bad-piggies-0.1.3-porting/Assets/Scripts/Assembly-CSharp/GameCenterManager.cs

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C#
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2024-02-24 22:40:44 -05:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SocialPlatforms;
using UnityEngine.SocialPlatforms.GameCenter;
public class GameCenterManager : SocialGameManager
{
public struct AchievementQueueBlock
{
public string id;
public double progress;
}
public struct AchievementDataStruct
{
public string title;
public string description;
public double percentComplete;
public bool completed;
public bool hidden;
}
public struct LeaderboardDataStruct
{
public string title;
public int rank;
public long score;
}
[SerializeField]
private AchievementPopup m_achievementPopup;
private Dictionary<string, AchievementDataStruct> m_achievementList = new Dictionary<string, AchievementDataStruct>();
private Dictionary<string, LeaderboardDataStruct> m_leaderboardList = new Dictionary<string, LeaderboardDataStruct>();
private List<AchievementQueueBlock> m_achievementsQueue = new List<AchievementQueueBlock>();
private bool m_achievementsQueueSemaphore;
public List<string> m_leaderboardIDs = new List<string>();
public Dictionary<string, AchievementDataStruct> Achievements
{
get
{
return m_achievementList;
}
}
public static bool Authenticated
{
get
{
return Social.localUser.authenticated;
}
}
public static event Action<bool> onAuthenticationSucceeded;
private void Start()
{
Authenticate();
GameObject gameObject = UnityEngine.Object.Instantiate(m_achievementPopup.gameObject) as GameObject;
m_achievementPopup = gameObject.GetComponent<AchievementPopup>();
StartCoroutine(SyncAchievementData());
}
public override void Authenticate()
{
Social.localUser.Authenticate(AuthenticationSucceeded);
}
public override void ShowAchievementsView()
{
if (Authenticated)
{
Social.ShowAchievementsUI();
}
else
{
Debug.Log("GameCenterManager::ShowAchievementsView - User is not authenticated.");
}
}
public override void ShowLeaderboardsView()
{
if (Authenticated)
{
Social.ShowLeaderboardUI();
}
else
{
Debug.Log("GameCenterManager::ShowLeaderboardsView - User is not authenticated.");
}
}
public override void LoadAchievements()
{
if (Authenticated)
{
Social.LoadAchievements(AchievementsDidLoad);
}
else
{
Debug.Log("GameCenterManager::LoadAchievements - User is not authenticated.");
}
}
public override void LoadLeaderboardScores()
{
if (Authenticated)
{
foreach (string leaderboardID in m_leaderboardIDs)
{
ILeaderboard lb = Social.CreateLeaderboard();
lb.id = leaderboardID;
lb.LoadScores(delegate
{
LeaderboardDataStruct value = default(LeaderboardDataStruct);
value.title = lb.title;
value.rank = lb.localUserScore.rank;
long.TryParse(lb.localUserScore.formattedValue, out value.score);
m_leaderboardList.Add(lb.id, value);
});
}
return;
}
Debug.Log("GameCenterManager::LoadAchievements - User is not authenticated.");
}
public override void ReportAchievementProgress(string achievementId, double progress)
{
if (Authenticated)
{
AchievementQueueBlock item = default(AchievementQueueBlock);
item.id = achievementId;
item.progress = progress;
AchievementData.AchievementDataHolder achievement = AchievementData.Instance.GetAchievement(achievementId);
achievement.progress = progress;
achievement.completed = progress >= 100.0;
AchievementData.Instance.SetAchievement(achievementId, achievement);
m_achievementsQueue.Add(item);
}
else
{
Debug.Log("GameCenterManager::ReportAchievementProgress - User is not authenticated.");
}
}
public override void ReportLeaderboardScore(string leaderboardId, long score, Action<bool> handler)
{
if (Authenticated)
{
Social.ReportScore(score, leaderboardId, handler);
}
else
{
Debug.Log("GameCenterManager::ReportLeaderboardScore - User is not authenticated.");
}
}
public override void ResetAchievementData()
{
if (Authenticated)
{
GameCenterPlatform.ResetAllAchievements(AchievementsDidReset);
}
else
{
Debug.Log("GameCenterManager::ResetAchievementData - User is not authenticated.");
}
}
public override void SyncAllAchievementsNow()
{
Debug.Log("GameCenterManager::SyncAllAchievementsNow - Syncing");
Dictionary<string, double> achievementsProgress = AchievementData.Instance.AchievementsProgress;
foreach (KeyValuePair<string, double> item in achievementsProgress)
{
if (item.Value > 0.0)
{
ReportAchievementProgress(item.Key, item.Value);
}
}
}
private void AchievementsDidLoad(IAchievement[] achievementsList)
{
foreach (IAchievement achievement in achievementsList)
{
AchievementDataStruct value = default(AchievementDataStruct);
value.percentComplete = achievement.percentCompleted;
value.completed = achievement.completed;
value.hidden = achievement.hidden;
m_achievementList.Add(achievement.id, value);
}
Social.LoadAchievementDescriptions(AchievementDescriptionsDidLoad);
}
private void AchievementDescriptionsDidLoad(IAchievementDescription[] achievementsList)
{
foreach (IAchievementDescription achievementDescription in achievementsList)
{
AchievementDataStruct achievementDataStruct = Achievements[achievementDescription.id];
achievementDataStruct.title = achievementDescription.title;
achievementDataStruct.description = achievementDescription.achievedDescription;
}
}
private void AchievementsDidReset(bool success)
{
if (success)
{
Debug.Log("Achievements did reset");
}
else
{
Debug.Log("Failed to reset achievements");
}
}
private void AchievementReportDidComplete(bool success)
{
if (success)
{
Debug.Log("Achievement report successful");
if (m_achievementsQueue[0].progress >= 100.0)
{
m_achievementPopup.Show(m_achievementsQueue[0].id);
}
}
else
{
Debug.Log("Achievement report failed");
}
m_achievementsQueueSemaphore = false;
m_achievementsQueue.RemoveAt(0);
}
private void AuthenticationSucceeded(bool success)
{
if (success)
{
Debug.Log("Authentication successful: " + Social.localUser.userName);
SyncAllAchievementsNow();
}
else
{
Debug.Log("Authentication failed");
}
if (GameCenterManager.onAuthenticationSucceeded != null)
{
GameCenterManager.onAuthenticationSucceeded(success);
}
}
private IEnumerator SyncAchievementData()
{
while (true)
{
if (m_achievementsQueue.Count > 0 && !m_achievementsQueueSemaphore)
{
Debug.Log("Syncing achievement: " + m_achievementsQueue[0].id);
Social.ReportProgress(m_achievementsQueue[0].id, m_achievementsQueue[0].progress, AchievementReportDidComplete);
m_achievementsQueueSemaphore = true;
}
else
{
yield return new WaitForSeconds(3f);
}
}
}
}