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| using UnityEngine; using System.Collections; using UnityEngine.SocialPlatforms; using UnityEngine.SocialPlatforms.GameCenter;
public class IOSManager : MonoBehaviour {
public bool GameCenterState; public string userInfo; /// <summary> /// 初始化 GameCenter 登陆 /// </summary> void Start () { Social.localUser.Authenticate(HandleAuthenticated); }
/// <summary> /// 初始化 GameCenter 结果回调函数 /// </summary> /// <param name="success">If set to <c>true</c> success.</param> private void HandleAuthenticated(bool success) { GameCenterState = success; Debug.Log("*** HandleAuthenticated: success = " + success); ///初始化成功 if (success) { userInfo = "Username: " + Social.localUser.userName + "\nUser ID: " + Social.localUser.id + "\nIsUnderage: " + Social.localUser.underage; Debug.Log (userInfo); } else { ///初始化失败
} }
void OnGUI(){
GUI.TextArea ( new Rect( Screen.width -200, 0, 200, 100), "GameCenter:"+GameCenterState ); GUI.TextArea ( new Rect( Screen.width -200, 100, 200, 100), "userInfo:"+userInfo );
if (GUI.Button (new Rect (0, 0, 110, 75), "打开成就")) {
if (Social.localUser.authenticated) { Social.ShowAchievementsUI(); } }
if (GUI.Button (new Rect (0, 150, 110, 75), "打开排行榜")) {
if (Social.localUser.authenticated) { Social.ShowLeaderboardUI(); } }
if (GUI.Button (new Rect (0, 300, 110, 75), "排行榜设置分数")) {
if (Social.localUser.authenticated) { Social.ReportScore(1000, "XXXX", HandleScoreReported); } }
if (GUI.Button (new Rect (0, 300, 110, 75), "设置成就")) {
if (Social.localUser.authenticated) { Social.ReportProgress("XXXX", 15, HandleProgressReported); } }
}
//上传排行榜分数 public void HandleScoreReported(bool success) { Debug.Log("*** HandleScoreReported: success = " + success); } //设置 成就 private void HandleProgressReported(bool success) { Debug.Log("*** HandleProgressReported: success = " + success); }
/// <summary> /// 加载好友回调 /// </summary> /// <param name="success">If set to <c>true</c> success.</param> private void HandleFriendsLoaded(bool success) { Debug.Log("*** HandleFriendsLoaded: success = " + success); foreach(IUserProfile friend in Social.localUser.friends) { Debug.Log("* friend = " + friend.ToString()); } }
/// <summary> /// 加载成就回调 /// </summary> /// <param name="achievements">Achievements.</param> private void HandleAchievementsLoaded(IAchievement[] achievements) { Debug.Log("* HandleAchievementsLoaded"); foreach(IAchievement achievement in achievements) { Debug.Log("* achievement = " + achievement.ToString()); } }
/// <summary> /// /// 成就回调描述 /// </summary> /// <param name="achievementDescriptions">Achievement descriptions.</param> private void HandleAchievementDescriptionsLoaded(IAchievementDescription[] achievementDescriptions) { Debug.Log("*** HandleAchievementDescriptionsLoaded"); foreach(IAchievementDescription achievementDescription in achievementDescriptions) { Debug.Log("* achievementDescription = " + achievementDescription.ToString()); } }
}
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