void Awake() { // Create the WebGL (or mock) object #if UNITY_EDITOR ILOLSDK webGL = new LoLSDK.MockWebGL(); #elif UNITY_WEBGL ILOLSDK webGL = new LoLSDK.WebGL(); #endif // Initialize the object, passing in the WebGL LOLSDK.Init(webGL, "com.legends-of-learning.unity.sdk.v5.1.example-game"); // Register event handlers LOLSDK.Instance.StartGameReceived += new StartGameReceivedHandler(this.HandleStartGame); LOLSDK.Instance.GameStateChanged += new GameStateChangedHandler(this.HandleGameStateChange); //LOLSDK.Instance.QuestionsReceived += new QuestionListReceivedHandler (this.HandleQuestions); LOLSDK.Instance.LanguageDefsReceived += new LanguageDefsReceivedHandler(this.HandleLanguageDefs); // Mock the platform-to-game messages when in the Unity editor. #if UNITY_EDITOR LoadMockData(); #endif // Then, tell the platform the game is ready. LOLSDK.Instance.GameIsReady(); }
public static void StartLoader() { // Create the WebGL (or mock) object #if UNITY_EDITOR ILOLSDK webGL = new LoLSDK.MockWebGL(); #elif UNITY_WEBGL ILOLSDK webGL = new LoLSDK.WebGL(); #endif // Initialize the object, passing in the WebGL LOLSDK.Init(webGL, "com.Pansimula.Malfunction"); // Register event handlers LOLSDK.Instance.StartGameReceived += new StartGameReceivedHandler(HandleStartGame); LOLSDK.Instance.LanguageDefsReceived += new LanguageDefsReceivedHandler(HandleLanguageDefs); // Mock the platform-to-game messages when in the Unity editor. #if UNITY_EDITOR LoadMockData(); #endif // Then, tell the platform the game is ready. LOLSDK.Instance.GameIsReady(); }
void Start() { purchasePanButton.onClick.AddListener(AddPan); pantryButton.onClick.AddListener(AddFoodToPantry); // Create the WebGL (or mock) object // This will all change in SDK V6 to be simplified and streamlined. #if UNITY_EDITOR ILOLSDK sdk = new LoLSDK.MockWebGL(); #elif UNITY_WEBGL ILOLSDK sdk = new LoLSDK.WebGL(); #elif UNITY_IOS || UNITY_ANDROID ILOLSDK sdk = null; // TODO COMING SOON IN V6 #endif LOLSDK.Init(sdk, "com.legends-of-learning.unity.sdk.v5.1.example-cooking-game"); // Register event handlers LOLSDK.Instance.StartGameReceived += new StartGameReceivedHandler(StartGame); LOLSDK.Instance.GameStateChanged += new GameStateChangedHandler(gameState => Debug.Log(gameState)); LOLSDK.Instance.QuestionsReceived += new QuestionListReceivedHandler(questionList => Debug.Log(questionList)); LOLSDK.Instance.LanguageDefsReceived += new LanguageDefsReceivedHandler(LanguageUpdate); // Used for player feedback. Not required by SDK. LOLSDK.Instance.SaveResultReceived += OnSaveResult; // Call GameIsReady before calling LoadState or using the helper method. LOLSDK.Instance.GameIsReady(); #if UNITY_EDITOR UnityEditor.EditorGUIUtility.PingObject(this); LoadMockData(); #endif // Helper method to hide and show the state buttons as needed. // Will call LoadState<T> for you. Helper.StateButtonInitialize <CookingData>(newGameButton, continueButton, OnLoad); }
protected virtual IEnumerator Start() { mLangCode = "en"; mIsReady = false; mIsGameStartHandled = false; mIsLanguageHandled = false; mIsFocus = Application.isFocused; //force run in background as requirement Application.runInBackground = false; // Create the WebGL (or mock) object #if UNITY_EDITOR ILOLSDK webGL = new LoLSDK.MockWebGL(); #elif UNITY_WEBGL ILOLSDK webGL = new LoLSDK.WebGL(); #else ILOLSDK webGL = new LoLSDK.MockWebGL(); #endif // Initialize the object, passing in the WebGL LOLSDK.Init(webGL, _gameID); // Register event handlers #if !UNITY_EDITOR LOLSDK.Instance.StartGameReceived += new StartGameReceivedHandler(this.HandleStartGame); LOLSDK.Instance.QuestionsReceived += new QuestionListReceivedHandler(this.HandleQuestions); LOLSDK.Instance.LanguageDefsReceived += new LanguageDefsReceivedHandler(this.HandleLanguageDefs); #endif mCurProgress = 0; // Mock the platform-to-game messages when in the Unity editor. #if UNITY_EDITOR LoadMockData(); #endif // Then, tell the platform the game is ready. LOLSDK.Instance.GameIsReady(); //wait for start and language to be handled while (!(mIsGameStartHandled && mIsLanguageHandled)) { yield return(null); } //parse start if (!string.IsNullOrEmpty(mGameStartJson)) { ParseGameStart(mGameStartJson); mGameStartJson = null; } //parse language if (!string.IsNullOrEmpty(mLanguageJson)) { ParseLanguage(mLanguageJson); mLanguageJson = null; } const float timeOutDelay = 20.0f; float lastTime = Time.time; //load user data if (_userData) { _userData.Load(); while (!_userData.isLoaded) { //time-out? if (Time.time - lastTime >= timeOutDelay) { Debug.LogWarning("User Data loading timed-out."); break; } yield return(null); } mCurScore = _userData.score; mCurProgress = _userData.currentProgress; } lastTime = Time.time; //load settings data if (_settingsData && _settingsData != _userData) { _settingsData.Load(); while (!_settingsData.isLoaded) { //time-out? if (Time.time - lastTime >= timeOutDelay) { Debug.LogWarning("Settings Data loading timed-out."); break; } yield return(null); } } yield return(null); //initialize audio if (M8.MusicPlaylist.instance) { M8.MusicPlaylist.instance.SetupSourceProxy(musicPlaylistRootGO); } if (M8.SoundPlaylist.instance) { M8.SoundPlaylist.instance.SetupSourceRoot(soundPlaylistRootGO); } ApplySettings(); mIsReady = true; }
protected virtual IEnumerator Start() { mLangCode = "en"; mIsReady = false; mIsGameStartHandled = false; mIsLanguageHandled = false; mIsFocus = Application.isFocused; //force run in background as requirement Application.runInBackground = false; // Create the WebGL (or mock) object #if UNITY_EDITOR || UNITY_ANDROID ILOLSDK webGL = new LoLSDK.MockWebGL(); #elif UNITY_WEBGL ILOLSDK webGL = new LoLSDK.WebGL(); #endif // Initialize the object, passing in the WebGL LOLSDK.Init(webGL, _gameID); // Register event handlers #if !UNITY_EDITOR LOLSDK.Instance.StartGameReceived += new StartGameReceivedHandler(this.HandleStartGame); //LOLSDK.Instance.GameStateChanged += new GameStateChangedHandler(this.HandleGameStateChange); //disabled until further notice LOLSDK.Instance.QuestionsReceived += new QuestionListReceivedHandler(this.HandleQuestions); LOLSDK.Instance.LanguageDefsReceived += new LanguageDefsReceivedHandler(this.HandleLanguageDefs); #endif mCurProgress = 0; // Mock the platform-to-game messages when in the Unity editor. #if UNITY_EDITOR LoadMockData(); #endif // Then, tell the platform the game is ready. LOLSDK.Instance.GameIsReady(); //wait for start and language to be handled while (!(mIsGameStartHandled && mIsLanguageHandled)) { yield return(null); } //parse start if (!string.IsNullOrEmpty(mGameStartJson)) { ParseGameStart(mGameStartJson); mGameStartJson = null; } //parse language if (!string.IsNullOrEmpty(mLanguageJson)) { ParseLanguage(mLanguageJson); mLanguageJson = null; } yield return(new WaitForSeconds(0.5f)); SetupVolumes(); yield return(new WaitForSeconds(0.5f)); mIsReady = true; }