262 lines
8.0 KiB
C#
Executable File
262 lines
8.0 KiB
C#
Executable File
// <copyright file="PlayGamesLocalUser.cs" company="Google Inc.">
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// Copyright (C) 2014 Google Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// </copyright>
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#if UNITY_ANDROID
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namespace GooglePlayGames
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{
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using System;
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using GooglePlayGames.BasicApi;
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using UnityEngine.SocialPlatforms;
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/// <summary>
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/// Represents the Google Play Games local user.
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/// </summary>
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public class PlayGamesLocalUser : PlayGamesUserProfile, ILocalUser
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{
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internal PlayGamesPlatform mPlatform;
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private string emailAddress;
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private PlayerStats mStats;
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internal PlayGamesLocalUser(PlayGamesPlatform plaf)
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: base("localUser", string.Empty, string.Empty)
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{
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mPlatform = plaf;
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emailAddress = null;
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mStats = null;
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}
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/// <summary>
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/// Authenticates the local user. Equivalent to calling
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/// <see cref="PlayGamesPlatform.Authenticate" />.
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/// </summary>
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public void Authenticate(Action<bool> callback)
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{
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mPlatform.Authenticate(callback);
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}
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/// <summary>
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/// Authenticates the local user. Equivalent to calling
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/// <see cref="PlayGamesPlatform.Authenticate" />.
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/// </summary>
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public void Authenticate(Action<bool, string> callback)
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{
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mPlatform.Authenticate(callback);
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}
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/// <summary>
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/// Authenticates the local user. Equivalent to calling
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/// <see cref="PlayGamesPlatform.Authenticate" />.
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/// </summary>
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public void Authenticate(Action<bool> callback, bool silent)
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{
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mPlatform.Authenticate(callback, silent);
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}
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/// <summary>
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/// Authenticates the local user. Equivalent to calling
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/// <see cref="PlayGamesPlatform.Authenticate" />.
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/// </summary>
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public void Authenticate(Action<bool, string> callback, bool silent)
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{
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mPlatform.Authenticate(callback, silent);
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}
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/// <summary>
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/// Loads all friends of the authenticated user.
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/// </summary>
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public void LoadFriends(Action<bool> callback)
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{
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mPlatform.LoadFriends(this, callback);
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}
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/// <summary>
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/// Synchronous version of friends, returns null until loaded.
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/// </summary>
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public IUserProfile[] friends
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{
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get { return mPlatform.GetFriends(); }
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}
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/// <summary>
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/// Gets an id token for the user.
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/// </summary>
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public string GetIdToken()
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{
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return mPlatform.GetIdToken();
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}
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/// <summary>
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/// Returns whether or not the local user is authenticated to Google Play Games.
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/// </summary>
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/// <returns>
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/// <c>true</c> if authenticated; otherwise, <c>false</c>.
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/// </returns>
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public bool authenticated
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{
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get { return mPlatform.IsAuthenticated(); }
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}
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/// <summary>
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/// Not implemented. As safety placeholder, returns true.
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/// </summary>
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public bool underage
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{
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get { return true; }
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}
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/// <summary>
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/// Gets the display name of the user.
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/// </summary>
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/// <returns>
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/// The display name of the user.
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/// </returns>
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public new string userName
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{
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get
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{
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string retval = string.Empty;
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if (authenticated)
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{
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retval = mPlatform.GetUserDisplayName();
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if (!base.userName.Equals(retval))
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{
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ResetIdentity(retval, mPlatform.GetUserId(), mPlatform.GetUserImageUrl());
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}
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}
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return retval;
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}
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}
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/// <summary>
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/// Gets the user's Google id.
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/// </summary>
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/// <remarks> This id is persistent and uniquely identifies the user
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/// across all games that use Google Play Game Services. It is
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/// the preferred method of uniquely identifying a player instead
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/// of email address.
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/// </remarks>
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/// <returns>
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/// The user's Google id.
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/// </returns>
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public new string id
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{
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get
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{
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string retval = string.Empty;
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if (authenticated)
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{
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retval = mPlatform.GetUserId();
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if (!base.id.Equals(retval))
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{
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ResetIdentity(mPlatform.GetUserDisplayName(), retval, mPlatform.GetUserImageUrl());
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}
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}
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return retval;
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}
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}
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/// <summary>
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/// Returns true (since this is the local user).
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/// </summary>
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public new bool isFriend
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{
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get { return true; }
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}
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/// <summary>
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/// Gets the local user's state. This is always <c>UserState.Online</c> for
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/// the local user.
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/// </summary>
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public new UserState state
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{
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get { return UserState.Online; }
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}
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public new string AvatarURL
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{
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get
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{
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string retval = string.Empty;
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if (authenticated)
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{
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retval = mPlatform.GetUserImageUrl();
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if (!base.id.Equals(retval))
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{
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ResetIdentity(mPlatform.GetUserDisplayName(),
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mPlatform.GetUserId(), retval);
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}
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}
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return retval;
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}
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}
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/// <summary>Gets the email of the signed in player.</summary>
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/// <remarks>If your game requires a persistent, unique id for the
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/// player, the use of PlayerId is recommendend since it does not
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/// require extra permission consent from the user.
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/// This is only available if the Requires Google Plus option
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/// is added to the setup (which enables additional
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/// permissions for the application).
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/// NOTE: This property can only be accessed using the main Unity thread.
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/// </remarks>
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/// <value>The email.</value>
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public string Email
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{
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get
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{
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// treat null as unitialized, empty as no email. This can
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// happen when the web client is not initialized.
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if (authenticated && string.IsNullOrEmpty(emailAddress))
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{
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emailAddress = mPlatform.GetUserEmail();
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emailAddress = emailAddress ?? string.Empty;
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}
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return authenticated ? emailAddress : string.Empty;
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}
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}
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/// <summary>
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/// Gets the player's stats.
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/// </summary>
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/// <param name="callback">Callback when they are available.</param>
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public void GetStats(Action<CommonStatusCodes, PlayerStats> callback)
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{
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if (mStats == null || !mStats.Valid)
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{
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mPlatform.GetPlayerStats((rc, stats) =>
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{
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mStats = stats;
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callback(rc, stats);
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});
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}
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else
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{
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// 0 = success
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callback(CommonStatusCodes.Success, mStats);
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}
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}
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}
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}
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#endif |