using UnityEngine; using UnityEngine.SocialPlatforms; public class Startup : MonoBehaviour { // we'll create some buttons in OnGui, allowing us to bump achievement and // score values for testing private double ach1 = ; private double ach2 = ; private double ach3 = ; private double ach4 = ; private long score1 = ; private long score2 = ; private int buttonWidth = ; private int buttonHeight = ; private int buttonGap = ; void Start() { Social.localUser.Authenticate(HandleAuthenticated); } // authentication private void HandleAuthenticated(bool success) { Debug.Log("*** HandleAuthenticated: success = " + success); if (success) { Social.localUser.LoadFriends(HandleFriendsLoaded); Social.LoadAchievements(HandleAchievementsLoaded); Social.LoadAchievementDescriptions(HandleAchievementDescriptionsLoaded); } } private void HandleFriendsLoaded(bool success) { Debug.Log("*** HandleFriendsLoaded: success = " + success); foreach (IUserProfile friend in Social.localUser.friends) { Debug.Log("* friend = " + friend.ToString()); } } private void HandleAchievementsLoaded(IAchievement[] achievements) { Debug.Log("*** HandleAchievementsLoaded"); foreach (IAchievement achievement in achievements) { Debug.Log("* achievement = " + achievement.ToString()); } } private void HandleAchievementDescriptionsLoaded(IAchievementDescription[] achievementDescriptions) { Debug.Log("*** HandleAchievementDescriptionsLoaded"); foreach (IAchievementDescription achievementDescription in achievementDescriptions) { Debug.Log("* achievementDescription = " + achievementDescription.ToString()); } } // achievements public void ReportProgress(string achievementId, double progress) { if (Social.localUser.authenticated) { Social.ReportProgress(achievementId, progress, HandleProgressReported); } } private void HandleProgressReported(bool success) { Debug.Log("*** HandleProgressReported: success = " + success); } public void ShowAchievements() { if (Social.localUser.authenticated) { Social.ShowAchievementsUI(); } } // leaderboard public void ReportScore(string leaderboardId, long score) { if (Social.localUser.authenticated) { Social.ReportScore(score, leaderboardId, HandleScoreReported); } } public void HandleScoreReported(bool success) { Debug.Log("*** HandleScoreReported: success = " + success); } public void ShowLeaderboard() { if (Social.localUser.authenticated) { Social.ShowLeaderboardUI(); } } // gui public void OnGUI() { // four buttons, allowing us to bump and test setting achievements int yDelta = buttonGap; if (GUI.Button(new Rect(buttonGap, yDelta, buttonWidth, buttonHeight), "Ach 1")) { ReportProgress("A0001", ach1); ach1 = (ach1 == ) ? : ach1 + ; } yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(buttonGap, yDelta, buttonWidth, buttonHeight), "Ach 2")) { ReportProgress("A0002", ach2); ach2 = (ach2 == ) ? : ach2 + ; } yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(buttonGap, yDelta, buttonWidth, buttonHeight), "Ach 3")) { ReportProgress("A0003", ach3); ach3 = (ach3 == ) ? : ach3 + ; } yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(buttonGap, yDelta, buttonWidth, buttonHeight), "Ach 4")) { ReportProgress("A0004", ach4); ach4 = (ach4 == ) ? : ach4 + ; } // show achievements yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(buttonGap, yDelta, buttonWidth, buttonHeight), "Show Achievements")) { ShowAchievements(); } // two buttons, allowing us to bump and test setting high scores int xDelta = Screen.width - buttonWidth - buttonGap; yDelta = buttonGap; if (GUI.Button(new Rect(xDelta, yDelta, buttonWidth, buttonHeight), "Score 1")) { ReportScore("L01", score1); score1 += ; } yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(xDelta, yDelta, buttonWidth, buttonHeight), "Score 2")) { ReportScore("L02", score2); score2 += ; } // show leaderboard yDelta += buttonHeight + buttonGap; if (GUI.Button(new Rect(xDelta, yDelta, buttonWidth, buttonHeight), "Show Leaderboard")) { ShowLeaderboard(); } } }
http://forum.unity3d.com/threads/116901-Game-Center-Support/page3