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facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Contains the access token and related information.
/// </summary>
public class AccessToken
{
/// <summary>
/// Initializes a new instance of the <see cref="AccessToken"/> class.
/// </summary>
/// <param name="tokenString">Token string of the token.</param>
/// <param name="userId">User identifier of the token.</param>
/// <param name="expirationTime">Expiration time of the token.</param>
/// <param name="permissions">Permissions of the token.</param>
/// <param name="lastRefresh">Last Refresh time of token.</param>
internal AccessToken(
string tokenString,
string userId,
DateTime expirationTime,
IEnumerable<string> permissions,
DateTime? lastRefresh,
string graphDomain)
{
if (string.IsNullOrEmpty(tokenString))
{
throw new ArgumentNullException("tokenString");
}
if (string.IsNullOrEmpty(userId))
{
throw new ArgumentNullException("userId");
}
if (expirationTime == DateTime.MinValue)
{
throw new ArgumentException("Expiration time is unassigned");
}
if (permissions == null)
{
throw new ArgumentNullException("permissions");
}
this.TokenString = tokenString;
this.ExpirationTime = expirationTime;
this.Permissions = permissions;
this.UserId = userId;
this.LastRefresh = lastRefresh;
this.GraphDomain = graphDomain;
}
/// <summary>
/// Gets the current access token.
/// </summary>
/// <value>The current access token.</value>
public static AccessToken CurrentAccessToken { get; internal set; }
/// <summary>
/// Gets the token string.
/// </summary>
/// <value>The token string.</value>
public string TokenString { get; private set; }
/// <summary>
/// Gets the expiration time.
/// </summary>
/// <value>The expiration time.</value>
public DateTime ExpirationTime { get; private set; }
/// <summary>
/// Gets the list of permissions.
/// </summary>
/// <value>The permissions.</value>
public IEnumerable<string> Permissions { get; private set; }
/// <summary>
/// Gets the user identifier.
/// </summary>
/// <value>The user identifier.</value>
public string UserId { get; private set; }
/// <summary>
/// Gets the last refresh.
/// </summary>
/// <value>The last refresh.</value>
public DateTime? LastRefresh { get; private set; }
/// <summary>
/// Gets the domain this access token is valid for.
/// </summary>
public String GraphDomain { get; private set; }
/// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.AccessToken"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.AccessToken"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "ExpirationTime", this.ExpirationTime.TotalSeconds().ToString() },
{ "Permissions", this.Permissions.ToCommaSeparateList() },
{ "UserId", this.UserId.ToStringNullOk() },
{ "LastRefresh", this.LastRefresh.ToStringNullOk() },
{ "GraphDomain", this.GraphDomain },
});
}
internal string ToJson()
{
var dictionary = new Dictionary<string, string>();
dictionary[LoginResult.PermissionsKey] = string.Join(",", this.Permissions.ToArray());
dictionary[LoginResult.ExpirationTimestampKey] = this.ExpirationTime.TotalSeconds().ToString();
dictionary[LoginResult.AccessTokenKey] = this.TokenString;
dictionary[LoginResult.UserIdKey] = this.UserId;
if (this.LastRefresh != null)
{
dictionary[LoginResult.LastRefreshKey] = this.LastRefresh.Value.TotalSeconds().ToString();
}
dictionary[LoginResult.GraphDomain] = this.GraphDomain;
return MiniJSON.Json.Serialize(dictionary);
}
}
}
| 155 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// Contains the names used for standard App Events.
/// </summary>
public static class AppEventName
{
/// <summary>
/// App Event for achieved level.
/// </summary>
public const string AchievedLevel = "fb_mobile_level_achieved";
/// <summary>
/// App Event for activated app.
/// </summary>
public const string ActivatedApp = "fb_mobile_activate_app";
/// <summary>
/// App Event for added payment info.
/// </summary>
public const string AddedPaymentInfo = "fb_mobile_add_payment_info";
/// <summary>
/// App Event for added to cart.
/// </summary>
public const string AddedToCart = "fb_mobile_add_to_cart";
/// <summary>
/// App Event for added to wishlist.
/// </summary>
public const string AddedToWishlist = "fb_mobile_add_to_wishlist";
/// <summary>
/// App Event for completed registration.
/// </summary>
public const string CompletedRegistration = "fb_mobile_complete_registration";
/// <summary>
/// App Event for completed tutorial.
/// </summary>
public const string CompletedTutorial = "fb_mobile_tutorial_completion";
/// <summary>
/// App Event for initiated checkout.
/// </summary>
public const string InitiatedCheckout = "fb_mobile_initiated_checkout";
/// <summary>
/// App Event for purchased.
/// </summary>
public const string Purchased = "fb_mobile_purchase";
/// <summary>
/// App Event for rated.
/// </summary>
public const string Rated = "fb_mobile_rate";
/// <summary>
/// App Event for searched.
/// </summary>
public const string Searched = "fb_mobile_search";
/// <summary>
/// App Event for spent credits.
/// </summary>
public const string SpentCredits = "fb_mobile_spent_credits";
/// <summary>
/// App Event for unlocked achievement.
/// </summary>
public const string UnlockedAchievement = "fb_mobile_achievement_unlocked";
/// <summary>
/// App Event for content of the viewed.
/// </summary>
public const string ViewedContent = "fb_mobile_content_view";
}
}
| 99 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// Contains the parameter names used for standard App Events.
/// </summary>
public static class AppEventParameterName
{
/// <summary>
/// App Event parameter for content ID.
/// </summary>
public const string ContentID = "fb_content_id";
/// <summary>
/// App Event parameter for type of the content.
/// </summary>
public const string ContentType = "fb_content_type";
/// <summary>
/// App Event parameter for currency.
/// </summary>
public const string Currency = "fb_currency";
/// <summary>
/// App Event parameter for description.
/// </summary>
public const string Description = "fb_description";
/// <summary>
/// App Event parameter for level.
/// </summary>
public const string Level = "fb_level";
/// <summary>
/// App Event parameter for max rating value.
/// </summary>
public const string MaxRatingValue = "fb_max_rating_value";
/// <summary>
/// App Event parameter for number items.
/// </summary>
public const string NumItems = "fb_num_items";
/// <summary>
/// App Event parameter for payment info available.
/// </summary>
public const string PaymentInfoAvailable = "fb_payment_info_available";
/// <summary>
/// App Event parameter for registration method.
/// </summary>
public const string RegistrationMethod = "fb_registration_method";
/// <summary>
/// App Event parameter for search string.
/// </summary>
public const string SearchString = "fb_search_string";
/// <summary>
/// App Event parameter for success.
/// </summary>
public const string Success = "fb_success";
}
}
| 84 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
public class AuthenticationToken
{
/// <summary>
/// Initializes a new instance of the <see cref="AuthenticationToken"/> class.
/// </summary>
/// <param name="tokenString">Token string of the token.</param>
/// <param name="nonce">Nonce of the token.</param>
internal AuthenticationToken(
string tokenString,
string nonce)
{
if (string.IsNullOrEmpty(tokenString))
{
throw new ArgumentNullException("AuthTokenString");
}
if (string.IsNullOrEmpty(nonce))
{
throw new ArgumentNullException("AuthNonce");
}
this.TokenString = tokenString;
this.Nonce = nonce;
}
/// <summary>
/// Gets the token string.
/// </summary>
/// <value>The token string.</value>
public string TokenString { get; private set; }
/// <summary>
/// Gets the nonce string.
/// </summary>
/// <value>The nonce string.</value>
public string Nonce { get; private set; }
/// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.AuthenticationToken"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.AuthenticationToken"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "TokenString", this.TokenString},
{ "Nonce", this.Nonce },
});
}
internal string ToJson()
{
var dictionary = new Dictionary<string, string>();
dictionary[LoginResult.AuthTokenString] = this.TokenString;
dictionary[LoginResult.AuthNonce] = this.Nonce;
return MiniJSON.Json.Serialize(dictionary);
}
}
}
| 89 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
internal class CallbackManager
{
private IDictionary<string, object> facebookDelegates = new Dictionary<string, object>();
private int nextAsyncId;
public string AddFacebookDelegate<T>(FacebookDelegate<T> callback) where T : IResult
{
if (callback == null)
{
return null;
}
this.nextAsyncId++;
this.facebookDelegates.Add(this.nextAsyncId.ToString(), callback);
return this.nextAsyncId.ToString();
}
public void OnFacebookResponse(IInternalResult result)
{
if (result == null || result.CallbackId == null)
{
return;
}
object callback;
if (this.facebookDelegates.TryGetValue(result.CallbackId, out callback))
{
CallCallback(callback, result);
this.facebookDelegates.Remove(result.CallbackId);
}
}
// Since unity mono doesn't support covariance and contravariance use this hack
private static void CallCallback(object callback, IResult result)
{
if (callback == null || result == null)
{
return;
}
if (CallbackManager.TryCallCallback<IAppRequestResult>(callback, result) ||
CallbackManager.TryCallCallback<IShareResult>(callback, result) ||
CallbackManager.TryCallCallback<IGamingServicesFriendFinderResult>(callback, result) ||
CallbackManager.TryCallCallback<IIAPReadyResult>(callback, result) ||
CallbackManager.TryCallCallback<ICatalogResult>(callback, result) ||
CallbackManager.TryCallCallback<IPurchasesResult>(callback, result) ||
CallbackManager.TryCallCallback<IPurchaseResult>(callback, result) ||
CallbackManager.TryCallCallback<IConsumePurchaseResult>(callback, result) ||
CallbackManager.TryCallCallback<ISubscribableCatalogResult>(callback, result) ||
CallbackManager.TryCallCallback<ISubscriptionsResult>(callback, result) ||
CallbackManager.TryCallCallback<ISubscriptionResult>(callback, result) ||
CallbackManager.TryCallCallback<ICancelSubscriptionResult>(callback, result) ||
CallbackManager.TryCallCallback<IInitCloudGameResult>(callback, result) ||
CallbackManager.TryCallCallback<IGameLoadCompleteResult>(callback, result) ||
CallbackManager.TryCallCallback<IScheduleAppToUserNotificationResult>(callback, result) ||
CallbackManager.TryCallCallback<IInterstitialAdResult>(callback, result) ||
CallbackManager.TryCallCallback<IRewardedVideoResult>(callback, result) ||
CallbackManager.TryCallCallback<IPayloadResult>(callback, result) ||
CallbackManager.TryCallCallback<ISessionScoreResult>(callback, result) ||
CallbackManager.TryCallCallback<ITournamentResult>(callback, result) ||
CallbackManager.TryCallCallback<ITournamentScoreResult>(callback, result) ||
CallbackManager.TryCallCallback<IGetTournamentsResult>(callback, result) ||
CallbackManager.TryCallCallback<IGroupCreateResult>(callback, result) ||
CallbackManager.TryCallCallback<IGroupJoinResult>(callback, result) ||
CallbackManager.TryCallCallback<IMediaUploadResult>(callback, result) ||
CallbackManager.TryCallCallback<ICreateGamingContextResult>(callback, result) ||
CallbackManager.TryCallCallback<ISwitchGamingContextResult>(callback, result) ||
CallbackManager.TryCallCallback<IChooseGamingContextResult>(callback, result) ||
CallbackManager.TryCallCallback<IGetCurrentGamingContextResult>(callback, result) ||
CallbackManager.TryCallCallback<IPayResult>(callback, result) ||
CallbackManager.TryCallCallback<IAppLinkResult>(callback, result) ||
CallbackManager.TryCallCallback<ILoginResult>(callback, result) ||
CallbackManager.TryCallCallback<IAccessTokenRefreshResult>(callback, result) ||
CallbackManager.TryCallCallback<IHasLicenseResult>(callback, result) ||
CallbackManager.TryCallCallback<ILoginStatusResult>(callback, result) ||
CallbackManager.TryCallCallback<IProfileResult>(callback, result) ||
CallbackManager.TryCallCallback<IFriendFinderInvitationResult>(callback, result) ||
CallbackManager.TryCallCallback<IVirtualGamepadLayoutResult>(callback, result) ||
CallbackManager.TryCallCallback<IDialogResult>(callback, result) ||
CallbackManager.TryCallCallback<ILocaleResult>(callback, result) ||
CallbackManager.TryCallCallback<ISoftKeyboardOpenResult>(callback, result) ||
CallbackManager.TryCallCallback<IReferralsCreateResult>(callback, result) ||
CallbackManager.TryCallCallback<IReferralsGetDataResult>(callback, result))
{
return;
}
throw new NotSupportedException("Unexpected result type: " + callback.GetType().FullName);
}
private static bool TryCallCallback<T>(object callback, IResult result) where T : IResult
{
var castedCallback = callback as FacebookDelegate<T>;
if (castedCallback != null)
{
castedCallback((T)result);
return true;
}
return false;
}
}
}
| 129 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using UnityEngine;
internal class ComponentFactory
{
public const string GameObjectName = "UnityFacebookSDKPlugin";
private static GameObject facebookGameObject;
internal enum IfNotExist
{
AddNew,
ReturnNull
}
private static GameObject FacebookGameObject
{
get
{
if (facebookGameObject == null)
{
facebookGameObject = new GameObject(GameObjectName);
}
return facebookGameObject;
}
}
/**
* Gets one and only one component. Lazy creates one if it doesn't exist
*/
public static T GetComponent<T>(IfNotExist ifNotExist = IfNotExist.AddNew) where T : MonoBehaviour
{
var facebookGameObject = FacebookGameObject;
T component = facebookGameObject.GetComponent<T>();
if (component == null && ifNotExist == IfNotExist.AddNew)
{
component = facebookGameObject.AddComponent<T>();
}
return component;
}
/**
* Creates a new component on the Facebook object regardless if there is already one
*/
public static T AddComponent<T>() where T : MonoBehaviour
{
return FacebookGameObject.AddComponent<T>();
}
}
}
| 75 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Globalization;
using UnityEngine;
internal static class Constants
{
// Callback keys
public const string CallbackIdKey = "callback_id";
public const string AccessTokenKey = "access_token";
public const string UrlKey = "url";
public const string RefKey = "ref";
public const string ExtrasKey = "extras";
public const string TargetUrlKey = "target_url";
public const string CancelledKey = "cancelled";
public const string ErrorKey = "error";
public const string HasLicenseKey = "has_license";
// Callback Method Names
public const string OnPayCompleteMethodName = "OnPayComplete";
public const string OnShareCompleteMethodName = "OnShareLinkComplete";
public const string OnAppRequestsCompleteMethodName = "OnAppRequestsComplete";
public const string OnGroupCreateCompleteMethodName = "OnGroupCreateComplete";
public const string OnGroupJoinCompleteMethodName = "OnJoinGroupComplete";
// Graph API
public const string GraphApiVersion = "v16.0";
public const string GraphUrlFormat = "https://graph.{0}/{1}/";
// Permission Strings
public const string UserLikesPermission = "user_likes";
public const string EmailPermission = "email";
public const string PublishActionsPermission = "publish_actions";
public const string PublishPagesPermission = "publish_pages";
// Event Bindings
public const string EventBindingKeysClassName = "class_name";
public const string EventBindingKeysIndex = "index";
public const string EventBindingKeysPath = "path";
public const string EventBindingKeysEventName = "event_name";
public const string EventBindingKeysEventType = "event_type";
public const string EventBindingKeysAppVersion = "app_version";
public const string EventBindingKeysText = "text";
public const string EventBindingKeysHint = "hint";
public const string EventBindingKeysDescription = "description";
public const string EventBindingKeysTag = "tag";
public const string EventBindingKeysSection = "section";
public const string EventBindingKeysRow = "row";
public const string EventBindingKeysMatchBitmask = "match_bitmask";
public const int MaxPathDepth = 35;
// The current platform. We save this in a variable to allow for
// mocking during testing
private static FacebookUnityPlatform? currentPlatform;
/// <summary>
/// Gets the graph URL.
/// </summary>
/// <value>The graph URL. Ex. https://graph.facebook.com/v3.0/.</value>
public static Uri GraphUrl
{
get
{
string urlStr = string.Format(
CultureInfo.InvariantCulture,
Constants.GraphUrlFormat,
FB.FacebookDomain,
FB.GraphApiVersion);
return new Uri(urlStr);
}
}
public static string GraphApiUserAgent
{
get
{
// Return the Unity SDK User Agent and our platform user agent
return string.Format(
CultureInfo.InvariantCulture,
"{0} {1}",
FB.FacebookImpl.SDKUserAgent,
Constants.UnitySDKUserAgent);
}
}
public static bool IsMobile
{
get
{
return Constants.CurrentPlatform == FacebookUnityPlatform.Android ||
Constants.CurrentPlatform == FacebookUnityPlatform.IOS;
}
}
public static bool IsEditor
{
get
{
return Application.isEditor;
}
}
public static bool IsWeb
{
get
{
return Constants.CurrentPlatform == FacebookUnityPlatform.WebGL;
}
}
/// <summary>
/// Gets the legacy user agent suffix that gets
/// appended to graph requests on ios and android.
/// </summary>
/// <value>The user agent unity suffix legacy.</value>
public static string UnitySDKUserAgentSuffixLegacy
{
get
{
return string.Format(
CultureInfo.InvariantCulture,
"Unity.{0}",
FacebookSdkVersion.Build);
}
}
/// <summary>
/// Gets the Unity SDK user agent.
/// </summary>
public static string UnitySDKUserAgent
{
get
{
return Utilities.GetUserAgent("FBUnitySDK", FacebookSdkVersion.Build);
}
}
public static bool DebugMode
{
get
{
return Debug.isDebugBuild;
}
}
public static FacebookUnityPlatform CurrentPlatform
{
get
{
if (!Constants.currentPlatform.HasValue)
{
Constants.currentPlatform = Constants.GetCurrentPlatform();
}
return Constants.currentPlatform.Value;
}
set
{
Constants.currentPlatform = value;
}
}
private static FacebookUnityPlatform GetCurrentPlatform()
{
switch (Application.platform)
{
case RuntimePlatform.Android:
return FacebookUnityPlatform.Android;
case RuntimePlatform.IPhonePlayer:
return FacebookUnityPlatform.IOS;
case RuntimePlatform.WebGLPlayer:
return FacebookUnityPlatform.WebGL;
case RuntimePlatform.WindowsPlayer:
return FacebookUnityPlatform.Windows;
default:
return FacebookUnityPlatform.Unknown;
}
}
}
}
| 205 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Contains an amount and currency associated with a purchase or transaction.
/// </summary>
public class CurrencyAmount
{
/// <summary>
/// Initializes a new instance of the <see cref="CurrencyAmount"/> class.
/// </summary>
/// <param name="amount">The associated amount.</param>
/// <param name="currency">The associated currency.</param>
internal CurrencyAmount(
string amount,
string currency)
{
this.Amount = amount;
this.Currency = currency;
}
/// <summary>
/// Gets the amount, eg "0.99".
/// </summary>
/// <value>The amount string.</value>
public string Amount { get; private set; }
/// <summary>
/// Gets the currency, represented by the ISO currency code, eg "USD".
/// </summary>
/// <value>The currency string.</value>
public string Currency { get; private set; }
/// <summary>
/// Returns a <see cref="System.String"/> that represents a <see cref="Facebook.Unity.CurrencyAmount"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents a <see cref="Facebook.Unity.CurrencyAmount"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Amount", this.Amount },
{ "Currency", this.Currency },
});
}
}
}
| 74 |
facebook-sdk-for-unity | facebook | C# | /*
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using Facebook.MiniJSON;
using UnityEngine;
namespace Facebook.Unity
{
/// <summary>
/// Static class to hold Custom Update Content for FBGamingServices.PerformCustomUpdate.
/// </summary>
public sealed class CustomUpdateContent
{
public const string CONTEXT_TOKEN_KEY = "context_token_id";
public const string CTA_KEY = "cta";
public const string DATA_KEY = "data";
public const string DEFAULT_KEY = "default";
public const string GIF_KEY = "gif";
public const string IMAGE_KEY = "image";
public const string LOCALIZATIONS_KEY = "localizations";
public const string MEDIA_KEY = "media";
public const string TEXT_KEY = "text";
public const string URL_KEY = "url";
public const string VIDEO_KEY = "video";
private string _contextTokenId;
private CustomUpdateLocalizedText _text;
private CustomUpdateLocalizedText _cta;
private string _image;
private CustomUpdateMedia _media;
private string _data;
private CustomUpdateContent(
string contextTokenId,
CustomUpdateLocalizedText text,
CustomUpdateLocalizedText cta,
string image,
CustomUpdateMedia media,
string data)
{
_contextTokenId = contextTokenId;
_text = text;
_cta = cta;
_image = image;
_media = media;
_data = data;
}
public IDictionary<string, string> toGraphAPIData()
{
Dictionary<string, string> data = new Dictionary<string, string>();
data.Add(CONTEXT_TOKEN_KEY, _contextTokenId);
data.Add(TEXT_KEY, _text.toJson());
if (_cta != null)
{
data.Add(CTA_KEY, _cta.toJson());
}
if (_image != null)
{
data.Add(IMAGE_KEY, _image);
}
if (_media != null)
{
data.Add(MEDIA_KEY, _media.toJson());
}
if (_data != null)
{
data.Add(DATA_KEY, _data);
}
return data;
}
public class CustomUpdateContentBuilder
{
private string _contextTokenId;
private CustomUpdateLocalizedText _text;
private CustomUpdateLocalizedText _cta;
private string _image;
private CustomUpdateMedia _media;
private string _data;
/// <summary>
/// Creates a CustomUpdateContent Builder
/// </summary>
/// <param name="contextTokenId">A valid GamingContext to send the update to</param>
/// <param name="text">The text that will be included in the update</param>
/// <param name="image">An image that will be included in the update</param>
public CustomUpdateContentBuilder(
string contextTokenId,
CustomUpdateLocalizedText text,
Texture2D image)
{
_contextTokenId = contextTokenId;
_text = text;
byte[] bytes = image.EncodeToPNG();
_image = "data:image/png;base64," + Convert.ToBase64String(bytes);
}
/// <summary>
/// Creates a CustomUpdateContent Builder
/// </summary>
/// <param name="contextTokenId">A valid GamingContext to send the update to</param>
/// <param name="text">The text that will be included in the update</param>
/// <param name="media">A gif or video that will be included in the update</param>
public CustomUpdateContentBuilder(
string contextTokenId,
CustomUpdateLocalizedText text,
CustomUpdateMedia media)
{
_contextTokenId = contextTokenId;
_text = text;
_media = media;
}
/// <summary>
/// Sets the CTA (Call to Action) text in the update message
/// </summary>
/// <param name="cta">Custom CTA to use. If none is provided a localized version of 'play' is used.</param>
public CustomUpdateContentBuilder setCTA(CustomUpdateLocalizedText cta) {
_cta = cta;
return this;
}
/// <summary>
/// Sets a Data that will be sent back to the game when a user clicks on the message. When the
/// game is launched from a Custom Update message the data here will be forwarded as a Payload.
/// </summary>
/// <param name="data">A String that will be sent back to the game</param>
public CustomUpdateContentBuilder setData(string data) {
_data = data;
return this;
}
/// <summary>
/// Returns a CustomUpdateContent with the values defined in this builder
/// </summary>
/// <returns>CustomUpdateContent instance to pass to FBGamingServices.PerformCustomUpdate()</returns>
public CustomUpdateContent build() {
return new CustomUpdateContent(
_contextTokenId,
_text,
_cta,
_image,
_media,
_data);
}
}
}
/// <summary>
/// Represents a text string that can have different Locale values provided.
/// </summary>
public sealed class CustomUpdateLocalizedText {
private string _default;
private IDictionary<string, string> _localizations;
/// <summary>
/// Creates a CustomUpdateLocalizedText instance
/// </summary>
/// <param name="defaultText">Text that will be used if no matching locale is found</param>
/// <param name="localizations">Optional key-value Dictionary of Locale_Code: Locale String Value for this text.
/// For a list of valid locale codes see:
/// https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml </param>
public CustomUpdateLocalizedText(string defaultText, IDictionary<string, string> localizations)
{
_default = defaultText;
_localizations = localizations;
}
public string toJson()
{
Dictionary<string, object> data = new Dictionary<string, object>();
data.Add(CustomUpdateContent.DEFAULT_KEY, _default);
if (_localizations != null)
{
data.Add(CustomUpdateContent.LOCALIZATIONS_KEY, _localizations);
}
return Json.Serialize(data);
}
}
/// <summary>
/// Represents a media that will be included in a Custom Update Message
/// </summary>
public sealed class CustomUpdateMedia {
private CustomUpdateMediaInfo _gif;
private CustomUpdateMediaInfo _video;
/// <summary>
/// Creates a CustomUpdateMedia instance. Note that gif and video are mutually exclusive
/// </summary>
/// <param name="gif">Gif that will be included in the Update Message</param>
/// <param name="video">Video that will be included in the Update Message. Currently this is not yet
/// supported but will be in a server side update so it is already included in the SDK. This
/// disclaimer will be removed as soon as it is.</param>
public CustomUpdateMedia(CustomUpdateMediaInfo gif, CustomUpdateMediaInfo video)
{
_gif = gif;
_video = video;
}
public string toJson()
{
Dictionary<string, object> data = new Dictionary<string, object>();
if (_gif != null)
{
Dictionary<string, string> media = new Dictionary<string, string>();
media.Add(CustomUpdateContent.URL_KEY, _gif.Url);
data.Add(CustomUpdateContent.GIF_KEY, media);
}
if (_video != null)
{
Dictionary<string, string> media = new Dictionary<string, string>();
media.Add(CustomUpdateContent.URL_KEY, _video.Url);
data.Add(CustomUpdateContent.VIDEO_KEY, media);
}
return Json.Serialize(data);
}
}
/// <summary>
/// Stores Information about a Media that will be part of a Custom Update
/// </summary>
public sealed class CustomUpdateMediaInfo {
private string _url;
public string Url {
get {
return _url;
}
}
public CustomUpdateMediaInfo(string url)
{
_url = url;
}
}
}
| 261 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
internal abstract class FacebookBase : IFacebookImplementation
{
private InitDelegate onInitCompleteDelegate;
protected FacebookBase(CallbackManager callbackManager)
{
this.CallbackManager = callbackManager;
}
public abstract bool LimitEventUsage { get; set; }
public abstract string SDKName { get; }
public abstract string SDKVersion { get; }
public virtual string SDKUserAgent
{
get
{
return Utilities.GetUserAgent(this.SDKName, this.SDKVersion);
}
}
public virtual bool LoggedIn
{
get
{
AccessToken token = AccessToken.CurrentAccessToken;
return token != null && token.ExpirationTime > DateTime.UtcNow;
}
}
public bool Initialized { get; set; }
protected CallbackManager CallbackManager { get; private set; }
public virtual void Init(InitDelegate onInitComplete)
{
this.onInitCompleteDelegate = onInitComplete;
}
public abstract void LogInWithPublishPermissions(
IEnumerable<string> scope,
FacebookDelegate<ILoginResult> callback);
public abstract void LogInWithReadPermissions(
IEnumerable<string> scope,
FacebookDelegate<ILoginResult> callback);
public virtual void LogOut()
{
AccessToken.CurrentAccessToken = null;
}
public void AppRequest(
string message,
IEnumerable<string> to = null,
IEnumerable<object> filters = null,
IEnumerable<string> excludeIds = null,
int? maxRecipients = null,
string data = "",
string title = "",
FacebookDelegate<IAppRequestResult> callback = null)
{
this.AppRequest(message, null, null, to, filters, excludeIds, maxRecipients, data, title, callback);
}
public abstract void AppRequest(
string message,
OGActionType? actionType,
string objectId,
IEnumerable<string> to,
IEnumerable<object> filters,
IEnumerable<string> excludeIds,
int? maxRecipients,
string data,
string title,
FacebookDelegate<IAppRequestResult> callback);
public abstract void ShareLink(
Uri contentURL,
string contentTitle,
string contentDescription,
Uri photoURL,
FacebookDelegate<IShareResult> callback);
public abstract void FeedShare(
string toId,
Uri link,
string linkName,
string linkCaption,
string linkDescription,
Uri picture,
string mediaSource,
FacebookDelegate<IShareResult> callback);
public void API(
string query,
HttpMethod method,
IDictionary<string, string> formData,
FacebookDelegate<IGraphResult> callback)
{
IDictionary<string, string> inputFormData;
// Copy the formData by value so it's not vulnerable to scene changes and object deletions
inputFormData = (formData != null) ? this.CopyByValue(formData) : new Dictionary<string, string>();
if (!inputFormData.ContainsKey(Constants.AccessTokenKey) && !query.Contains("access_token="))
{
inputFormData[Constants.AccessTokenKey] =
FB.IsLoggedIn ? AccessToken.CurrentAccessToken.TokenString : string.Empty;
}
FBUnityUtility.AsyncRequestStringWrapper.Request(this.GetGraphUrl(query), method, inputFormData, callback);
}
public void API(
string query,
HttpMethod method,
WWWForm formData,
FacebookDelegate<IGraphResult> callback)
{
if (formData == null)
{
formData = new WWWForm();
}
string tokenString = (AccessToken.CurrentAccessToken != null) ?
AccessToken.CurrentAccessToken.TokenString : string.Empty;
formData.AddField(
Constants.AccessTokenKey,
tokenString);
FBUnityUtility.AsyncRequestStringWrapper.Request(this.GetGraphUrl(query), method, formData, callback);
}
public abstract void ActivateApp(string appId = null);
public abstract void GetAppLink(FacebookDelegate<IAppLinkResult> callback);
public abstract void AppEventsLogEvent(
string logEvent,
float? valueToSum,
Dictionary<string, object> parameters);
public abstract void AppEventsLogPurchase(
float logPurchase,
string currency,
Dictionary<string, object> parameters);
public virtual void OnInitComplete(ResultContainer resultContainer)
{
this.Initialized = true;
// Wait for the parsing of login to complete since we may need to pull
// in more info about the access token returned
FacebookDelegate<ILoginResult> loginCallback = (ILoginResult result) =>
{
if (this.onInitCompleteDelegate != null)
{
this.onInitCompleteDelegate();
}
};
resultContainer.ResultDictionary[Constants.CallbackIdKey]
= this.CallbackManager.AddFacebookDelegate(loginCallback);
this.OnLoginComplete(resultContainer);
}
public abstract void OnLoginComplete(ResultContainer resultContainer);
public void OnLogoutComplete(ResultContainer resultContainer)
{
AccessToken.CurrentAccessToken = null;
}
public abstract void OnGetAppLinkComplete(ResultContainer resultContainer);
public abstract void OnAppRequestsComplete(ResultContainer resultContainer);
public abstract void OnShareLinkComplete(ResultContainer resultContainer);
protected void ValidateAppRequestArgs(
string message,
OGActionType? actionType,
string objectId,
IEnumerable<string> to = null,
IEnumerable<object> filters = null,
IEnumerable<string> excludeIds = null,
int? maxRecipients = null,
string data = "",
string title = "",
FacebookDelegate<IAppRequestResult> callback = null)
{
if (string.IsNullOrEmpty(message))
{
throw new ArgumentNullException("message", "message cannot be null or empty!");
}
if (!string.IsNullOrEmpty(objectId) && !(actionType == OGActionType.ASKFOR || actionType == OGActionType.SEND))
{
throw new ArgumentNullException("objectId", "objectId must be set if and only if action type is SEND or ASKFOR");
}
if (actionType == null && !string.IsNullOrEmpty(objectId))
{
throw new ArgumentNullException("actionType", "actionType must be specified if objectId is provided");
}
if (to != null && to.Any(toWhom => string.IsNullOrEmpty(toWhom)))
{
throw new ArgumentNullException("to", "'to' cannot contain any null or empty strings");
}
}
protected virtual void OnAuthResponse(LoginResult result)
{
// If the login is cancelled we won't have a access token.
// Don't overwrite a valid token
if (result.AccessToken != null)
{
AccessToken.CurrentAccessToken = result.AccessToken;
}
this.CallbackManager.OnFacebookResponse(result);
}
private IDictionary<string, string> CopyByValue(IDictionary<string, string> data)
{
var newData = new Dictionary<string, string>(data.Count);
foreach (KeyValuePair<string, string> kvp in data)
{
newData[kvp.Key] = kvp.Value != null ? new string(kvp.Value.ToCharArray()) : null;
}
return newData;
}
private Uri GetGraphUrl(string query)
{
if (!string.IsNullOrEmpty(query) && query.StartsWith("/"))
{
query = query.Substring(1);
}
return new Uri(Constants.GraphUrl, query);
}
public abstract void GetCatalog(FacebookDelegate<ICatalogResult> callback);
public abstract void GetPurchases(FacebookDelegate<IPurchasesResult> callback);
public abstract void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "");
public abstract void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback);
public abstract void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback);
public abstract void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback);
public abstract void PurchaseSubscription(string productToken, FacebookDelegate<ISubscriptionResult> callback);
public abstract void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback);
public abstract Profile CurrentProfile();
public abstract void CurrentProfile(FacebookDelegate<IProfileResult> callback);
public abstract void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback);
public abstract void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback);
public abstract void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback);
public abstract void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback);
public abstract void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback);
public abstract void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback);
public abstract void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback);
public abstract void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback);
public abstract void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback);
public abstract void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback);
public abstract void GetTournament(FacebookDelegate<ITournamentResult> callback);
public abstract void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback);
public abstract void CreateTournament(int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback);
public abstract void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback);
public abstract void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback);
public void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback) { }
public void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback) { }
public abstract void GetUserLocale(FacebookDelegate<ILocaleResult> callback);
}
}
| 332 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using UnityEngine;
/// <summary>
/// Init delegate.
/// </summary>
public delegate void InitDelegate();
/// <summary>
/// Facebook delegate.
/// </summary>
/// <param name="result">The result.</param>
/// <typeparam name="T">The result type.</typeparam>
public delegate void FacebookDelegate<T>(T result) where T : IResult;
/// <summary>
/// Hide unity delegate.
/// </summary>
/// <param name="isUnityShown">When called with its sole argument set to false,
/// your game should pause and prepare to lose focus. If it's called with its
/// argument set to true, your game should prepare to regain focus and resume
/// play. Your game should check whether it is in fullscreen mode when it resumes,
/// and offer the player a chance to go to fullscreen mode if appropriate.</param>
public delegate void HideUnityDelegate(bool isUnityShown);
internal abstract class FacebookGameObject : MonoBehaviour, IFacebookCallbackHandler
{
public IFacebookImplementation Facebook { get; set; }
public void Awake()
{
MonoBehaviour.DontDestroyOnLoad(this);
AccessToken.CurrentAccessToken = null;
// run whatever else needs to be setup
this.OnAwake();
}
public void OnInitComplete(string message)
{
this.Facebook.OnInitComplete(new ResultContainer(message));
}
public void OnLoginComplete(string message)
{
this.Facebook.OnLoginComplete(new ResultContainer(message));
}
public void OnLogoutComplete(string message)
{
this.Facebook.OnLogoutComplete(new ResultContainer(message));
}
public void OnGetAppLinkComplete(string message)
{
this.Facebook.OnGetAppLinkComplete(new ResultContainer(message));
}
public void OnAppRequestsComplete(string message)
{
this.Facebook.OnAppRequestsComplete(new ResultContainer(message));
}
public void OnShareLinkComplete(string message)
{
this.Facebook.OnShareLinkComplete(new ResultContainer(message));
}
// use this to call the rest of the Awake function
protected virtual void OnAwake()
{
}
}
}
| 96 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// Facebook sdk version.
/// </summary>
public class FacebookSdkVersion
{
/// <summary>
/// Gets the SDK build version.
/// </summary>
/// <value>The sdk version.</value>
public static string Build
{
get
{
return "16.0.1";
}
}
}
}
| 41 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal enum FacebookUnityPlatform
{
// Set when running on a platform that we don't
// support
Unknown,
Android,
IOS,
WebGL,
Windows
}
}
| 34 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Globalization;
using Facebook.Unity.Windows;
using Facebook.Unity.Canvas;
using Facebook.Unity.Editor;
using Facebook.Unity.Mobile;
using Facebook.Unity.Mobile.Android;
using Facebook.Unity.Mobile.IOS;
using Facebook.Unity.Settings;
using UnityEngine;
/// <summary>
/// Static class for exposing the facebook integration.
/// </summary>
public sealed class FB : ScriptableObject
{
private const string DefaultJSSDKLocale = "en_US";
private static IFacebook facebook;
private static bool isInitCalled = false;
private static string facebookDomain = "facebook.com";
private static string gamingDomain = "fb.gg";
private static string graphApiVersion = Constants.GraphApiVersion;
private delegate void OnDLLLoaded();
/// <summary>
/// Gets the app identifier. AppId might be different from FBSettings.AppId
/// if using the programmatic version of FB.Init().
/// </summary>
/// <value>The app identifier.</value>
public static string AppId { get; private set; }
/// <summary>
/// Gets the app client token. ClientToken might be different from FBSettings.ClientToken
/// if using the programmatic version of FB.Init().
/// </summary>
/// <value>The app client token.</value>
public static string ClientToken { get; private set; }
/// <summary>
/// Gets or sets the graph API version.
/// The Unity sdk is by default pegged to the lastest version of the graph api
/// at the time of the SDKs release. To override this value to use a different
/// version set this value.
/// <remarks>
/// This value is only valid for direct api calls made through FB.Api and the
/// graph api version used by the javscript sdk when running on the web. The
/// underlyting Android and iOS SDKs will still be pegged to the graph api
/// version of this release.
/// </remarks>
/// </summary>
/// <value>The graph API version.</value>
public static string GraphApiVersion
{
get
{
return FB.graphApiVersion;
}
set
{
FB.graphApiVersion = value;
}
}
/// <summary>
/// Gets a value indicating whether a user logged in.
/// </summary>
/// <value><c>true</c> if is logged in; otherwise, <c>false</c>.</value>
public static bool IsLoggedIn
{
get
{
return (facebook != null) && FacebookImpl.LoggedIn;
}
}
/// <summary>
/// Gets a value indicating whether is the SDK is initialized.
/// </summary>
/// <value><c>true</c> if is initialized; otherwise, <c>false</c>.</value>
public static bool IsInitialized
{
get
{
return (facebook != null) && facebook.Initialized;
}
}
/// <summary>
/// Gets or sets a value indicating whether this <see cref="Facebook.Unity.FB"/> limit app event usage.
/// If the player has set the limitEventUsage flag to YES, your app will continue
/// to send this data to Facebook, but Facebook will not use the data to serve
/// targeted ads. Facebook may continue to use the information for other purposes,
/// including frequency capping, conversion events, estimating the number of unique
/// users, security and fraud detection, and debugging.
/// </summary>
/// <value><c>true</c> if limit app event usage; otherwise, <c>false</c>.</value>
public static bool LimitAppEventUsage
{
get
{
return (facebook != null) && facebook.LimitEventUsage;
}
set
{
if (facebook != null)
{
facebook.LimitEventUsage = value;
}
}
}
internal static IFacebook FacebookImpl
{
get
{
if (FB.facebook == null)
{
throw new NullReferenceException("Facebook object is not yet loaded. Did you call FB.Init()?");
}
return FB.facebook;
}
set
{
FB.facebook = value;
}
}
internal static string FacebookDomain
{
get
{
if (FB.IsLoggedIn && AccessToken.CurrentAccessToken != null) {
string graphDomain = AccessToken.CurrentAccessToken.GraphDomain;
if (graphDomain == "gaming") {
return FB.gamingDomain;
}
}
return FB.facebookDomain;
}
set
{
FB.facebookDomain = value;
}
}
private static OnDLLLoaded OnDLLLoadedDelegate { get; set; }
/// <summary>
/// This is the preferred way to call FB.Init(). It will take the facebook app id specified in your "Facebook"
/// => "Edit Settings" menu when it is called.
/// </summary>
/// <param name="onInitComplete">
/// Delegate is called when FB.Init() finished initializing everything. By passing in a delegate you can find
/// out when you can safely call the other methods.
/// </param>
/// <param name="onHideUnity">A delegate to invoke when unity is hidden.</param>
/// <param name="authResponse">Auth response.</param>
public static void Init(InitDelegate onInitComplete = null, HideUnityDelegate onHideUnity = null, string authResponse = null)
{
Init(
FacebookSettings.AppId,
FacebookSettings.ClientToken,
FacebookSettings.Cookie,
FacebookSettings.Logging,
FacebookSettings.Status,
FacebookSettings.Xfbml,
FacebookSettings.FrictionlessRequests,
authResponse,
FB.DefaultJSSDKLocale,
onHideUnity,
onInitComplete);
}
/// <summary>
/// If you need a more programmatic way to set the facebook app id and other setting call this function.
/// Useful for a build pipeline that requires no human input.
/// </summary>
/// <param name="appId">App identifier.</param>
/// <param name="clientToken">App client token.</param>
/// <param name="cookie">If set to <c>true</c> cookie.</param>
/// <param name="logging">If set to <c>true</c> logging.</param>
/// <param name="status">If set to <c>true</c> status.</param>
/// <param name="xfbml">If set to <c>true</c> xfbml.</param>
/// <param name="frictionlessRequests">If set to <c>true</c> frictionless requests.</param>
/// <param name="authResponse">Auth response.</param>
/// <param name="javascriptSDKLocale">
/// The locale of the js sdk used see
/// https://developers.facebook.com/docs/internationalization#plugins.
/// </param>
/// <param name="onHideUnity">
/// A delegate to invoke when unity is hidden.
/// </param>
/// <param name="onInitComplete">
/// Delegate is called when FB.Init() finished initializing everything. By passing in a delegate you can find
/// out when you can safely call the other methods.
/// </param>
public static void Init(
string appId,
string clientToken = null,
bool cookie = true,
bool logging = true,
bool status = true,
bool xfbml = false,
bool frictionlessRequests = true,
string authResponse = null,
string javascriptSDKLocale = FB.DefaultJSSDKLocale,
HideUnityDelegate onHideUnity = null,
InitDelegate onInitComplete = null)
{
if (string.IsNullOrEmpty(appId))
{
throw new ArgumentException("appId cannot be null or empty!");
}
FB.AppId = appId;
FB.ClientToken = clientToken == null ? FacebookSettings.ClientToken : clientToken;
if (!isInitCalled)
{
isInitCalled = true;
if (Constants.IsEditor)
{
if (Application.platform == RuntimePlatform.WindowsEditor && (FacebookSettings.EditorBuildTarget == FacebookSettings.BuildTarget.StandaloneWindows || FacebookSettings.EditorBuildTarget == FacebookSettings.BuildTarget.StandaloneWindows64))
{
FB.OnDLLLoadedDelegate = delegate
{
((WindowsFacebook)FB.facebook).Init(appId, FB.ClientToken, onHideUnity, onInitComplete);
};
ComponentFactory.GetComponent<WindowsFacebookLoader>();
}
else
{
FB.OnDLLLoadedDelegate = delegate
{
((EditorFacebook)FB.facebook).Init(onInitComplete);
};
ComponentFactory.GetComponent<EditorFacebookLoader>();
ComponentFactory.GetComponent<CodelessCrawler>();
ComponentFactory.GetComponent<CodelessUIInteractEvent>();
}
}
else
{
switch (Constants.CurrentPlatform)
{
case FacebookUnityPlatform.WebGL:
FB.OnDLLLoadedDelegate = delegate
{
((CanvasFacebook)FB.facebook).Init(
appId,
cookie,
logging,
status,
xfbml,
FacebookSettings.ChannelUrl,
authResponse,
frictionlessRequests,
javascriptSDKLocale,
Constants.DebugMode,
onHideUnity,
onInitComplete);
};
ComponentFactory.GetComponent<CanvasFacebookLoader>();
break;
case FacebookUnityPlatform.IOS:
FB.OnDLLLoadedDelegate = delegate
{
((IOSFacebook)FB.facebook).Init(
appId,
frictionlessRequests,
FacebookSettings.IosURLSuffix,
onHideUnity,
onInitComplete);
};
ComponentFactory.GetComponent<IOSFacebookLoader>();
ComponentFactory.GetComponent<CodelessCrawler>();
ComponentFactory.GetComponent<CodelessUIInteractEvent>();
break;
case FacebookUnityPlatform.Android:
FB.OnDLLLoadedDelegate = delegate
{
((AndroidFacebook)FB.facebook).Init(
appId,
clientToken,
onHideUnity,
onInitComplete);
};
ComponentFactory.GetComponent<AndroidFacebookLoader>();
ComponentFactory.GetComponent<CodelessCrawler>();
ComponentFactory.GetComponent<CodelessUIInteractEvent>();
break;
case FacebookUnityPlatform.Windows:
FB.OnDLLLoadedDelegate = delegate
{
((WindowsFacebook)FB.facebook).Init(appId, clientToken, onHideUnity, onInitComplete);
};
ComponentFactory.GetComponent<WindowsFacebookLoader>();
break;
default:
throw new NotSupportedException("The facebook sdk does not support this platform");
}
}
}
else
{
FacebookLogger.Warn("FB.Init() has already been called. You only need to call this once and only once.");
}
}
/// <summary>
/// Logs the user in with the requested publish permissions.
/// </summary>
/// <param name="permissions">A list of requested permissions.</param>
/// <param name="callback">Callback to be called when request completes.</param>
/// <exception cref="System.NotSupportedException">
/// Thrown when called on a TV device.
/// </exception>
public static void LogInWithPublishPermissions(
IEnumerable<string> permissions = null,
FacebookDelegate<ILoginResult> callback = null)
{
FacebookImpl.LogInWithPublishPermissions(permissions, callback);
}
/// <summary>
/// Logs the user in with the requested read permissions.
/// </summary>
/// <param name="permissions">A list of requested permissions.</param>
/// <param name="callback">Callback to be called when request completes.</param>
/// <exception cref="System.NotSupportedException">
/// Thrown when called on a TV device.
/// </exception>
public static void LogInWithReadPermissions(
IEnumerable<string> permissions = null,
FacebookDelegate<ILoginResult> callback = null)
{
FacebookImpl.LogInWithReadPermissions(permissions, callback);
}
/// <summary>
/// Logs out the current user.
/// </summary>
public static void LogOut()
{
FacebookImpl.LogOut();
}
/// <summary>
/// Apps the request.
/// </summary>
/// <param name="message">The request string the recipient will see, maximum length 60 characters.</param>
/// <param name="actionType">Request action type for structured request.</param>
/// <param name="objectId">
/// Open Graph object ID for structured request.
/// Note the type of object should belong to this app.
/// </param>
/// <param name="to">A list of Facebook IDs to which to send the request.</param>
/// <param name="data">
/// Additional data stored with the request on Facebook,
/// and handed back to the app when it reads the request back out.
/// Maximum length 255 characters.</param>
/// <param name="title">The title for the platform multi-friend selector dialog. Max length 50 characters..</param>
/// <param name="callback">A callback for when the request completes.</param>
public static void AppRequest(
string message,
OGActionType actionType,
string objectId,
IEnumerable<string> to,
string data = "",
string title = "",
FacebookDelegate<IAppRequestResult> callback = null)
{
FacebookImpl.AppRequest(message, actionType, objectId, to, null, null, null, data, title, callback);
}
/// <summary>
/// Apps the request.
/// </summary>
/// <param name="message">The request string the recipient will see, maximum length 60 characters.</param>
/// <param name="actionType">Request action type for structured request.</param>
/// <param name="objectId">
/// Open Graph object ID for structured request.
/// Note the type of object should belong to this app.
/// </param>
/// <param name="filters">
/// The configuration of the platform multi-friend selector.
/// It should be a List of filter strings.
/// </param>
/// <param name="excludeIds">
/// A list of Facebook IDs to exclude from the platform multi-friend selector dialog.
/// This list is currently not supported for mobile devices.
/// </param>
/// <param name="maxRecipients">
/// Platform-dependent The maximum number of recipients the sender should be able to
/// choose in the platform multi-friend selector dialog.
/// Only guaranteed to work in Unity Web Player app.
/// </param>
/// <param name="data">
/// Additional data stored with the request on Facebook, and handed
/// back to the app when it reads the request back out.
/// Maximum length 255 characters.
/// </param>
/// <param name="title">
/// The title for the platform multi-friend selector dialog. Max length 50 characters.
/// </param>
/// <param name="callback">A callback for when the request completes.</param>
public static void AppRequest(
string message,
OGActionType actionType,
string objectId,
IEnumerable<object> filters = null,
IEnumerable<string> excludeIds = null,
int? maxRecipients = null,
string data = "",
string title = "",
FacebookDelegate<IAppRequestResult> callback = null)
{
FacebookImpl.AppRequest(message, actionType, objectId, null, filters, excludeIds, maxRecipients, data, title, callback);
}
/// <summary>
/// Apps the request.
/// </summary>
/// <param name="message">The request string the recipient will see, maximum length 60 characters.</param>
/// <param name="to">A list of Facebook IDs to which to send the request.</param>
/// <param name="filters">
/// The configuration of the platform multi-friend selector.
/// It should be a List of filter strings.
/// </param>
/// <param name="excludeIds">
/// A list of Facebook IDs to exclude from the platform multi-friend selector dialog.
/// This list is currently not supported for mobile devices.
/// </param>
/// <param name="maxRecipients">
/// Platform-dependent The maximum number of recipients the sender should be able to
/// choose in the platform multi-friend selector dialog.
/// Only guaranteed to work in Unity Web Player app.
/// </param>
/// <param name="data">
/// Additional data stored with the request on Facebook, and handed
/// back to the app when it reads the request back out.
/// Maximum length 255 characters.
/// </param>
/// <param name="title">
/// The title for the platform multi-friend selector dialog. Max length 50 characters.
/// </param>
/// <param name="callback">A callback for when the request completes.</param>
public static void AppRequest(
string message,
IEnumerable<string> to = null,
IEnumerable<object> filters = null,
IEnumerable<string> excludeIds = null,
int? maxRecipients = null,
string data = "",
string title = "",
FacebookDelegate<IAppRequestResult> callback = null)
{
FacebookImpl.AppRequest(message, null, null, to, filters, excludeIds, maxRecipients, data, title, callback);
}
/// <summary>
/// Opens a share dialog for sharing a link.
/// </summary>
/// <param name="contentURL">The URL or the link to share.</param>
/// <param name="contentTitle">The title to display for this link..</param>
/// <param name="contentDescription">
/// The description of the link. If not specified, this field is automatically populated by
/// information scraped from the link, typically the title of the page.
/// </param>
/// <param name="photoURL">The URL of a picture to attach to this content.</param>
/// <param name="callback">A callback for when the request completes.</param>
public static void ShareLink(
Uri contentURL = null,
string contentTitle = "",
string contentDescription = "",
Uri photoURL = null,
FacebookDelegate<IShareResult> callback = null)
{
FacebookImpl.ShareLink(
contentURL,
contentTitle,
contentDescription,
photoURL,
callback);
}
/// <summary>
/// Legacy feed share. Only use this dialog if you need the legacy parameters otherwiese use
/// <see cref="FB.ShareLink(System.String, System.String, System.String, System.String, Facebook.FacebookDelegate"/>.
/// </summary>
/// <param name="toId">
/// The ID of the profile that this story will be published to.
/// If this is unspecified, it defaults to the value of from.
/// The ID must be a friend who also uses your app.
/// </param>
/// <param name="link">The link attached to this post.</param>
/// <param name="linkName">The name of the link attachment.</param>
/// <param name="linkCaption">
/// The caption of the link (appears beneath the link name).
/// If not specified, this field is automatically populated
/// with the URL of the link.
/// </param>
/// <param name="linkDescription">
/// The description of the link (appears beneath the link caption).
/// If not specified, this field is automatically populated by information
/// scraped from the link, typically the title of the page.
/// </param>
/// <param name="picture">
/// The URL of a picture attached to this post.
/// The picture must be at least 200px by 200px.
/// See our documentation on sharing best practices for more information on sizes.
/// </param>
/// <param name="mediaSource">
/// The URL of a media file (either SWF or MP3) attached to this post.
/// If SWF, you must also specify picture to provide a thumbnail for the video.
/// </param>
/// <param name="callback">The callback to use upon completion.</param>
public static void FeedShare(
string toId = "",
Uri link = null,
string linkName = "",
string linkCaption = "",
string linkDescription = "",
Uri picture = null,
string mediaSource = "",
FacebookDelegate<IShareResult> callback = null)
{
FacebookImpl.FeedShare(
toId,
link,
linkName,
linkCaption,
linkDescription,
picture,
mediaSource,
callback);
}
/// <summary>
/// Makes a call to the Facebook Graph API.
/// </summary>
/// <param name="query">
/// The Graph API endpoint to call.
/// You may prefix this with a version string to call a particular version of the API.
/// </param>
/// <param name="method">The HTTP method to use in the call.</param>
/// <param name="callback">The callback to use upon completion.</param>
/// <param name="formData">The key/value pairs to be passed to the endpoint as arguments.</param>
public static void API(
string query,
HttpMethod method,
FacebookDelegate<IGraphResult> callback = null,
IDictionary<string, string> formData = null)
{
if (string.IsNullOrEmpty(query))
{
throw new ArgumentNullException("query", "The query param cannot be null or empty");
}
FacebookImpl.API(query, method, formData, callback);
}
/// <summary>
/// Makes a call to the Facebook Graph API.
/// </summary>
/// <param name="query">
/// The Graph API endpoint to call.
/// You may prefix this with a version string to call a particular version of the API.
/// </param>
/// <param name="method">The HTTP method to use in the call.</param>
/// <param name="callback">The callback to use upon completion.</param>
/// <param name="formData">Form data for the request.</param>
public static void API(
string query,
HttpMethod method,
FacebookDelegate<IGraphResult> callback,
WWWForm formData)
{
if (string.IsNullOrEmpty(query))
{
throw new ArgumentNullException("query", "The query param cannot be null or empty");
}
FacebookImpl.API(query, method, formData, callback);
}
/// <summary>
/// Sends an app activation event to Facebook when your app is activated.
///
/// On iOS and Android, this event is logged automatically if you turn on
/// AutoLogAppEventsEnabled flag. You may still need to call this event if
/// you are running on web.
///
/// On iOS the activate event is fired when the app becomes active
/// On Android the activate event is fired during FB.Init
/// </summary>
public static void ActivateApp()
{
FacebookImpl.ActivateApp(AppId);
}
/// <summary>
/// Gets the deep link if available.
/// </summary>
/// <param name="callback">The callback to use upon completion.</param>
public static void GetAppLink(
FacebookDelegate<IAppLinkResult> callback)
{
if (callback == null)
{
// No point in fetching the data if there is no callback
return;
}
FacebookImpl.GetAppLink(callback);
}
/// <summary>
/// Clear app link.
///
/// Clear app link when app link has been handled, only works for
/// Android, this function will do nothing in other platforms.
/// </summary>
public static void ClearAppLink()
{
#if UNITY_ANDROID
var androidFacebook = FacebookImpl as AndroidFacebook;
if (androidFacebook != null)
{
androidFacebook.ClearAppLink();
}
#endif
}
/// <summary>
/// Logs an app event.
/// </summary>
/// <param name="logEvent">The name of the event to log.</param>
/// <param name="valueToSum">A number representing some value to be summed when reported.</param>
/// <param name="parameters">Any parameters needed to describe the event.</param>
public static void LogAppEvent(
string logEvent,
float? valueToSum = null,
Dictionary<string, object> parameters = null)
{
FacebookImpl.AppEventsLogEvent(logEvent, valueToSum, parameters);
}
/// <summary>
/// Logs the purchase.
/// </summary>
/// <param name="logPurchase">The amount of currency the user spent.</param>
/// <param name="currency">The 3-letter ISO currency code.</param>
/// <param name="parameters">
/// Any parameters needed to describe the event.
/// Elements included in this dictionary can't be null.
/// </param>
public static void LogPurchase(
decimal logPurchase,
string currency = null,
Dictionary<string, object> parameters = null)
{
FB.LogPurchase(float.Parse(logPurchase.ToString()), currency, parameters);
}
/// <summary>
/// Logs the purchase.
/// </summary>
/// <param name="logPurchase">The amount of currency the user spent.</param>
/// <param name="currency">The 3-letter ISO currency code.</param>
/// <param name="parameters">
/// Any parameters needed to describe the event.
/// Elements included in this dictionary can't be null.
/// </param>
public static void LogPurchase(
float logPurchase,
string currency = null,
Dictionary<string, object> parameters = null)
{
if (string.IsNullOrEmpty(currency))
{
currency = "USD";
}
FacebookImpl.AppEventsLogPurchase(logPurchase, currency, parameters);
}
private static void LogVersion()
{
// If we have initlized we can also get the underlying sdk version
if (facebook != null)
{
FacebookLogger.Info(string.Format(
"Using Facebook Unity SDK v{0} with {1}",
FacebookSdkVersion.Build,
FB.FacebookImpl.SDKUserAgent));
}
else
{
FacebookLogger.Info(string.Format("Using Facebook Unity SDK v{0}", FacebookSdkVersion.Build));
}
}
public static void GetCatalog(FacebookDelegate<ICatalogResult> callback)
{
FacebookImpl.GetCatalog(callback);
}
public static void GetPurchases(FacebookDelegate<IPurchasesResult> callback)
{
FacebookImpl.GetPurchases(callback);
}
public static void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "")
{
FacebookImpl.Purchase(productID, callback, developerPayload);
}
public static void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback)
{
FacebookImpl.ConsumePurchase(productToken, callback);
}
public static void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback)
{
FacebookImpl.GetSubscribableCatalog(callback);
}
public static void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback)
{
FacebookImpl.GetSubscriptions(callback);
}
public static void PurchaseSubscription(string productID, FacebookDelegate<ISubscriptionResult> callback)
{
FacebookImpl.PurchaseSubscription(productID, callback);
}
public static void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback)
{
FacebookImpl.CancelSubscription(purchaseToken, callback);
}
public static Profile CurrentProfile()
{
return FacebookImpl.CurrentProfile();
}
public static void CurrentProfile(FacebookDelegate<IProfileResult> callback)
{
FacebookImpl.CurrentProfile(callback);
}
public static void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
FacebookImpl.LoadInterstitialAd(placementID, callback);
}
public static void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
FacebookImpl.ShowInterstitialAd(placementID, callback);
}
public static void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
FacebookImpl.LoadRewardedVideo(placementID, callback);
}
public static void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
FacebookImpl.ShowRewardedVideo(placementID, callback);
}
public static void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback)
{
FacebookImpl.OpenFriendFinderDialog(callback);
}
public static void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback)
{
FacebookImpl.GetFriendFinderInvitations(callback);
}
public static void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback)
{
FacebookImpl.DeleteFriendFinderInvitation(invitationId, callback);
}
public static void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback)
{
FacebookImpl.ScheduleAppToUserNotification(title, body, media, timeInterval, payload, callback);
}
public static void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback)
{
FacebookImpl.PostSessionScore(score, callback);
}
public static void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback)
{
FacebookImpl.PostTournamentScore(score, callback);
}
public static void GetTournament(FacebookDelegate<ITournamentResult> callback)
{
FacebookImpl.GetTournament(callback);
}
public static void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback)
{
FacebookImpl.ShareTournament(score,data,callback);
}
public static void CreateTournament(
int initialScore,
string title,
string imageBase64DataUrl,
string sortOrder,
string scoreFormat,
Dictionary<string, string> data,
FacebookDelegate<ITournamentResult> callback)
{
FacebookImpl.CreateTournament(initialScore, title, imageBase64DataUrl, sortOrder, scoreFormat, data, callback);
}
public static void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
FacebookImpl.UploadImageToMediaLibrary(caption, imageUri, shouldLaunchMediaDialog, callback);
}
public static void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
FacebookImpl.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, callback);
}
public static void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback)
{
FacebookImpl.UploadImageToMediaLibrary(caption, imageUri, shouldLaunchMediaDialog, travelId, callback);
}
public static void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback)
{
FacebookImpl.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, travelId, callback);
}
public static void GetUserLocale(FacebookDelegate<ILocaleResult> callback)
{
FacebookImpl.GetUserLocale(callback);
}
/// <summary>
/// Contains methods specific to the Facebook Games Canvas platform.
/// </summary>
public sealed class Canvas
{
private static IPayFacebook FacebookPayImpl
{
get
{
IPayFacebook impl = FacebookImpl as IPayFacebook;
if (impl == null)
{
throw new InvalidOperationException("Attempt to call Facebook pay interface on unsupported platform");
}
return impl;
}
}
/// <summary>
/// Pay the specified product, action, quantity, quantityMin, quantityMax, requestId, pricepointId,
/// testCurrency and callback.
/// </summary>
/// <param name="product">The URL of your og:product object that the user is looking to purchase.</param>
/// <param name="action">Should always be purchaseitem.</param>
/// <param name="quantity">
/// The amount of this item the user is looking to purchase - typically used when implementing a virtual currency purchase.
/// </param>
/// <param name="quantityMin">
/// The minimum quantity of the item the user is able to purchase.
/// This parameter is important when handling price jumping to maximize the efficiency of the transaction.
/// </param>
/// <param name="quantityMax">
/// The maximum quantity of the item the user is able to purchase.
/// This parameter is important when handling price jumping to maximize the efficiency of the transaction.
/// </param>
/// <param name="requestId">
/// The developer defined unique identifier for this transaction, which becomes
/// attached to the payment within the Graph API.
/// </param>
/// <param name="pricepointId">
/// Used to shortcut a mobile payer directly to the
/// mobile purchase flow at a given price point.
/// </param>
/// <param name="testCurrency">
/// This parameter can be used during debugging and testing your implementation to force the dialog to
/// use a specific currency rather than the current user's preferred currency. This allows you to
/// rapidly prototype your payment experience for different currencies without having to repeatedly
/// change your personal currency preference settings. This parameter is only available for admins,
/// developers and testers associated with the app, in order to minimize the security risk of a
/// malicious JavaScript injection. Provide the 3 letter currency code of the intended forced currency.
/// </param>
/// <param name="callback">The callback to use upon completion.</param>
public static void Pay(
string product,
string action = "purchaseitem",
int quantity = 1,
int? quantityMin = null,
int? quantityMax = null,
string requestId = null,
string pricepointId = null,
string testCurrency = null,
FacebookDelegate<IPayResult> callback = null)
{
FacebookPayImpl.Pay(
product,
action,
quantity,
quantityMin,
quantityMax,
requestId,
pricepointId,
testCurrency,
callback);
}
/// <summary>
/// Pay the specified productId, action, quantity, quantityMin, quantityMax, requestId, pricepointId,
/// testCurrency and callback.
/// </summary>
/// <param name="productId">The product Id referencing the product managed by Facebook.</param>
/// <param name="action">Should always be purchaseiap.</param>
/// <param name="quantity">
/// The amount of this item the user is looking to purchase - typically used when implementing a virtual currency purchase.
/// </param>
/// <param name="quantityMin">
/// The minimum quantity of the item the user is able to purchase.
/// This parameter is important when handling price jumping to maximize the efficiency of the transaction.
/// </param>
/// <param name="quantityMax">
/// The maximum quantity of the item the user is able to purchase.
/// This parameter is important when handling price jumping to maximize the efficiency of the transaction.
/// </param>
/// <param name="requestId">
/// The developer defined unique identifier for this transaction, which becomes
/// attached to the payment within the Graph API.
/// </param>
/// <param name="pricepointId">
/// Used to shortcut a mobile payer directly to the
/// mobile purchase flow at a given price point.
/// </param>
/// <param name="testCurrency">
/// This parameter can be used during debugging and testing your implementation to force the dialog to
/// use a specific currency rather than the current user's preferred currency. This allows you to
/// rapidly prototype your payment experience for different currencies without having to repeatedly
/// change your personal currency preference settings. This parameter is only available for admins,
/// developers and testers associated with the app, in order to minimize the security risk of a
/// malicious JavaScript injection. Provide the 3 letter currency code of the intended forced currency.
/// </param>
/// <param name="callback">The callback to use upon completion.</param>
public static void PayWithProductId(
string productId,
string action = "purchaseiap",
int quantity = 1,
int? quantityMin = null,
int? quantityMax = null,
string requestId = null,
string pricepointId = null,
string testCurrency = null,
FacebookDelegate<IPayResult> callback = null)
{
FacebookPayImpl.PayWithProductId(
productId,
action,
quantity,
quantityMin,
quantityMax,
requestId,
pricepointId,
testCurrency,
callback);
}
/// <summary>
/// Pay the specified productId, action, developerPayload, testCurrency and callback.
/// </summary>
/// <param name="productId">The product Id referencing the product managed by Facebook.</param>
/// <param name="action">Should always be purchaseiap.</param>
/// <param name="developerPayload">
/// A string that can be used to provide supplemental information about an order. It can be
/// used to uniquely identify the purchase request.
/// </param>
/// <param name="testCurrency">
/// This parameter can be used during debugging and testing your implementation to force the dialog to
/// use a specific currency rather than the current user's preferred currency. This allows you to
/// rapidly prototype your payment experience for different currencies without having to repeatedly
/// change your personal currency preference settings. This parameter is only available for admins,
/// developers and testers associated with the app, in order to minimize the security risk of a
/// malicious JavaScript injection. Provide the 3 letter currency code of the intended forced currency.
/// </param>
/// <param name="callback">The callback to use upon completion.</param>
public static void PayWithProductId(
string productId,
string action = "purchaseiap",
string developerPayload = null,
string testCurrency = null,
FacebookDelegate<IPayResult> callback = null)
{
FacebookPayImpl.PayWithProductId(
productId,
action,
developerPayload,
testCurrency,
callback);
}
}
/// <summary>
/// A class containing the settings specific to the supported mobile platforms.
/// </summary>
public sealed class Mobile
{
/// <summary>
/// Gets or sets the share dialog mode.
/// </summary>
/// <value>The share dialog mode.</value>
public static ShareDialogMode ShareDialogMode
{
get
{
return Mobile.MobileFacebookImpl.ShareDialogMode;
}
set
{
Mobile.MobileFacebookImpl.ShareDialogMode = value;
}
}
/// <summary>
/// Gets or sets the user ID.
/// </summary>
/// <value>The user ID.</value>
public static string UserID
{
get
{
return Mobile.MobileFacebookImpl.UserID;
}
set
{
Mobile.MobileFacebookImpl.UserID = value;
}
}
public static void SetDataProcessingOptions(IEnumerable<string> options)
{
if (options == null)
{
options = new string[] { };
}
Mobile.MobileFacebookImpl.SetDataProcessingOptions(options, 0, 0);
}
public static void SetDataProcessingOptions(IEnumerable<string> options, int country, int state)
{
if (options == null)
{
options = new string[] { };
}
Mobile.MobileFacebookImpl.SetDataProcessingOptions(options, country, state);
}
private static IMobileFacebook MobileFacebookImpl
{
get
{
IMobileFacebook impl = FacebookImpl as IMobileFacebook;
if (impl == null)
{
throw new InvalidOperationException("Attempt to call Mobile interface on non mobile platform");
}
return impl;
}
}
/// <summary>
/// Call this function so that Profile will be automatically updated based on the changes to the access token.
/// </summary>
public static void EnableProfileUpdatesOnAccessTokenChange(bool enable)
{
Mobile.MobileFacebookImpl.EnableProfileUpdatesOnAccessTokenChange(enable);
}
/// <summary>
/// Login with tracking experience.
/// </summary>
/// <param name="loginTracking">The option for login tracking preference, "enabled" or "limited".</param>
/// <param name="permissions">A list of permissions.</param>
/// <param name="nonce">An optional nonce to use for the login attempt.</param>
/// <param name="callback">A callback for when the call is complete.</param>
public static void LoginWithTrackingPreference(
LoginTracking loginTracking,
IEnumerable<string> permissions = null,
string nonce = null,
FacebookDelegate<ILoginResult> callback = null)
{
if (loginTracking == LoginTracking.ENABLED)
{
Mobile.MobileFacebookImpl.LoginWithTrackingPreference("enabled", permissions, nonce, callback);
} else
{
Mobile.MobileFacebookImpl.LoginWithTrackingPreference("limited", permissions, nonce, callback);
}
}
/// <summary>
/// Current Authentication Token.
/// </summary>
public static AuthenticationToken CurrentAuthenticationToken()
{
return Mobile.MobileFacebookImpl.CurrentAuthenticationToken();
}
/// <summary>
/// Current Profile.
/// </summary>
public static Profile CurrentProfile()
{
return Mobile.MobileFacebookImpl.CurrentProfile();
}
/// <summary>
/// Current Profile via vallback.
/// </summary>
public static void CurrentProfile(FacebookDelegate<IProfileResult> callback)
{
Profile currentProfile = Mobile.MobileFacebookImpl.CurrentProfile();
Dictionary<string, object> result = new Dictionary<string, object>() { { ProfileResult.ProfileKey, currentProfile } };
if (currentProfile == null)
{
result[Constants.ErrorKey] = "ERROR: No profile data";
}
callback.Invoke(new ProfileResult(new ResultContainer(result)));
}
/// <summary>
/// Fetchs the deferred app link data.
/// </summary>
/// <param name="callback">A callback for when the call is complete.</param>
public static void FetchDeferredAppLinkData(
FacebookDelegate<IAppLinkResult> callback = null)
{
if (callback == null)
{
// No point in fetching the data if there is no callback
return;
}
Mobile.MobileFacebookImpl.FetchDeferredAppLink(callback);
}
/// <summary>
/// Refreshs the current access to get a new access token if possible.
/// </summary>
/// <param name="callback">A on refresh access token compelte callback.</param>
public static void RefreshCurrentAccessToken(
FacebookDelegate<IAccessTokenRefreshResult> callback = null)
{
Mobile.MobileFacebookImpl.RefreshCurrentAccessToken(callback);
}
/// <summary>
/// Returns the setting for Automatic Purchase Logging
/// </summary>
public static bool IsImplicitPurchaseLoggingEnabled()
{
return Mobile.MobileFacebookImpl.IsImplicitPurchaseLoggingEnabled();
}
/// <summary>
/// Sets the setting for Automatic App Events Logging.
/// </summary>
/// <param name="autoLogAppEventsEnabled">The setting for Automatic App Events Logging</param>
public static void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled)
{
Mobile.MobileFacebookImpl.SetAutoLogAppEventsEnabled(autoLogAppEventsEnabled);
}
/// <summary>
/// Sets the setting for Advertiser ID collection.
/// </summary>
/// <param name="advertiserIDCollectionEnabled">The setting for Advertiser ID collection</param>
public static void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled)
{
Mobile.MobileFacebookImpl.SetAdvertiserIDCollectionEnabled(advertiserIDCollectionEnabled);
}
/// <summary>
/// Sets the setting for Advertiser Tracking Enabled.
/// </summary>
/// <param name="advertiserTrackingEnabled">The setting for Advertiser Tracking Enabled</param>
public static bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled)
{
return Mobile.MobileFacebookImpl.SetAdvertiserTrackingEnabled(advertiserTrackingEnabled);
}
/// <summary>
/// Sets device token in the purpose of uninstall tracking.
/// </summary>
/// <param name="token">The device token from APNs</param>
public static void SetPushNotificationsDeviceTokenString(string token)
{
Mobile.MobileFacebookImpl.SetPushNotificationsDeviceTokenString(token);
}
public static void GetCatalog(FacebookDelegate<ICatalogResult> callback)
{
Mobile.MobileFacebookImpl.GetCatalog(callback);
}
public static void GetPurchases(FacebookDelegate<IPurchasesResult> callback)
{
Mobile.MobileFacebookImpl.GetPurchases(callback);
}
public static void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "")
{
Mobile.MobileFacebookImpl.Purchase(productID, callback, developerPayload);
}
public static void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback)
{
Mobile.MobileFacebookImpl.ConsumePurchase(productToken, callback);
}
public static void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
Mobile.MobileFacebookImpl.LoadInterstitialAd(placementID, callback);
}
public static void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback)
{
Mobile.MobileFacebookImpl.ShowInterstitialAd(placementID, callback);
}
public static void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
Mobile.MobileFacebookImpl.LoadRewardedVideo(placementID, callback);
}
public static void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback)
{
Mobile.MobileFacebookImpl.ShowRewardedVideo(placementID, callback);
}
public static void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback)
{
Mobile.MobileFacebookImpl.OpenFriendFinderDialog(callback);
}
public static void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback)
{
Mobile.MobileFacebookImpl.ScheduleAppToUserNotification(title, body, media, timeInterval, payload, callback);
}
public static void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback)
{
Mobile.MobileFacebookImpl.PostSessionScore(score, callback);
}
public static void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback)
{
Mobile.MobileFacebookImpl.PostTournamentScore(score, callback);
}
public static void GetTournament(FacebookDelegate<ITournamentResult> callback)
{
Mobile.MobileFacebookImpl.GetTournament(callback);
}
public static void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback)
{
Mobile.MobileFacebookImpl.ShareTournament(score,data, callback);
}
public static void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback)
{
Mobile.MobileFacebookImpl.GetTournaments(callback);
}
public static void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback)
{
Mobile.MobileFacebookImpl.UpdateTournament(tournamentID, score, callback);
}
public static void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback)
{
Mobile.MobileFacebookImpl.UpdateAndShareTournament(tournamentID, score, callback);
}
public static void CreateAndShareTournament(
int initialScore,
string title,
TournamentSortOrder sortOrder,
TournamentScoreFormat scoreFormat,
DateTime endTime,
string payload,
FacebookDelegate<IDialogResult> callback)
{
Mobile.MobileFacebookImpl.CreateAndShareTournament(
initialScore,
title,
sortOrder,
scoreFormat,
(long)endTime.Subtract(new DateTime(1970, 1, 1)).TotalSeconds,
payload,
callback);
}
public static void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
Mobile.MobileFacebookImpl.UploadImageToMediaLibrary(caption, imageUri, shouldLaunchMediaDialog, callback);
}
public static void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback)
{
Mobile.MobileFacebookImpl.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, callback);
}
}
/// <summary>
/// Contains code specific to the Android Platform.
/// </summary>
public sealed class Android
{
/// <summary>
/// Gets the key hash.
/// </summary>
/// <value>The key hash.</value>
public static string KeyHash
{
get
{
var androidFacebook = FacebookImpl as AndroidFacebook;
return (androidFacebook != null) ? androidFacebook.KeyHash : string.Empty;
}
}
/// <summary>
/// Retrieves the login status for the user. This will return an access token for the app if a user
/// is logged into the Facebook for Android app on the same device and that user had previously
/// logged into the app.If an access token was retrieved then a toast will be shown telling the
/// user that they have been logged in.
/// </summary>
/// <param name="callback">The callback to be called when the request completes</param>
public static void RetrieveLoginStatus(FacebookDelegate<ILoginStatusResult> callback)
{
var androidFacebook = FacebookImpl as AndroidFacebook;
if (androidFacebook != null)
{
androidFacebook.RetrieveLoginStatus(callback);
}
}
}
public sealed class Windows
{
private static IWindowsFacebook WindowsFacebookImpl
{
get
{
IWindowsFacebook impl = FacebookImpl as IWindowsFacebook;
if (impl == null)
{
throw new InvalidOperationException("Attempt to call Windows interface on non Windows platform");
}
return impl;
}
}
/// <summary>
/// Sets the Virtual Gamepad Layout to use.
/// </summary>
/// <param name="layout">Name of the layout to use.</param>
/// <param name="callback">Callback to be called when request completes.</param>
public static void SetVirtualGamepadLayout(string layout, FacebookDelegate<IVirtualGamepadLayoutResult> callback)
{
Windows.WindowsFacebookImpl.SetVirtualGamepadLayout(layout, callback);
}
/// <summary>
/// Open Virtual Keyboard in mobile devices.
/// </summary>
/// <param name="open"> true if you want to open the keyboard</param>
/// <param name="callback">Callback to be called when request completes.</param>
public static void SetSoftKeyboardOpen(bool open, FacebookDelegate<ISoftKeyboardOpenResult> callback)
{
Windows.WindowsFacebookImpl.SetSoftKeyboardOpen(open, callback);
}
/// <summary>
/// Create a referral link
/// </summary>
/// <param name="payload">Custom payload to get by the game</param>
public static void CreateReferral(string payload, FacebookDelegate<IReferralsCreateResult> callback)
{
Windows.WindowsFacebookImpl.CreateReferral(payload, callback);
}
/// <summary>
/// Get Data from referral link
/// </summary>
public static void GetDataReferral(FacebookDelegate<IReferralsGetDataResult> callback)
{
Windows.WindowsFacebookImpl.GetDataReferral(callback);
}
}
internal abstract class CompiledFacebookLoader : MonoBehaviour
{
protected abstract FacebookGameObject FBGameObject { get; }
public void Start()
{
FB.facebook = this.FBGameObject.Facebook;
FB.OnDLLLoadedDelegate();
FB.LogVersion();
MonoBehaviour.Destroy(this);
}
}
}
}
public enum TournamentSortOrder
{
HigherIsBetter,
LowerIsBetter
}
public enum TournamentScoreFormat
{
Numeric,
Time
}
| 1,481 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Globalization;
using Facebook.Unity.Canvas;
using Facebook.Unity.Editor;
using Facebook.Unity.Mobile;
using Facebook.Unity.Mobile.Android;
using Facebook.Unity.Mobile.IOS;
using Facebook.Unity.Settings;
using UnityEngine;
/// <summary>
/// Static class for exposing the Facebook GamingServices Integration.
/// </summary>
public sealed class FBGamingServices : ScriptableObject
{
/// <summary>
/// Opens the Friend Finder Dialog
/// </summary>
/// <param name="callback">A callback for when the Dialog is closed.</param>
public static void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback)
{
MobileFacebookImpl.OpenFriendFinderDialog(callback);
}
/// <summary>
/// Uploads an Image to the player's Gaming Media Library
/// </summary>
/// <param name="caption">Title for this image in the Media Library</param>
/// <param name="imageUri">Path to the image file in the local filesystem. On Android
/// this can also be a content:// URI</param>
/// <param name="shouldLaunchMediaDialog">If we should open the Media Dialog to allow
/// the player to Share this image right away.</param>
/// <param name="callback">A callback for when the image upload is complete.</param>
public static void UploadImageToMediaLibrary(
string caption,
Uri imageUri,
bool shouldLaunchMediaDialog,
FacebookDelegate<IMediaUploadResult> callback)
{
MobileFacebookImpl.UploadImageToMediaLibrary(caption, imageUri, shouldLaunchMediaDialog, callback);
}
/// <summary>
/// Uploads a video to the player's Gaming Media Library
/// </summary>
/// <param name="caption">Title for this video in the Media Library</param>
/// <param name="videoUri">Path to the video file in the local filesystem. On Android
/// this can also be a content:// URI</param>
/// <param name="callback">A callback for when the video upload is complete.</param>
/// <remarks>Note that when the callback is fired, the video will still need to be
/// encoded before it is available in the Media Library.</remarks>
public static void UploadVideoToMediaLibrary(
string caption,
Uri videoUri,
bool shouldLaunchMediaDialog,
FacebookDelegate<IMediaUploadResult> callback)
{
MobileFacebookImpl.UploadVideoToMediaLibrary(caption, videoUri, shouldLaunchMediaDialog, callback);
}
/// <summary>
/// Informs facebook that the player has taken an action and will notify other players in the same GamingContext
/// </summary>
/// <param name="content">Please check CustomUpdateContent.Builder for details on all the fields that
/// allow customizing the update.</param>
/// <param name="callback">The callback to use upon completion.</param>
public static void PerformCustomUpdate(
CustomUpdateContent content,
FacebookDelegate<IGraphResult> callback = null)
{
FB.API("/me/custom_update", HttpMethod.POST, callback, content.toGraphAPIData());
}
public static void OnIAPReady(FacebookDelegate<IIAPReadyResult> callback) {
MobileFacebookImpl.OnIAPReady(callback);
}
public static void GetCatalog(FacebookDelegate<ICatalogResult> callback) {
MobileFacebookImpl.GetCatalog(callback);
}
public static void GetPurchases(FacebookDelegate<IPurchasesResult> callback) {
MobileFacebookImpl.GetPurchases(callback);
}
public static void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "") {
MobileFacebookImpl.Purchase(productID, callback, developerPayload);
}
public static void ConsumePurchase(string purchaseToken, FacebookDelegate<IConsumePurchaseResult> callback) {
MobileFacebookImpl.ConsumePurchase(purchaseToken, callback);
}
public static void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback) {
MobileFacebookImpl.GetSubscribableCatalog(callback);
}
public static void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback) {
MobileFacebookImpl.GetSubscriptions(callback);
}
public static void PurchaseSubscription(string productID, FacebookDelegate<ISubscriptionResult> callback) {
MobileFacebookImpl.PurchaseSubscription(productID, callback);
}
public static void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback) {
MobileFacebookImpl.CancelSubscription(purchaseToken, callback);
}
public static void InitCloudGame(
FacebookDelegate<IInitCloudGameResult> callback)
{
MobileFacebookImpl.InitCloudGame(callback);
}
public static void GameLoadComplete(
FacebookDelegate<IGameLoadCompleteResult> callback)
{
MobileFacebookImpl.GameLoadComplete(callback);
}
public static void ScheduleAppToUserNotification(
string title,
string body,
Uri media,
int timeInterval,
string payload,
FacebookDelegate<IScheduleAppToUserNotificationResult> callback)
{
MobileFacebookImpl.ScheduleAppToUserNotification(title, body, media, timeInterval, payload, callback);
}
public static void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) {
MobileFacebookImpl.LoadInterstitialAd(placementID, callback);
}
public static void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) {
MobileFacebookImpl.ShowInterstitialAd(placementID, callback);
}
public static void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) {
MobileFacebookImpl.LoadRewardedVideo(placementID, callback);
}
public static void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) {
MobileFacebookImpl.ShowRewardedVideo(placementID, callback);
}
public static void GetPayload(FacebookDelegate<IPayloadResult> callback) {
MobileFacebookImpl.GetPayload(callback);
}
public static void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback)
{
MobileFacebookImpl.PostSessionScore(score, callback);
}
public static void GetTournament(FacebookDelegate<ITournamentResult> callback)
{
MobileFacebookImpl.GetTournament(callback);
}
public static void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback)
{
MobileFacebookImpl.ShareTournament(score, data, callback);
}
public static void CreateTournament(
int initialScore,
string title,
string imageBase64DataUrl,
string sortOrder,
string scoreFormat,
Dictionary<string, string> data,
FacebookDelegate<ITournamentResult> callback)
{
MobileFacebookImpl.CreateTournament(initialScore, title, imageBase64DataUrl, sortOrder, scoreFormat, data, callback);
}
public static void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback)
{
MobileFacebookImpl.PostTournamentScore(score, callback);
}
public static void OpenAppStore(FacebookDelegate<IOpenAppStoreResult> callback) {
MobileFacebookImpl.OpenAppStore(callback);
}
public static void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback) {
MobileFacebookImpl.CreateGamingContext(playerID, callback);
}
public static void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback)
{
MobileFacebookImpl.SwitchGamingContext(gamingContextID, callback);
}
public static void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback)
{
MobileFacebookImpl.ChooseGamingContext(filters, minSize, maxSize, callback);
}
public static void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback)
{
MobileFacebookImpl.GetCurrentGamingContext(callback);
}
private static IMobileFacebook MobileFacebookImpl
{
get
{
IMobileFacebook impl = FB.FacebookImpl as IMobileFacebook;
if (impl == null)
{
throw new InvalidOperationException("Attempt to call Mobile interface on non mobile platform");
}
return impl;
}
}
}
}
| 247 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
public class FBLocation
{
internal FBLocation(string id, string name)
{
this.ID = id;
this.Name = name;
}
/// <summary>
/// Gets the location's unique identifier
/// </summary>
/// <value>location's unique identifier.</value>
public string ID { get; private set; }
/// <summary>
/// Gets the location's name.
/// </summary>
/// <value>The location's name.</value>
public string Name { get; private set; }
internal static FBLocation FromDictionary(string prefix, IDictionary<string, string> dictionary)
{
string id;
string name;
dictionary.TryGetValue(prefix + "_id", out id);
dictionary.TryGetValue(prefix + "_name", out name);
if (id == null || name == null) {
return null;
}
return new FBLocation(id, name);
}
/// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.FBLocation"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.FBLocation"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "id", this.ID},
{ "name", this.Name},
});
}
}
}
| 75 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Contains a Inviation from Friend Finder.
/// </summary>
public class FriendFinderInviation
{
internal FriendFinderInviation(
string id,
string applicationId,
string applicationName,
string fromId,
string fromName,
string toId,
string toName,
string message,
string createdTime)
{
this.Id = sanityCheckParam(id, "id");
this.ApplicationId = sanityCheckParam(applicationId, "applicationId");
this.ApplicationName = sanityCheckParam(applicationName, "applicationName");
this.FromId = sanityCheckParam(fromId, "fromId");
this.FromName = sanityCheckParam(fromName, "fromName");
this.ToId = sanityCheckParam(toId, "toId");
this.ToName = sanityCheckParam(toName, "toName");
this.Message = message;
this.CreatedTime = sanityCheckParam(createdTime, "createdTime");
}
private string sanityCheckParam(string param, string errorMsg)
{
if (string.IsNullOrEmpty(param))
{
throw new ArgumentNullException(errorMsg);
}
return param;
}
public string Id { get; private set; }
public string ApplicationId { get; private set; }
public string ApplicationName { get; private set; }
public string FromId { get; private set; }
public string FromName { get; private set; }
public string ToId { get; private set; }
public string ToName { get; private set; }
public string Message { get; private set; }
public string CreatedTime { get; private set; }
}
}
| 85 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using UnityEngine;
internal interface IFacebook: IFacebookWindows
{
bool LoggedIn { get; }
bool LimitEventUsage { get; set; }
string SDKName { get; }
string SDKVersion { get; }
string SDKUserAgent { get; }
bool Initialized { get; set; }
void LogInWithPublishPermissions(
IEnumerable<string> permissions,
FacebookDelegate<ILoginResult> callback);
void LogInWithReadPermissions(
IEnumerable<string> permissions,
FacebookDelegate<ILoginResult> callback);
void LogOut();
[Obsolete]
void AppRequest(
string message,
IEnumerable<string> to,
IEnumerable<object> filters,
IEnumerable<string> excludeIds,
int? maxRecipients,
string data,
string title,
FacebookDelegate<IAppRequestResult> callback);
void AppRequest(
string message,
OGActionType? actionType,
string objectId,
IEnumerable<string> to,
IEnumerable<object> filters,
IEnumerable<string> excludeIds,
int? maxRecipients,
string data,
string title,
FacebookDelegate<IAppRequestResult> callback);
void ShareLink(
Uri contentURL,
string contentTitle,
string contentDescription,
Uri photoURL,
FacebookDelegate<IShareResult> callback);
void FeedShare(
string toId,
Uri link,
string linkName,
string linkCaption,
string linkDescription,
Uri picture,
string mediaSource,
FacebookDelegate<IShareResult> callback);
void API(
string query,
HttpMethod method,
IDictionary<string, string> formData,
FacebookDelegate<IGraphResult> callback);
void API(
string query,
HttpMethod method,
WWWForm formData,
FacebookDelegate<IGraphResult> callback);
void ActivateApp(string appId = null);
void GetAppLink(FacebookDelegate<IAppLinkResult> callback);
void AppEventsLogEvent(
string logEvent,
float? valueToSum,
Dictionary<string, object> parameters);
void AppEventsLogPurchase(
float logPurchase,
string currency,
Dictionary<string, object> parameters);
void GetCatalog(FacebookDelegate<ICatalogResult> callback);
void GetPurchases(FacebookDelegate<IPurchasesResult> callback);
void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "");
void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback);
void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback);
void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback);
void PurchaseSubscription(string productToken, FacebookDelegate<ISubscriptionResult> callback);
void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback);
Profile CurrentProfile();
void CurrentProfile(FacebookDelegate<IProfileResult> callback);
void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback);
void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback);
void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback);
void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback);
void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback);
void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback);
void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback);
void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback);
void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback);
void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback);
void GetTournament(FacebookDelegate<ITournamentResult> callback);
void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback);
void CreateTournament(
int initialScore,
string title,
string imageBase64DataUrl,
string sortOrder,
string scoreFormat,
Dictionary<string, string> data,
FacebookDelegate<ITournamentResult> callback);
void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback);
void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback);
void GetUserLocale(FacebookDelegate<ILocaleResult> callback);
}
internal interface IFacebookWindows
{
void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback);
void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, string travelId, FacebookDelegate<IMediaUploadResult> callback);
}
}
| 183 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal interface IFacebookCallbackHandler
{
void OnInitComplete(string message);
void OnLoginComplete(string message);
void OnLogoutComplete(string message);
void OnGetAppLinkComplete(string message);
void OnAppRequestsComplete(string message);
void OnShareLinkComplete(string message);
}
}
| 38 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal interface IFacebookImplementation : IFacebook, IFacebookResultHandler
{
}
}
| 27 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections.Generic;
internal interface IFacebookResultHandler
{
void OnInitComplete(ResultContainer resultContainer);
void OnLoginComplete(ResultContainer resultContainer);
void OnLogoutComplete(ResultContainer resultContainer);
void OnGetAppLinkComplete(ResultContainer resultContainer);
void OnAppRequestsComplete(ResultContainer resultContainer);
void OnShareLinkComplete(ResultContainer resultContainer);
}
}
| 40 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
internal interface IPayFacebook
{
void Pay(
string product,
string action,
int quantity,
int? quantityMin,
int? quantityMax,
string requestId,
string pricepointId,
string testCurrency,
FacebookDelegate<IPayResult> callback);
void PayWithProductId(
string productId,
string action,
int quantity,
int? quantityMin,
int? quantityMax,
string requestId,
string pricepointId,
string testCurrency,
FacebookDelegate<IPayResult> callback);
void PayWithProductId(
string productId,
string action,
string developerPayload,
string testCurrency,
FacebookDelegate<IPayResult> callback);
}
}
| 55 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
public enum LoginTracking
{
ENABLED,
LIMITED
}
}
| 29 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
internal class MethodArguments
{
private IDictionary<string, object> arguments = new Dictionary<string, object>();
public MethodArguments() : this(new Dictionary<string, object>())
{
}
public MethodArguments(MethodArguments methodArgs) : this(methodArgs.arguments)
{
}
private MethodArguments(IDictionary<string, object> arguments)
{
this.arguments = arguments;
}
public void AddPrimative<T>(string argumentName, T value) where T : struct
{
this.arguments[argumentName] = value;
}
public void AddNullablePrimitive<T>(string argumentName, T? nullable) where T : struct
{
if (nullable != null && nullable.HasValue)
{
this.arguments[argumentName] = nullable.Value;
}
}
public void AddString(string argumentName, string value)
{
if (!string.IsNullOrEmpty(value))
{
this.arguments[argumentName] = value;
}
}
public void AddCommaSeparatedList(string argumentName, IEnumerable<string> value)
{
if (value != null)
{
this.arguments[argumentName] = value.ToCommaSeparateList();
}
}
public void AddDictionary(string argumentName, IDictionary<string, object> dict)
{
if (dict != null)
{
this.arguments[argumentName] = MethodArguments.ToStringDict(dict);
}
}
public void AddList<T>(string argumentName, IEnumerable<T> list)
{
if (list != null)
{
this.arguments[argumentName] = list;
}
}
public void AddUri(string argumentName, Uri uri)
{
if (uri != null && !string.IsNullOrEmpty(uri.AbsoluteUri))
{
this.arguments[argumentName] = uri.ToString();
}
}
public string ToJsonString()
{
return MiniJSON.Json.Serialize(this.arguments);
}
private static Dictionary<string, string> ToStringDict(IDictionary<string, object> dict)
{
if (dict == null)
{
return null;
}
var newDict = new Dictionary<string, string>();
foreach (KeyValuePair<string, object> kvp in dict)
{
newDict[kvp.Key] = kvp.Value.ToString();
}
return newDict;
}
}
}
| 118 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System.Collections;
using System.Collections.Generic;
internal abstract class MethodCall<T> where T : IResult
{
public MethodCall(FacebookBase facebookImpl, string methodName)
{
this.Parameters = new MethodArguments();
this.FacebookImpl = facebookImpl;
this.MethodName = methodName;
}
public string MethodName { get; private set; }
public FacebookDelegate<T> Callback { protected get; set; }
protected FacebookBase FacebookImpl { get; set; }
protected MethodArguments Parameters { get; set; }
public abstract void Call(MethodArguments args = null);
}
}
| 46 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// Share dialog mode.
/// </summary>
public enum ShareDialogMode
{
// If you make changes in here make the same changes in Assets/Facebook/Editor/iOS/FBUnityInterface.h
/// <summary>
/// The sdk will choose which type of dialog to show
/// See the Facebook SDKs for ios and android for specific details.
/// </summary>
AUTOMATIC = 0,
/// <summary>
/// Uses the dialog inside the native facebook applications. Note this will fail if the
/// native applications are not installed.
/// </summary>
NATIVE = 1,
/// <summary>
/// Opens the facebook dialog in a webview.
/// </summary>
WEB = 2,
/// <summary>
/// Uses the feed dialog.
/// </summary>
FEED = 3,
}
}
| 53 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
/// <summary>
/// OG action type.
/// </summary>
public enum OGActionType
{
/// <summary>
/// SEND Action.
/// </summary>
SEND,
/// <summary>
/// ASKFOR Action.
/// </summary>
ASKFOR,
/// <summary>
/// TURN Action.
/// </summary>
TURN,
}
}
| 44 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Contains a Instant Game Product.
/// </summary>
public class Product
{
/// <summary>
/// Initializes a new instance of the <see cref="Product"/> class.
/// </summary>
/// <param name="title">The title of the product.</param>
/// <param name="productID">The product's game-specified identifier.</param>
/// <param name="description">The product description.</param>
/// <param name="imageURI">A link to the product's associated image.</param>
/// <param name="price">The price of the product.</param>
/// <param name="priceAmount">The numeric price of a product.</param>
/// <param name="priceCurrencyCode">The currency code for the product.</param>
internal Product(
string title,
string productID,
string description,
string imageURI,
string price,
double? priceAmount,
string priceCurrencyCode)
{
if (string.IsNullOrEmpty(title))
{
throw new ArgumentNullException("title");
}
if (string.IsNullOrEmpty(productID))
{
throw new ArgumentNullException("productID");
}
if (string.IsNullOrEmpty(price))
{
throw new ArgumentException("price");
}
if (string.IsNullOrEmpty(priceCurrencyCode))
{
throw new ArgumentNullException("priceCurrencyCode");
}
this.Title = title;
this.ProductID = productID;
this.Description = description;
this.ImageURI = imageURI;
this.Price = price;
this.PriceAmount = priceAmount;
this.PriceCurrencyCode = priceCurrencyCode;
}
/// <summary>
/// Gets the title.
/// </summary>
/// <value>The title.</value>
public string Title { get; private set; }
/// <summary>
/// Gets the product identifier.
/// </summary>
/// <value>The product identifier.</value>
public string ProductID { get; private set; }
/// <summary>
/// Gets the description.
/// </summary>
/// <value>The description.</value>
public string Description { get; private set; }
/// <summary>
/// Gets the image uniform resource identifier.
/// </summary>
/// <value>The image uniform resource identifier.</value>
public string ImageURI { get; private set; }
/// <summary>
/// Gets the price.
/// </summary>
/// <value>The price.</value>
public string Price { get; private set; }
/// <summary>
/// Gets the price amount.
/// </summary>
/// <value>The price amount.</value>
public double? PriceAmount { get; private set; }
/// <summary>
/// Gets the price currency code.
/// </summary>
/// <value>The price currency code.</value>
public string PriceCurrencyCode { get; private set; }
/// <summary>
/// Returns a <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Product"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Product"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "Title", this.Title },
{ "ProductID", this.ProductID },
{ "Description", this.Description.ToStringNullOk() },
{ "ImageURI", this.ImageURI.ToStringNullOk() },
{ "Price", this.Price },
{ "PriceAmount", this.PriceAmount.ToStringNullOk() },
{ "PriceCurrencyCode", this.PriceCurrencyCode },
});
}
}
}
| 144 |
facebook-sdk-for-unity | facebook | C# | /**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace Facebook.Unity
{
using System;
using System.Collections.Generic;
public class Profile
{
/// <summary>
/// Initializes a new instance of the <see cref="Profile"/> class.
/// </summary>
/// <param name="userID">User ID.</param>
/// <param name="firstName">First Name.</param>
/// <param name="middleName">Middle Name.</param>
/// <param name="lastName">Last Name.</param>
/// <param name="name">Name.</param>
/// <param name="email">Email.</param>
/// <param name="imageURL">Image URL.</param>
/// <param name="linkURL">Link URL.</param>
/// <param name="friendIDs">A list of identifiers for the user's friends.</param>
/// <param name="birthday">User's birthday</param>
/// <param name="ageRange">Age Range for the User</param>
/// <param name="hometown">Home Town</param>
/// <param name="location">Location</param>
/// <param name="gender">Gender</param>
internal Profile(
string userID,
string firstName,
string middleName,
string lastName,
string name,
string email,
string imageURL,
string linkURL,
string[] friendIDs,
string birthday,
UserAgeRange ageRange,
FBLocation hometown,
FBLocation location,
string gender)
{
this.UserID = userID;
this.FirstName = firstName;
this.MiddleName = middleName;
this.LastName = lastName;
this.Name = name;
this.Email = email;
this.ImageURL = imageURL;
this.LinkURL = linkURL;
this.FriendIDs = friendIDs ?? new string[] { };
long birthdayTimestamp;
if (long.TryParse(birthday, out birthdayTimestamp))
{
this.Birthday = new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc)
.AddMilliseconds(birthdayTimestamp * 1000)
.ToLocalTime();
}
this.AgeRange = ageRange;
this.Hometown = hometown;
this.Location = location;
this.Gender = gender;
}
/// <summary>
/// Gets the user ID.
/// </summary>
/// <value>The user ID.</value>
public string UserID { get; private set; }
/// <summary>
/// Gets the fist name.
/// </summary>
/// <value>The fist name.</value>
public string FirstName { get; private set; }
/// <summary>
/// Gets the middle name.
/// </summary>
/// <value>The middle name.</value>
public string MiddleName { get; private set; }
/// <summary>
/// Gets the last name.
/// </summary>
/// <value>The last name.</value>
public string LastName { get; private set; }
/// <summary>
/// Gets the name.
/// </summary>
/// <value>The name.</value>
public string Name { get; private set; }
/// <summary>
/// Gets the email.
/// </summary>
/// <value>The email.</value>
public string Email { get; private set; }
/// <summary>
/// Gets the image URL.
/// </summary>
/// <value>The image URL.</value>
public string ImageURL { get; private set; }
/// <summary>
/// Gets the link URL.
/// </summary>
/// <value>The link url.</value>
public string LinkURL { get; private set; }
/// <summary>
/// Gets the list of identifiers for the user's friends.
/// </summary>
/// <value>The list of identifiers for the user's friends.</value>
public string[] FriendIDs { get; private set; }
/// <summary>
/// Gets the user's birthday.
/// </summary>
/// <value>The user's birthday.</value>
public DateTime? Birthday { get; private set; }
/// <summary>
/// Gets the user's age range.
/// </summary>
/// <value>The user's age range.</value>
public UserAgeRange AgeRange { get; private set; }
/// <summary>
/// Gets the user's hometown
/// </summary>
/// <value>The user's hometown</value>
public FBLocation Hometown { get; private set; }
/// <summary>
/// Gets the user's location
/// </summary>
/// <value>The user's location </value>
public FBLocation Location { get; private set; }
/// <summary>
/// Gets the user's gender
/// </summary>
/// <value>The user's gender</value>
public string Gender { get; private set; }
/// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.Profile"/>.
/// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.Profile"/>.</returns>
public override string ToString()
{
return Utilities.FormatToString(
null,
this.GetType().Name,
new Dictionary<string, string>()
{
{ "UserID", this.UserID},
{ "FirstName", this.FirstName },
{ "MiddleName", this.MiddleName},
{ "LastName", this.LastName },
{ "Name", this.Name},
{ "Email", this.Email },
{ "ImageURL", this.ImageURL},
{ "LinkURL", this.LinkURL },
{ "FriendIDs", String.Join(",", this.FriendIDs) },
{ "Birthday", this.Birthday?.ToShortDateString()},
{ "AgeRange", this.AgeRange?.ToString()},
{ "Hometown", this.Hometown?.ToString() },
{ "Location", this.Location?.ToString() },
{ "Gender", this.Gender },
});
}
}
}
| 197 |
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