/// <summary> /// When we catch an MMGameEvent, we do stuff based on its name /// </summary> /// <param name="gameEvent">Game event.</param> public virtual void OnMMEvent(MMGameEvent gameEvent) { switch (gameEvent.EventName) { case "Save": MMAchievementManager.SaveAchievements(); break; /* * // These are just examples of how you could catch a GameStart MMGameEvent and trigger the potential unlock of a corresponding achievement * case "GameStart": * MMAchievementManager.UnlockAchievement("theFirestarter"); * break; * case "LifeLost": * MMAchievementManager.UnlockAchievement("theEndOfEverything"); * break; * case "Pause": * MMAchievementManager.UnlockAchievement("timeStop"); * break; * case "Jump": * MMAchievementManager.UnlockAchievement ("aSmallStepForMan"); * MMAchievementManager.AddProgress ("toInfinityAndBeyond", 1); * break;*/ } }
/// <summary> /// When we catch an MMGameEvent, we do stuff based on its name /// </summary> /// <param name="gameEvent">Game event.</param> public virtual void OnMMEvent(MMGameEvent gameEvent) { switch (gameEvent.EventName) { case "Save": MMAchievementManager.SaveAchievements(); break; } }