void Start() { CameraFade.StartAlphaFade(Color.black, true, 1f, 0f); //GOOGLE PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder () // enables saving game progress. //.EnableSavedGames() // registers a callback to handle game invitations received while the game is not running. // .WithInvitationDelegate(<callback method>) // registers a callback for turn based match notifications received while the // game is not running. // .WithMatchDelegate(<callback method>) .Build (); PlayGamesPlatform.InitializeInstance (config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate (); ((PlayGamesPlatform) Social.Active).SetDefaultLeaderboardForUI("CgkIneal8pETEAIQBg"); ////SOOMLA //ProfileEvents.OnSoomlaProfileInitialized += onSoomlaProfileInitialized; StoreEvents.OnSoomlaStoreInitialized += OnSoomlaStoreInitialized; SoomlaStore.Initialize(new MyStoreAssets()); //SoomlaProfile.Initialize(); }
void Start() { mAuthCallback = (bool success) => { EndStandBy(); if (success) { SwitchToMain(); } }; var config = new PlayGamesClientConfiguration.Builder() .WithInvitationDelegate(InvitationManager.Instance.OnInvitationReceived) .Build(); PlayGamesPlatform.InitializeInstance(config); // make Play Games the default social implementation PlayGamesPlatform.Activate(); // enable debug logs (note: we do this because this is a sample; on your production // app, you probably don't want this turned on by default, as it will fill the user's // logs with debug info). PlayGamesPlatform.DebugLogEnabled = true; // try silent authentication if (mAuthOnStart) { SetStandBy("Please wait..."); PlayGamesPlatform.Instance.Authenticate(mAuthCallback, true); } }
void google_sign_in() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress. //.EnableSavedGames() // registers a callback to handle game invitations received while the game is not running. //.WithInvitationDelegate(<this.Deb>) // registers a callback for turn based match notifications received while the // game is not running. //.WithMatchDelegate(<callback method>) // require access to a player's Google+ social graph to sign in .RequireGooglePlus() .Build(); PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); //authenticate user: Social.localUser.Authenticate((bool success) => { if(success) { // NGUIDebug.Log("success"); }else { // NGUIDebug.Log("fail to login"); } //handle success or failure }); }
void Awake() { Application.targetFrameRate = 60; Instance = this; playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); score = 0; coin = 0; modifierScore = 1; IsGameStart = false; UpdateScore(); UpdateModifier(0); UpdateCoin(false); UpdateDiamon(false); gameMenuAnim.SetTrigger("Hide"); highScoreText.text = PlayerPrefs.GetInt("Highscore").ToString(); // Ads Advertisement.Initialize(gameID, true); #if UNITY_ANDROID // GPGS GooglePlayGames.BasicApi.PlayGamesClientConfiguration config = new GooglePlayGames.BasicApi.PlayGamesClientConfiguration.Builder().EnableSavedGames().Build(); PlayGamesPlatform.InitializeInstance(config); //PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); OnConnectionResponse(PlayGamesPlatform.Instance.localUser.authenticated); #endif }
// Use this for initialization void Start() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); }
// Use this for initialization void Start() { mAuthCallback = (bool success) => { Debug.Log("In Auth callback, success = " + success); mSigningIn = false; if (success) { NavigationUtil.ShowMainMenu(); } else { Debug.Log("Auth failed!!"); } }; // enable debug logs (note: we do this because this is a sample; // on your production app, you probably don't want this turned // on by default, as it will fill the user's logs with debug info). var config = new PlayGamesClientConfiguration.Builder() .WithInvitationDelegate(InvitationManager.Instance.OnInvitationReceived) .Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; // try silent authentication if (mAuthOnStart) { Authorize(true); } }
public void Initialize() { if (!isPlayingOffline) { // initialize google play to cloud save PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() .EnableSavedGames() .Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { if (success) { MonoBehaviour.print("GooglePlayGames completed initialization"); OpenSavedgame(saveDataName); isPlayingOffline = false; } else { MonoBehaviour.print("GooglePlayGames failed to authenticate local user"); isPlayingOffline = true; } }); } }
// Use this for initialization void Start() { GooglePlayGames.BasicApi.PlayGamesClientConfiguration config = new GooglePlayGames.BasicApi.PlayGamesClientConfiguration.Builder().EnableSavedGames().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.Activate(); PlayGamesPlatform.DebugLogEnabled = true; if (ins == null) { ins = this; } else { Destroy(gameObject); } DontDestroyOnLoad(gameObject); //Create all my array StartingLevel = 10; TowerStats = new int[Enum.GetNames(typeof(Stat)).Length]; Currencies = new int[Enum.GetNames(typeof(Currency)).Length]; Loots = new int[Enum.GetNames(typeof(Loot)).Length]; Researchs = new float[Enum.GetNames(typeof(Research)).Length]; Abilities = new float[Enum.GetNames(typeof(Ability)).Length]; bootsMorale = GetComponent <BootsMoraleAbility> (); CreateTowerMesh(); //LoadLocal (); hitpoint = StatsHelper.ins.GetStatsValue(Stat.HitPoint); AbilityManager.ins.Init(); SceneManager.LoadScene("Menu"); }
void Awake () { UserCancelledInt = PlayerPrefs.GetInt("UserCancelledInt", 0); PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); GooglePlayGames.PlayGamesPlatform.Activate(); }
void Awake () { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); GooglePlayGames.PlayGamesPlatform.Activate(); }
public void ShowBoard() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder () .Build (); GooglePlayGames.PlayGamesPlatform.InitializeInstance (config); GooglePlayGames.PlayGamesPlatform.DebugLogEnabled = true; GooglePlayGames.PlayGamesPlatform.Activate (); PlayGamesPlatform.Instance.localUser.Authenticate((bool success) => {}); }
void ConfigPlayGames() { var config = new PlayGamesClientConfiguration.Builder() .WithInvitationDelegate(InvitationManager.Instance.OnInvitationReceived) .Build(); PlayGamesPlatform.InitializeInstance(config); //PlayGamesPlatform.DebugLogEnabled = true; Authorize(false); }
void Start() { // Select the Google Play Games platform as our social platform implementation #if (UNITY_ANDROID || (UNITY_IPHONE && !NO_GPGS)) GooglePlayGames.BasicApi.PlayGamesClientConfiguration config = new GooglePlayGames.BasicApi.PlayGamesClientConfiguration.Builder().Build(); GooglePlayGames.PlayGamesPlatform.InitializeInstance(config); GooglePlayGames.PlayGamesPlatform.DebugLogEnabled = true; GooglePlayGames.PlayGamesPlatform.Activate(); #endif }
// Use this for initialization void Awake () { //stuffs I dont care bout PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); // Activate the Google Play Games platform shit GooglePlayGames.PlayGamesPlatform.Activate(); }
/* * Create the Play Games Client and configure it to enable saved game. * Authenticate the player's Google account. * */ void Awake() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().EnableSavedGames().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { }); }
void Awake() { PlayGamesPlatform.Activate(); PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() .Build(); PlayGamesPlatform.InitializeInstance(config); Social.localUser.Authenticate ((bool success) => { Debug.Log("Loguado correctamente"); }); }
void Start() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() .Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { //Debug.Log(success); }); }
void Start() { /*boat multiplier*/ boatMultiplier = new int[6]; boatMultiplier[0] = 1; boatMultiplier[1] = 2; boatMultiplier[2] = 3; boatMultiplier[3] = 4; boatMultiplier[4] = 5; boatMultiplier[5] = 6; /*set boats cost*/ boatCost = new int[6]; boatCost[0] = 1; boatCost[1] = 1; boatCost[2] = 1; boatCost[3] = 1; boatCost[4] = 1; boatCost[5] = 1; boatBought = new bool[6]; //checks if a boat is bought //Advertisement.Initialize("1023219", true);//initialize ad PlayerPrefs.SetString("ReviveByAds","True"); //--- RC to check that revive button is pressed only once /*google play services setup*/ PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); //PlayerPrefs.SetInt("slips", 10000); /*get slips value from registry*/ slips = PlayerPrefs.GetInt("slips", 0); slipText.text = "Slips : " + slips.ToString (); /*sets up camera for ui*/ move = true; moveTo = Camera.main.transform.position; message = blank; // RC ----- to hide Internetcheck message achievement = Social.CreateAchievement(); PlayerPrefs.SetString("BoatRevived", "false"); slipsCollectedInOneGame =0; PlayerPrefs.SetInt("slipsCollectedInOneGame", slipsCollectedInOneGame); }
public void Show() { if (PlayGamesPlatform.Instance.localUser.authenticated) { PlayGamesPlatform.Instance.ShowLeaderboardUI ("CgkIjb_-z4oaEAIQBg"); } else { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder () .Build (); GooglePlayGames.PlayGamesPlatform.InitializeInstance (config); //GooglePlayGames.PlayGamesPlatform.DebugLogEnabled = true; GooglePlayGames.PlayGamesPlatform.Activate (); PlayGamesPlatform.Instance.localUser.Authenticate((bool success) => { PlayGamesPlatform.Instance.ShowLeaderboardUI ("CgkIjb_-z4oaEAIQBg"); }); } }
void Start() { if (! PlayGamesPlatform.Instance.localUser.authenticated) { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ().Build (); PlayGamesPlatform.InitializeInstance (config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate (); PlayGamesPlatform.Instance.Authenticate ((bool success) => { }, true); } }
// Use this for initialization void Start() { didPressButton = false; #if UNITY_ANDROID //&& !UNITY_EDITOR if (!isAuthenticated) { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); Social.localUser.Authenticate(delegate(bool success) { Debug.Log("Authentication: " + success); isAuthenticated = true; }); } #endif }
public void MultiplayerConfigAndInit() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // registers a callback to handle game invitations received while the game is not running. .WithInvitationDelegate(InvitationReceived) // registers a callback for turn based match notifications received while the // game is not running. .Build(); //PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); }
void Awake() { //Activamos Google Play para que permita guardado en la nube PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress. .EnableSavedGames() .Build(); PlayGamesPlatform.InitializeInstance(config); DontDestroyOnLoad(gameObject); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = false; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); StartCoroutine("tryLogin"); }
// Use this for initialization void Start() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress. .EnableSavedGames() // registers a callback for turn based match notifications received while the // game is not running. .RequireGooglePlus() .Build(); PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); }
void Start () { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { if (success) { Application.LoadLevel("GamePlay"); } else { Debug.Log("Failed"); } } ); }
public static void InitSave(){ PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress. .EnableSavedGames() // registers a callback to handle game invitations received while the game is not running. // .WithInvitationDelegate(<callback method>) // registers a callback for turn based match notifications received while the // game is not running. // .WithMatchDelegate(<callback method>) // require access to a player's Google+ social graph (usually not needed) // .RequireGooglePlus() .Build(); PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); }
public void SendScore() { HScore = PlayerPrefs.GetInt ("HighScore"); if (PlayGamesPlatform.Instance.localUser.authenticated) { PlayGamesPlatform.Instance.ReportScore (HScore, "CgkIjb_-z4oaEAIQBg", (bool success) => { PlayGamesPlatform.Instance.ShowLeaderboardUI ("CgkIjb_-z4oaEAIQBg"); }); } else { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ().Build (); GooglePlayGames.PlayGamesPlatform.InitializeInstance (config); //GooglePlayGames.PlayGamesPlatform.DebugLogEnabled = true; GooglePlayGames.PlayGamesPlatform.Activate (); PlayGamesPlatform.Instance.localUser.Authenticate((bool success) => { PlayGamesPlatform.Instance.ReportScore (HScore, "CgkIjb_-z4oaEAIQBg", (bool success2) => { PlayGamesPlatform.Instance.ShowLeaderboardUI ("CgkIjb_-z4oaEAIQBg"); }); }); } }
// Use this for initialization void Start () { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress. .EnableSavedGames() .Build(); PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); //login Social.localUser.Authenticate((bool success) => { if(success){ ConsoleLog.SLog("login Success"); } else { ConsoleLog.SLog("login Fail"); } }); }
void Start() { // Lock the screen to landscape Screen.orientation = ScreenOrientation.LandscapeLeft; // Buttons signedInObjects = GameObject.FindGameObjectsWithTag("SignedIn"); signedOutObjects = GameObject.FindGameObjectsWithTag("SignedOut"); statusText = GameObject.Find("statusText").GetComponent<Text>(); // Google Play Games PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.InitializeInstance(config); PlayGamesPlatform.Activate(); // Try silent sign-in UpdateButtonVisibility(false); PlayGamesPlatform.Instance.Authenticate(SignInCallback, true); }
void Start() { //GOOGLE PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder () // enables saving game progress. //.EnableSavedGames() // registers a callback to handle game invitations received while the game is not running. // .WithInvitationDelegate(<callback method>) // registers a callback for turn based match notifications received while the // game is not running. // .WithMatchDelegate(<callback method>) .Build (); PlayGamesPlatform.InitializeInstance (config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate (); ((PlayGamesPlatform)Social.Active).SetDefaultLeaderboardForUI ("CgkIneal8pETEAIQBg"); StartCoroutine (DisplayScene ()); }
public void Authenticate() { if (Authenticated || mAuthenticating) { Debug.LogWarning("Ignoring repeated call to Authenticate()."); return; } PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() .EnableSavedGames() .Build(); PlayGamesPlatform.InitializeInstance(config); // Activate the Play Games platform. This will make it the default // implementation of Social.Active PlayGamesPlatform.Activate(); // Sign in to Google Play Games mAuthenticating = true; Social.localUser.Authenticate((bool success) => { mAuthenticating = false; if (success) { // if we signed in successfully, load data from cloud Debug.Log("Login successful!"); Application.LoadLevel("Main Menu"); } else { // no need to show error message (error messages are shown automatically // by plugin) Debug.LogWarning("Failed to sign in with Google Play Games."); Application.LoadLevel("Main Menu"); } }); }
void Start() { PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // enables saving game progress //.EnableSavedGames() .Build(); PlayGamesPlatform.InitializeInstance(config); //PlayGamesPlatform.DebugLogEnabled = true; PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { //handle success or failure of signing in if (success) { Debug.Log("Signin Success"); if(success) { if(PlayerPrefs.GetInt("ppFirstPlay") == 0) { PlayerPrefs.SetInt("ppFirstPlay" , 1); } } } else { Debug.Log("Signin Failed"); } }); ((PlayGamesLocalUser)Social.localUser).GetStats((rc , stats) => { if(rc <= 0){ Debug.Log("It has been " + stats.DaysSinceLastPlayed + " days"); } }); }
private PlayGamesClientConfiguration(PlayGamesClientConfiguration.Builder builder) { this.mEnableSavedGames = builder.HasEnableSaveGames(); this.mInvitationDelegate = builder.GetInvitationDelegate(); this.mMatchDelegate = builder.GetMatchDelegate(); }
void Start() { // screen should never sleep Screen.sleepTimeout = SleepTimeout.NeverSleep; if (Application.loadedLevelName == "Start") { AdBuddizBinding.SetAndroidPublisherKey("04476a21-0939-4292-b065-ab1e098d9a86"); AdBuddizBinding.CacheAds(); Life.numberOfLives = 3; Score.scoreNumber = 0; // Google Play Service PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder() // require access to a player's Google+ social graph to sign in .RequireGooglePlus() .Build(); PlayGamesPlatform.InitializeInstance(config); // recommended for debugging: PlayGamesPlatform.DebugLogEnabled = true; // Activate the Google Play Games platform PlayGamesPlatform.Activate(); // authenticate user: Social.localUser.Authenticate((bool success) => { if (success) Debug.Log("You logged in successfully"); }); } }