UM_PlayerTemplate(GameCenterManager.Player, GooglePlayManager.Instance.player); OnPlayerConnected(); }
//-------------------------------------- // Handlers //-------------------------------------- void HandleOnConnectionStateChnaged(UM_ConnectionState state) { if (UM_GameServiceManager.Instance.IsConnected) { UM_Player player = UM_GameServiceManager.Instance.Player; if (player.BigPhoto == null) { player.LoadBigPhoto(); } } UpdateUserPanel(); }
//-------------------------------------- // IOS Events //-------------------------------------- private void OnAuthFinished(ISN_Result res) { if (res.IsSucceeded) { OnServiceConnected(); } else { _ConnectionSate = UM_ConnectionState.DISCONNECTED; OnPlayerDisconnected(); } }
void OnConnectedGameCenter(UM_ConnectionState um_connection_state) { if (um_connection_state != UM_ConnectionState.CONNECTED) { Debug.LogWarningFormat("UM_ConnectionState : {0}", um_connection_state); return; } UM_GameServiceManager.OnConnectionStateChnaged -= OnConnectedGameCenter; Debug.LogFormat("user id : {0}", UM_GameServiceManager.Instance.Player.PlayerId); ConnectToGameserver(); }
private void OnAndroidPlayerDisconnected() { _ConnectionSate = UM_ConnectionState.DISCONNECTED; dispatch(PLAYER_DISCONNECTED); OnPlayerDisconnected(); }
private void OnAndroidPlayerDisconnected() { _ConnectionSate = UM_ConnectionState.DISCONNECTED; OnPlayerDisconnected(); }