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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
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 Purchase. /// </summary> public class Purchase { /// <summary> /// Initializes a new instance of the <see cref="Purchase"/> class. /// </summary> /// <param name="developerPayload">A developer-specified string, provided during the purchase of the product.</param> /// <param name="isConsumed">Whether or not the purchase has been consumed.</param> /// <param name="paymentActionType">The current status of the purchase.</param> /// <param name="paymentID">The identifier for the purchase transaction.</param> /// <param name="productID">The product's game-specified identifier.</param> /// <param name="purchasePlatform">The purchase platform, such as "GOOGLE" or "FB".</param> /// <param name="purchasePrice">Contains the local amount and currency associated with the purchased item.</param> /// <param name="purchaseTime">Unix timestamp of when the purchase occurred.</param> /// <param name="purchaseToken">A token representing the purchase that may be used to consume the purchase.</param> /// <param name="signedRequest">Server-signed encoding of the purchase request.</param> internal Purchase( string developerPayload, bool isConsumed, string paymentActionType, string paymentID, string productID, string purchasePlatform, IDictionary<string, object> purchasePrice, long purchaseTime, string purchaseToken, string signedRequest) { if (string.IsNullOrEmpty(paymentActionType)) { throw new ArgumentNullException("paymentActionType"); } if (string.IsNullOrEmpty(paymentID)) { throw new ArgumentNullException("paymentID"); } if (string.IsNullOrEmpty(productID)) { throw new ArgumentNullException("productID"); } int purchaseTimeInt; try { purchaseTimeInt = Convert.ToInt32(purchaseTime); } catch (OverflowException) { throw new ArgumentException("purchaseTime"); } if (string.IsNullOrEmpty(purchaseToken)) { throw new ArgumentNullException("purchaseToken"); } if (string.IsNullOrEmpty(signedRequest)) { throw new ArgumentNullException("signedRequest"); } this.DeveloperPayload = developerPayload; this.PaymentActionType = paymentActionType; this.PaymentID = paymentID; this.ProductID = productID; this.PurchasePlatform = purchasePlatform; this.PurchasePrice = new CurrencyAmount(purchasePrice["currency"].ToStringNullOk(), purchasePrice["amount"].ToStringNullOk()); this.PurchaseTime = Utilities.FromTimestamp(purchaseTimeInt); this.PurchaseToken = purchaseToken; this.SignedRequest = signedRequest; } /// <summary> /// Gets the developer payload string. /// </summary> /// <value>The developer payload string.</value> public string DeveloperPayload { get; private set; } /// <summary> /// Gets whether or not the purchase has been consumed. /// </summary> /// <value>The consumed boolean.</value> public bool IsConsumed { get; private set; } /// <summary> /// Gets the purchase status. /// </summary> /// <value>The purchase status.</value> public string PaymentActionType { get; private set; } /// <summary> /// Gets the purchase identifier. /// </summary> /// <value>The purchase identifier.</value> public string PaymentID { get; private set; } /// <summary> /// Gets the product identifier. /// </summary> /// <value>The product identifier.</value> public string ProductID { get; private set; } /// <summary> /// Gets the platform associated with the purchase. /// </summary> /// <value>The purchase platform, such as "GOOGLE" or "FB".</value> public string PurchasePlatform { get; private set; } /// <summary> /// Gets the amount and currency fields associated with the purchase. /// </summary> /// <value>The amount and currency fields associated with the purchase as a CurrencyAmount</value> public CurrencyAmount PurchasePrice { get; private set; } /// <summary> /// Gets the purchase time. /// </summary> /// <value>The purchase time.</value> public DateTime PurchaseTime { get; private set; } /// <summary> /// Gets the purchase token. /// </summary> /// <value>The purchase token.</value> public string PurchaseToken { get; private set; } /// <summary> /// Gets the price currency code. /// </summary> /// <value>The price currency code.</value> public string SignedRequest { get; private set; } /// <summary> /// Returns a <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Purchase"/>. /// </summary> /// <returns>A <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Purchase"/>.</returns> public override string ToString() { return Utilities.FormatToString( null, this.GetType().Name, new Dictionary<string, string>() { { "DeveloperPayload", this.DeveloperPayload.ToStringNullOk() }, { "IsConsumed", this.IsConsumed.ToStringNullOk() }, { "PaymentActionType", this.PaymentActionType }, { "PaymentID", this.PaymentID }, { "ProductID", this.ProductID }, { "PurchasePlatform", this.PurchasePlatform }, { "PurchasePrice", this.PurchasePrice.ToString() }, { "PurchaseTime", this.PurchaseTime.TotalSeconds().ToString() }, { "PurchaseToken", this.PurchaseToken }, { "SignedRequest", this.SignedRequest }, }); } } }
185
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 SubscribableProduct { /// <summary> /// Initializes a new instance of the <see cref="SubscribableProduct"/> 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> /// <param name="subscriptionTerm">The billing cycle of a subscription.</param> internal SubscribableProduct( string title, string productID, string description, string imageURI, string price, double? priceAmount, string priceCurrencyCode, string subscriptionTerm) { 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"); } if (string.IsNullOrEmpty(subscriptionTerm)) { 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; this.SubscriptionTerm = subscriptionTerm; } /// <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> /// Gets the subscription term. /// </summary> /// <value>The subscription term.</value> public string SubscriptionTerm { 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 }, { "SubscriptionTerm", this.SubscriptionTerm }, }); } } }
159
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> /// Represents the purchase of a subscription. /// </summary> public class Subscription { /// <summary> /// Initializes a new instance of the <see cref="Subscription"/> class. /// </summary> /// <param name="deactivationTime">The Unix timestamp of when the subscription entitlement will no longer be active, /// if subscription is not renewed or is canceled. Otherwise, null </param> /// <param name="isEntitlementActive">Whether or not the user is an active subscriber and should receive entitlement /// to the subscription benefits.</param> /// <param name="periodStartTime">The current start Unix timestamp of the latest billing cycle.</param> /// <param name="periodEndTime">The current end Unix timestamp of the latest billing cycle.</param> /// <param name="productID">The corresponding subscribable product's game-specified identifier.</param> /// <param name="purchasePlatform">The platform associated with the purchase, such as "FB" for Facebook and "GOOGLE" for Google.</param> /// <param name="purchasePrice">Contains the local amount and currency.</param> /// <param name="purchaseTime">Unix timestamp of when the purchase occurred.</param> /// <param name="purchaseToken">A token representing the purchase that may be used to cancel the subscription.</param> /// <param name="signedRequest">Server-signed encoding of the purchase request.</param> /// <param name="status">The status of the subscription, such as CANCELED.</param> /// <param name="subscriptionTerm">The billing cycle of a subscription.</param> internal Subscription( long deactivationTime, bool isEntitlementActive, long periodStartTime, long periodEndTime, string productID, string purchasePlatform, IDictionary<string, object> purchasePrice, long purchaseTime, string purchaseToken, string signedRequest, string status, string subscriptionTerm) { int deactivationTimeInt; try { deactivationTimeInt = Convert.ToInt32(deactivationTime); } catch (OverflowException) { throw new ArgumentException("purchaseTime"); } int periodStartTimeInt; try { periodStartTimeInt = Convert.ToInt32(periodStartTime); } catch (OverflowException) { throw new ArgumentException("periodStartTime"); } int periodEndTimeInt; try { periodEndTimeInt = Convert.ToInt32(periodEndTime); } catch (OverflowException) { throw new ArgumentException("periodEndTime"); } if (string.IsNullOrEmpty(productID)) { throw new ArgumentNullException("productID"); } if (string.IsNullOrEmpty(purchasePlatform)) { throw new ArgumentNullException("purchasePlatform"); } int purchaseTimeInt; try { purchaseTimeInt = Convert.ToInt32(purchaseTime); } catch (OverflowException) { throw new ArgumentException("purchaseTime"); } if (string.IsNullOrEmpty(purchaseToken)) { throw new ArgumentNullException("purchaseToken"); } if (string.IsNullOrEmpty(signedRequest)) { throw new ArgumentNullException("signedRequest"); } if (string.IsNullOrEmpty(status)) { throw new ArgumentNullException("status"); } if (string.IsNullOrEmpty(subscriptionTerm)) { throw new ArgumentNullException("subscriptionTerm"); } this.DeactivationTime = Utilities.FromTimestamp(deactivationTimeInt); this.IsEntitlementActive = isEntitlementActive; this.PeriodStartTime = Utilities.FromTimestamp(periodStartTimeInt); this.PeriodEndTime = Utilities.FromTimestamp(periodEndTimeInt); this.ProductID = productID; this.PurchasePlatform = purchasePlatform; this.PurchasePrice = new CurrencyAmount(purchasePrice["currency"].ToStringNullOk(), purchasePrice["amount"].ToStringNullOk()); this.PurchaseTime = Utilities.FromTimestamp(purchaseTimeInt); this.PurchaseToken = purchaseToken; this.SignedRequest = signedRequest; this.Status = status; this.SubscriptionTerm = subscriptionTerm; } /// <summary> /// Gets the deactivation time. /// </summary> /// <value>The deactivation time.</value> public DateTime DeactivationTime { get; private set; } /// <summary> /// Gets whether or not the entitlement is active. /// </summary> /// <value>The entitlement status.</value> public bool IsEntitlementActive { get; private set; } /// <summary> /// Gets the period start time. /// </summary> /// <value>The period start time.</value> public DateTime PeriodStartTime { get; private set; } /// <summary> /// Gets the period end time. /// </summary> /// <value>The period end time.</value> public DateTime PeriodEndTime { get; private set; } /// <summary> /// Gets the product identifier. /// </summary> /// <value>The product identifier.</value> public string ProductID { get; private set; } /// <summary> /// Gets the platform associated with the purchase. /// </summary> /// <value>The purchase platform, such as "GOOGLE" or "FB".</value> public string PurchasePlatform { get; private set; } /// <summary> /// Gets the amount and currency fields associated with the purchase. /// </summary> /// <value>The amount and currency fields associated with the purchase as a CurrencyAmount</value> public CurrencyAmount PurchasePrice { get; private set; } /// <summary> /// Gets the purchase time. /// </summary> /// <value>The purchase time.</value> public DateTime PurchaseTime { get; private set; } /// <summary> /// Gets the purchase token. /// </summary> /// <value>The purchase token.</value> public string PurchaseToken { get; private set; } /// <summary> /// Gets the price currency code. /// </summary> /// <value>The price currency code.</value> public string SignedRequest { get; private set; } /// <summary> /// Gets the subscription status. /// </summary> /// <value>The subscription status</value> public string Status { get; private set; } /// <summary> /// Gets the subscription term. /// </summary> /// <value>The subscription term</value> public string SubscriptionTerm { get; private set; } /// <summary> /// Returns a <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Subscription"/>. /// </summary> /// <returns>A <see cref="System.String"/> that represents a <see cref="Facebook.Unity.Subscription"/>.</returns> public override string ToString() { return Utilities.FormatToString( null, this.GetType().Name, new Dictionary<string, string>() { { "DeactivationTime", this.DeactivationTime.TotalSeconds().ToString() }, { "IsEntitlementActive", this.IsEntitlementActive.ToStringNullOk() }, { "PeriodStartTime", this.PeriodStartTime.TotalSeconds().ToString() }, { "PeriodEndTime", this.PeriodEndTime.TotalSeconds().ToString() }, { "ProductID", this.ProductID }, { "PurchasePlatform", this.PurchasePlatform }, { "PurchasePrice", this.PurchasePrice.ToString() }, { "PurchaseTime", this.PurchaseTime.TotalSeconds().ToString() }, { "PurchaseToken", this.PurchaseToken }, { "SignedRequest", this.SignedRequest }, { "Status", this.Status }, { "SubscriptionTerm", this.SubscriptionTerm }, }); } } }
234
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 UserAgeRange { internal UserAgeRange(long min, long max) { this.Min = min; this.Max = max; } /// <summary> /// Gets the user's minimun age, -1 if unspecified. /// </summary> /// <value>The user's minimun age</value> public long Min { get; private set; } /// <summary> /// Gets the user's maximun age, -1 if unspecified. /// </summary> /// <value>The user's maximun age.</value> public long Max { get; private set; } internal static UserAgeRange AgeRangeFromDictionary(IDictionary<string, string> dictionary) { string minStr; string maxStr; long min; long max; dictionary.TryGetValue("ageMin", out minStr); dictionary.TryGetValue("ageMax", out maxStr); min = long.TryParse(minStr, out min) ? min : -1; max = long.TryParse(maxStr, out max) ? max : -1; if (min < 0 && max < 0) { return null; } return new UserAgeRange(min, max); } /// <summary> /// Returns a <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.UserAgeRange"/>. /// </summary> /// <returns>A <see cref="System.String"/> that represents the current <see cref="Facebook.Unity.UserAgeRange"/>.</returns> public override string ToString() { return Utilities.FormatToString( null, this.GetType().Name, new Dictionary<string, string>() { { "Min", this.Min.ToString()}, { "Max", this.Max.ToString()}, }); } } }
80
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.Canvas { using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Reflection; using System.Runtime.InteropServices; internal sealed class CanvasFacebook : FacebookBase, ICanvasFacebookImplementation { internal const string MethodAppRequests = "apprequests"; internal const string MethodFeed = "feed"; internal const string MethodPay = "pay"; internal const string CancelledResponse = "{\"cancelled\":true}"; internal const string FacebookConnectURL = "https://connect.facebook.net"; private const string AuthResponseKey = "authResponse"; private string appId; private string appLinkUrl; private ICanvasJSWrapper canvasJSWrapper; private HideUnityDelegate onHideUnityDelegate; public CanvasFacebook(): this(GetCanvasJSWrapper(), new CallbackManager()) { } public CanvasFacebook(ICanvasJSWrapper canvasJSWrapper, CallbackManager callbackManager) : base(callbackManager) { this.canvasJSWrapper = canvasJSWrapper; } private static ICanvasJSWrapper GetCanvasJSWrapper() { Assembly assembly = Assembly.Load("Facebook.Unity.Canvas"); Type type = assembly.GetType("Facebook.Unity.Canvas.CanvasJSWrapper"); ICanvasJSWrapper canvasJSWrapper = (ICanvasJSWrapper)Activator.CreateInstance(type); return canvasJSWrapper; } public override bool LimitEventUsage { get; set; } public override string SDKName { get { return "FBJSSDK"; } } public override string SDKVersion { get { return this.canvasJSWrapper.GetSDKVersion(); } } public override string SDKUserAgent { get { // We want to log whether we are running as webgl or in the web player. string webPlatform; switch (Constants.CurrentPlatform) { case FacebookUnityPlatform.WebGL: webPlatform = string.Format( CultureInfo.InvariantCulture, "FBUnity{0}", Constants.CurrentPlatform.ToString()); break; default: FacebookLogger.Warn("Currently running on uknown web platform"); webPlatform = "FBUnityWebUnknown"; break; } return string.Format( CultureInfo.InvariantCulture, "{0} {1}", base.SDKUserAgent, Utilities.GetUserAgent(webPlatform, FacebookSdkVersion.Build)); } } public void Init( string appId, bool cookie, bool logging, bool status, bool xfbml, string channelUrl, string authResponse, bool frictionlessRequests, string javascriptSDKLocale, bool loadDebugJSSDK, HideUnityDelegate hideUnityDelegate, InitDelegate onInitComplete) { base.Init(onInitComplete); this.canvasJSWrapper.InitScreenPosition(); this.appId = appId; this.onHideUnityDelegate = hideUnityDelegate; MethodArguments parameters = new MethodArguments(); parameters.AddString("appId", appId); parameters.AddPrimative("cookie", cookie); parameters.AddPrimative("logging", logging); parameters.AddPrimative("status", status); parameters.AddPrimative("xfbml", xfbml); parameters.AddString("channelUrl", channelUrl); parameters.AddString("authResponse", authResponse); parameters.AddPrimative("frictionlessRequests", frictionlessRequests); parameters.AddString("version", FB.GraphApiVersion); // use 1/0 for booleans, otherwise you'll get strings "True"/"False" this.canvasJSWrapper.Init( FacebookConnectURL, javascriptSDKLocale, loadDebugJSSDK ? 1 : 0, parameters.ToJsonString(), status ? 1 : 0); } public override void LogInWithPublishPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { this.canvasJSWrapper.DisableFullScreen(); this.canvasJSWrapper.Login(permissions, CallbackManager.AddFacebookDelegate(callback)); } public override void LogInWithReadPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { this.canvasJSWrapper.DisableFullScreen(); this.canvasJSWrapper.Login(permissions, CallbackManager.AddFacebookDelegate(callback)); } public override void LogOut() { base.LogOut(); this.canvasJSWrapper.Logout(); } public override 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) { this.ValidateAppRequestArgs( message, actionType, objectId, to, filters, excludeIds, maxRecipients, data, title, callback); MethodArguments args = new MethodArguments(); args.AddString("message", message); args.AddCommaSeparatedList("to", to); args.AddString("action_type", actionType != null ? actionType.ToString() : null); args.AddString("object_id", objectId); args.AddList("filters", filters); args.AddList("exclude_ids", excludeIds); args.AddNullablePrimitive("max_recipients", maxRecipients); args.AddString("data", data); args.AddString("title", title); var call = new CanvasUIMethodCall<IAppRequestResult>(this, MethodAppRequests, Constants.OnAppRequestsCompleteMethodName); call.Callback = callback; call.Call(args); } public override void ActivateApp(string appId) { this.canvasJSWrapper.ActivateApp(); } public override void ShareLink( Uri contentURL, string contentTitle, string contentDescription, Uri photoURL, FacebookDelegate<IShareResult> callback) { MethodArguments args = new MethodArguments(); args.AddUri("link", contentURL); args.AddString("name", contentTitle); args.AddString("description", contentDescription); args.AddUri("picture", photoURL); var call = new CanvasUIMethodCall<IShareResult>(this, MethodFeed, Constants.OnShareCompleteMethodName); call.Callback = callback; call.Call(args); } public override void FeedShare( string toId, Uri link, string linkName, string linkCaption, string linkDescription, Uri picture, string mediaSource, FacebookDelegate<IShareResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("to", toId); args.AddUri("link", link); args.AddString("name", linkName); args.AddString("caption", linkCaption); args.AddString("description", linkDescription); args.AddUri("picture", picture); args.AddString("source", mediaSource); var call = new CanvasUIMethodCall<IShareResult>(this, MethodFeed, Constants.OnShareCompleteMethodName); call.Callback = callback; call.Call(args); } public void Pay( string product, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback) { this.PayImpl( product, /*productId*/ null, action, quantity, quantityMin, quantityMax, requestId, pricepointId, testCurrency, /*developerPayload*/ null, callback); } public void PayWithProductId( string productId, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback) { this.PayImpl( /*product*/ null, productId, action, quantity, quantityMin, quantityMax, requestId, pricepointId, testCurrency, /*developerPayload*/ null, callback); } public void PayWithProductId( string productId, string action, string developerPayload, string testCurrency, FacebookDelegate<IPayResult> callback) { this.PayImpl( /*product*/ null, productId, action, /*quantity*/ 1, /*quantityMin*/ null, /*quantityMax*/ null, /*requestId*/ null, /*pricepointId*/ null, testCurrency, developerPayload, callback); } public override void GetAppLink(FacebookDelegate<IAppLinkResult> callback) { var result = new Dictionary<string, object>() { { "url", this.appLinkUrl } }; callback(new AppLinkResult(new ResultContainer(result))); this.appLinkUrl = string.Empty; } public override void AppEventsLogEvent( string logEvent, float? valueToSum, Dictionary<string, object> parameters) { this.canvasJSWrapper.LogAppEvent( logEvent, valueToSum, MiniJSON.Json.Serialize(parameters)); } public override void AppEventsLogPurchase( float purchaseAmount, string currency, Dictionary<string, object> parameters) { this.canvasJSWrapper.LogPurchase( purchaseAmount, currency, MiniJSON.Json.Serialize(parameters)); } public override void OnLoginComplete(ResultContainer result) { CanvasFacebook.FormatAuthResponse( result, (formattedResponse) => { this.OnAuthResponse(new LoginResult(formattedResponse)); }); } public override void OnGetAppLinkComplete(ResultContainer message) { // We should never get here on canvas. We store the app link on this object // so should never hit this method. throw new NotImplementedException(); } // used only to refresh the access token public void OnFacebookAuthResponseChange(string responseJsonData) { this.OnFacebookAuthResponseChange(new ResultContainer(responseJsonData)); } public void OnFacebookAuthResponseChange(ResultContainer resultContainer) { CanvasFacebook.FormatAuthResponse( resultContainer, (formattedResponse) => { var result = new LoginResult(formattedResponse); AccessToken.CurrentAccessToken = result.AccessToken; }); } public void OnPayComplete(string responseJsonData) { this.OnPayComplete(new ResultContainer(responseJsonData)); } public void OnPayComplete(ResultContainer resultContainer) { var result = new PayResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnAppRequestsComplete(ResultContainer resultContainer) { var result = new AppRequestResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnShareLinkComplete(ResultContainer resultContainer) { var result = new ShareResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUrlResponse(string url) { this.appLinkUrl = url; } public void OnHideUnity(bool isGameShown) { if (this.onHideUnityDelegate != null) { this.onHideUnityDelegate(isGameShown); } } private static void FormatAuthResponse(ResultContainer result, Utilities.Callback<ResultContainer> callback) { if (result.ResultDictionary == null) { callback(result); return; } IDictionary<string, object> authResponse; if (result.ResultDictionary.TryGetValue(CanvasFacebook.AuthResponseKey, out authResponse)) { result.ResultDictionary.Remove(CanvasFacebook.AuthResponseKey); foreach (var item in authResponse) { result.ResultDictionary[item.Key] = item.Value; } } // The JS SDK doesn't always store the permissions so request them before returning the results if (result.ResultDictionary.ContainsKey(LoginResult.AccessTokenKey) && !result.ResultDictionary.ContainsKey(LoginResult.PermissionsKey)) { var parameters = new Dictionary<string, string>() { { "fields", "permissions" }, { Constants.AccessTokenKey, (string)result.ResultDictionary[LoginResult.AccessTokenKey] }, }; FacebookDelegate<IGraphResult> apiCallback = (IGraphResult r) => { IDictionary<string, object> permissionsJson; if (r.ResultDictionary != null && r.ResultDictionary.TryGetValue("permissions", out permissionsJson)) { IList<string> permissions = new List<string>(); IList<object> data; if (permissionsJson.TryGetValue("data", out data)) { foreach (var permission in data) { var permissionDictionary = permission as IDictionary<string, object>; if (permissionDictionary != null) { string status; if (permissionDictionary.TryGetValue("status", out status) && status.Equals("granted", StringComparison.InvariantCultureIgnoreCase)) { string permissionName; if (permissionDictionary.TryGetValue("permission", out permissionName)) { permissions.Add(permissionName); } else { FacebookLogger.Warn("Didn't find permission name"); } } else { FacebookLogger.Warn("Didn't find status in permissions result"); } } else { FacebookLogger.Warn("Failed to case permission dictionary"); } } } else { FacebookLogger.Warn("Failed to extract data from permissions"); } result.ResultDictionary[LoginResult.PermissionsKey] = permissions.ToCommaSeparateList(); } else { FacebookLogger.Warn("Failed to load permissions for access token"); } callback(result); }; FB.API( "me", HttpMethod.GET, apiCallback, parameters); } else { callback(result); } } private void PayImpl( string product, string productId, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, string developerPayload, FacebookDelegate<IPayResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("product", product); args.AddString("product_id", productId); args.AddString("action", action); args.AddPrimative("quantity", quantity); args.AddNullablePrimitive("quantity_min", quantityMin); args.AddNullablePrimitive("quantity_max", quantityMax); args.AddString("request_id", requestId); args.AddString("pricepoint_id", pricepointId); args.AddString("test_currency", testCurrency); args.AddString("developer_payload", developerPayload); var call = new CanvasUIMethodCall<IPayResult>(this, MethodPay, Constants.OnPayCompleteMethodName); call.Callback = callback; call.Call(args); } private class CanvasUIMethodCall<T> : MethodCall<T> where T : IResult { private CanvasFacebook canvasImpl; private string callbackMethod; public CanvasUIMethodCall(CanvasFacebook canvasImpl, string methodName, string callbackMethod) : base(canvasImpl, methodName) { this.canvasImpl = canvasImpl; this.callbackMethod = callbackMethod; } public override void Call(MethodArguments args) { this.UI(this.MethodName, args, this.Callback); } private void UI( string method, MethodArguments args, FacebookDelegate<T> callback = null) { this.canvasImpl.canvasJSWrapper.DisableFullScreen(); var clonedArgs = new MethodArguments(args); clonedArgs.AddString("app_id", this.canvasImpl.appId); clonedArgs.AddString("method", method); var uniqueId = this.canvasImpl.CallbackManager.AddFacebookDelegate(callback); this.canvasImpl.canvasJSWrapper.Ui(clonedArgs.ToJsonString (), uniqueId, this.callbackMethod); } } public override void GetCatalog(FacebookDelegate<ICatalogResult> callback) { throw new NotImplementedException(); } public override void GetPurchases(FacebookDelegate<IPurchasesResult> callback) { throw new NotImplementedException(); } public override void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "") { throw new NotImplementedException(); } public override void ConsumePurchase(string productToken, FacebookDelegate<IConsumePurchaseResult> callback) { throw new NotImplementedException(); } public override void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback) { throw new NotImplementedException(); } public override void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback) { throw new NotImplementedException(); } public override void PurchaseSubscription(string productID, FacebookDelegate<ISubscriptionResult> callback) { throw new NotImplementedException(); } public override void CancelSubscription(string productToken, FacebookDelegate<ICancelSubscriptionResult> callback) { throw new NotImplementedException(); } public override Profile CurrentProfile() { throw new NotImplementedException(); } public override void CurrentProfile(FacebookDelegate<IProfileResult> callback) { throw new NotSupportedException(); } public override void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) { throw new NotImplementedException(); } public override void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) { throw new NotImplementedException(); } public override void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) { throw new NotImplementedException(); } public override void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) { throw new NotImplementedException(); } public override void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback) { throw new NotImplementedException(); } public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void ScheduleAppToUserNotification(string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback) { throw new NotImplementedException(); } public override void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback) { throw new NotImplementedException(); } public override void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public override void GetTournament(FacebookDelegate<ITournamentResult> callback) { throw new NotImplementedException(); } public override void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public override void CreateTournament(int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback) { throw new NotImplementedException(); } public override void UploadImageToMediaLibrary(string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { throw new NotImplementedException(); } public override void UploadVideoToMediaLibrary(string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { throw new NotImplementedException(); } public override void GetUserLocale(FacebookDelegate<ILocaleResult> callback) { throw new NotImplementedException(); } } }
715
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.Canvas { using UnityEngine; internal class CanvasFacebookGameObject : FacebookGameObject, ICanvasFacebookCallbackHandler { protected ICanvasFacebookImplementation CanvasFacebookImpl { get { return (ICanvasFacebookImplementation)this.Facebook; } } public void OnPayComplete(string result) { this.CanvasFacebookImpl.OnPayComplete(new ResultContainer(result)); } public void OnFacebookAuthResponseChange(string message) { this.CanvasFacebookImpl.OnFacebookAuthResponseChange(new ResultContainer(message)); } public void OnUrlResponse(string message) { this.CanvasFacebookImpl.OnUrlResponse(message); } public void OnHideUnity(bool hide) { this.CanvasFacebookImpl.OnHideUnity(hide); } protected override void OnAwake() { // Facebook JS Bridge lives in it's own gameobject for optimization reasons // see UnityObject.SendMessage() var bridgeObject = new GameObject("FacebookJsBridge"); bridgeObject.AddComponent<JsBridge>(); bridgeObject.transform.parent = gameObject.transform; } } }
65
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.Canvas { internal class CanvasFacebookLoader : FB.CompiledFacebookLoader { protected override FacebookGameObject FBGameObject { get { CanvasFacebookGameObject canvasFB = ComponentFactory.GetComponent<CanvasFacebookGameObject>(); if (canvasFB.Facebook == null) { canvasFB.Facebook = new CanvasFacebook(); } return canvasFB; } } } }
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.Canvas { internal interface ICanvasFacebook : IPayFacebook, IFacebook { } }
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.Canvas { internal interface ICanvasFacebookCallbackHandler : IFacebookCallbackHandler { void OnPayComplete(string message); // Called when the JSSDK event authResponseChange is fired when a user logins in // Using something such as a login button from the JSSDK. void OnFacebookAuthResponseChange(string message); // Used for deeplinking void OnUrlResponse(string message); void OnHideUnity(bool hide); } }
37
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.Canvas { internal interface ICanvasFacebookImplementation : ICanvasFacebook, ICanvasFacebookResultHandler { } }
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.Canvas { using System; using Facebook.Unity; internal interface ICanvasFacebookResultHandler : IFacebookResultHandler { void OnPayComplete(ResultContainer resultContainer); void OnFacebookAuthResponseChange(ResultContainer resultContainer); // Used for deeplinking void OnUrlResponse(string message); void OnHideUnity(bool hide); } }
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.Canvas { using System.Collections.Generic; internal interface ICanvasJSWrapper { string GetSDKVersion(); void DisableFullScreen(); void Init(string connectFacebookUrl, string locale, int debug, string initParams, int status); void Login(IEnumerable<string> scope, string callback_id); void Logout(); void ActivateApp(); void LogAppEvent(string eventName, float? valueToSum, string parameters); void LogPurchase(float purchaseAmount, string currency, string parameters); void Ui(string x, string uid, string callbackMethodName); void InitScreenPosition(); } }
48
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.Canvas { using UnityEngine; internal class JsBridge : MonoBehaviour { private ICanvasFacebookCallbackHandler facebook; public void Start() { this.facebook = ComponentFactory.GetComponent<CanvasFacebookGameObject>( ComponentFactory.IfNotExist.ReturnNull); } public void OnLoginComplete(string responseJsonData = "") { this.facebook.OnLoginComplete(responseJsonData); } public void OnFacebookAuthResponseChange(string responseJsonData = "") { this.facebook.OnFacebookAuthResponseChange(responseJsonData); } public void OnPayComplete(string responseJsonData = "") { this.facebook.OnPayComplete(responseJsonData); } public void OnAppRequestsComplete(string responseJsonData = "") { this.facebook.OnAppRequestsComplete(responseJsonData); } public void OnShareLinkComplete(string responseJsonData = "") { this.facebook.OnShareLinkComplete(responseJsonData); } public void OnFacebookFocus(string state) { this.facebook.OnHideUnity(state != "hide"); } public void OnInitComplete(string responseJsonData = "") { this.facebook.OnInitComplete(responseJsonData); } public void OnUrlResponse(string url = "") { this.facebook.OnUrlResponse(url); } } }
76
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.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.IO; using System; using System.Text; using UnityEngine.SceneManagement; using System.Runtime.InteropServices; namespace Facebook.Unity { public class CodelessCrawler : MonoBehaviour { #if UNITY_IOS [DllImport ("__Internal")] private static extern void IOSFBSendViewHierarchy (string tree); #endif private static bool isGeneratingSnapshot = false; private static Camera mainCamera = null; public void Awake () { SceneManager.activeSceneChanged += onActiveSceneChanged; } public void CaptureViewHierarchy (string message) { if (null == mainCamera || !mainCamera.isActiveAndEnabled) { updateMainCamera (); } StartCoroutine (GenSnapshot ()); } private IEnumerator GenSnapshot () { yield return (new WaitForEndOfFrame ()); if (isGeneratingSnapshot) { yield break; } isGeneratingSnapshot = true; StringBuilder masterBuilder = new StringBuilder (); masterBuilder.AppendFormat ( @"{{""screenshot"":""{0}"",", GenBase64Screenshot () ); masterBuilder.AppendFormat ( @"""screenname"":""{0}"",", SceneManager.GetActiveScene ().name ); masterBuilder.AppendFormat ( @"""view"":[{0}]}}", GenViewJson () ); string json = masterBuilder.ToString (); switch (Constants.CurrentPlatform) { case FacebookUnityPlatform.Android: SendAndroid (json); break; case FacebookUnityPlatform.IOS: SendIos (json); break; default: break; } isGeneratingSnapshot = false; } private static void SendAndroid (string json) { using (AndroidJavaObject viewIndexer = new AndroidJavaClass ("com.facebook.appevents.codeless.ViewIndexer")) { viewIndexer.CallStatic ("sendToServerUnityInstance", json); } } private static void SendIos (string json) { #if UNITY_IOS CodelessCrawler.IOSFBSendViewHierarchy (json); #endif } private static string GenBase64Screenshot () { Texture2D tex = new Texture2D (Screen.width, Screen.height); tex.ReadPixels (new Rect (0, 0, Screen.width, Screen.height), 0, 0); tex.Apply (); string screenshot64 = System.Convert.ToBase64String (tex.EncodeToJPG ()); UnityEngine.Object.Destroy (tex); return screenshot64; } private static string GenViewJson () { GameObject[] rootGameObjs = UnityEngine.SceneManagement.SceneManager.GetActiveScene ().GetRootGameObjects (); StringBuilder builder = new StringBuilder (); builder.AppendFormat ( @"{{""classname"":""{0}"",""childviews"":[", SceneManager.GetActiveScene ().name ); foreach (GameObject curObj in rootGameObjs) { GenChild (curObj, builder); builder.Append (","); } if (builder [builder.Length - 1] == ',') { builder.Length--; } builder.AppendFormat ( @"],""classtypebitmask"":""{0}"",""tag"":""0"",""dimension"":{{""height"":{1},""width"":{2},""scrolly"":{3},""left"":{4},""top"":{5},""scrollx"":{6},""visibility"":{7}}}}}", "0", (int)Screen.height, (int)Screen.width, "0", "0", "0", "0", "0" ); return builder.ToString (); } private static void GenChild (GameObject curObj, StringBuilder builder) { builder.AppendFormat ( @"{{""classname"":""{0}"",""childviews"":[", curObj.name ); int childCount = curObj.transform.childCount; for (int i = 0; i < childCount; i++) { if (null == curObj.GetComponent<Button> ()) { GenChild (curObj.transform.GetChild (i).gameObject, builder); builder.Append (","); } } if (builder [builder.Length - 1] == ',') { builder.Length--; } UnityEngine.Canvas canvasParent = curObj.GetComponentInParent<UnityEngine.Canvas> (); string btntext = ""; if (null != curObj.GetComponent<Button> () && null != canvasParent) { Rect rect = curObj.GetComponent<RectTransform> ().rect; Vector2 position = getScreenCoordinate (curObj.transform.position, canvasParent.renderMode); Text textComponent = curObj.GetComponent<Button> ().GetComponentInChildren<Text> (); if (null != textComponent) { btntext = "\"text\":\"" + textComponent.text + "\","; } builder.AppendFormat ( @"],{8}""classtypebitmask"":""{0}"",""tag"":""0"",""dimension"":{{""height"":{1},""width"":{2},""scrolly"":{3},""left"":{4},""top"":{5},""scrollx"":{6},""visibility"":{7}}}}}", getClasstypeBitmaskButton (), (int)rect.height, (int)rect.width, 0, (int)Math.Ceiling (position.x - (rect.width / 2)),//left (int)Math.Ceiling ((Screen.height - position.y - (rect.height / 2))), 0, getVisibility (curObj), btntext ); } else { builder.AppendFormat ( @"],{8}""classtypebitmask"":""{0}"",""tag"":""0"",""dimension"":{{""height"":{1},""width"":{2},""scrolly"":{3},""left"":{4},""top"":{5},""scrollx"":{6},""visibility"":{7}}}}}", getClasstypeBitmaskButton (), 0, 0, 0, 0, 0, 0, getVisibility (curObj), btntext ); } } private void onActiveSceneChanged (Scene arg0, Scene arg1) { updateMainCamera (); } private static void updateMainCamera () { mainCamera = Camera.main; } private static Vector2 getScreenCoordinate (Vector3 position, RenderMode renderMode) { if (RenderMode.ScreenSpaceOverlay == renderMode || null == mainCamera) { return(position); } else { return mainCamera.WorldToScreenPoint (position); } } private static string getClasstypeBitmaskButton () { switch (Constants.CurrentPlatform) { case FacebookUnityPlatform.Android: return "4"; case FacebookUnityPlatform.IOS: return "16"; default: return "0"; } } private static string getVisibility (GameObject gameObj) { if (gameObj.activeInHierarchy) { return "0"; } else { return "8"; } } } }
242
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; using System.Collections.Generic; using UnityEngine; namespace Facebook.Unity { public class CodelessUIInteractEvent : MonoBehaviour { private FBSDKEventBindingManager eventBindingManager { get; set; } void Awake () { switch (Constants.CurrentPlatform) { case FacebookUnityPlatform.Android: SetLoggerInitAndroid (); break; case FacebookUnityPlatform.IOS: SetLoggerInitIos (); break; default: break; } } private static void SetLoggerInitAndroid () { AndroidJavaObject fetchedAppSettingsManager = new AndroidJavaClass ("com.facebook.internal.FetchedAppSettingsManager"); fetchedAppSettingsManager.CallStatic ("setIsUnityInit", true); } private static void SetLoggerInitIos () { //PLACEHOLDER for IOS } public void OnReceiveMapping (string message) { var dict = MiniJSON.Json.Deserialize(message) as List<System.Object>; this.eventBindingManager = new FBSDKEventBindingManager(dict); } } }
65
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; namespace Facebook.Unity { public class FBSDKCodelessPathComponent { public FBSDKCodelessPathComponent (Dictionary<string, object> dict) { className = (string) dict[Constants.EventBindingKeysClassName]; if (className != null) { this.className = className; } if (dict.ContainsKey(Constants.EventBindingKeysText)) { text = (string) dict[Constants.EventBindingKeysText]; } if (dict.ContainsKey(Constants.EventBindingKeysHint)) { this.hint = (string) dict[Constants.EventBindingKeysHint]; } if (dict.ContainsKey(Constants.EventBindingKeysDescription)) { desc = (string) dict[Constants.EventBindingKeysDescription]; } if (dict.ContainsKey(Constants.EventBindingKeysIndex)) { this.index = (long) dict[Constants.EventBindingKeysIndex]; } if (dict.ContainsKey(Constants.EventBindingKeysTag)) { this.tag = (string) dict[Constants.EventBindingKeysTag]; } if (dict.ContainsKey(Constants.EventBindingKeysSection)) { section = (long) dict[Constants.EventBindingKeysSection]; } if (dict.ContainsKey(Constants.EventBindingKeysRow)) { row = (long) dict[Constants.EventBindingKeysRow]; } if (dict.ContainsKey(Constants.EventBindingKeysMatchBitmask)) { matchBitmask = (long) dict[Constants.EventBindingKeysMatchBitmask]; } } public string className {get; set;} public string text {get; set;} public string hint {get; set;} public string desc {get; set;} public string tag {get; set;} public long index {get; set;} public long section {get; set;} public long row {get; set;} public long matchBitmask {get; set;} } }
80
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; namespace Facebook.Unity { public class FBSDKEventBinding { public FBSDKEventBinding (Dictionary<string, object> dict) { eventName = (string) dict[Constants.EventBindingKeysEventName]; if (eventName != null) { this.eventName = eventName; } eventType = (string) dict[Constants.EventBindingKeysEventType]; if (eventType != null) { this.eventType = eventType; } appVersion = (string) dict[Constants.EventBindingKeysAppVersion]; if (appVersion != null) { this.appVersion = appVersion; } eventName = (string) dict[Constants.EventBindingKeysEventName]; if (eventName != null) { this.eventName = eventName; } var _path = (List<System.Object>) dict[Constants.EventBindingKeysPath]; path = new List<FBSDKCodelessPathComponent> (); foreach(Dictionary<string, System.Object> p in _path) { var pathComponent = new FBSDKCodelessPathComponent(p); path.Add(pathComponent); } } public string eventName {get; set;} public string eventType {get; set;} public string appVersion {get; set;} public string pathType {get; set;} public List<FBSDKCodelessPathComponent> path {get; set;} public List<string> parameters {get; set;} } }
66
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; namespace Facebook.Unity { public class FBSDKEventBindingManager { public List<FBSDKEventBinding> eventBindings {get; set;} public FBSDKEventBindingManager(List<System.Object> listDict) { this.eventBindings = new List<FBSDKEventBinding>(); foreach (Dictionary<string, object> dict in listDict) { this.eventBindings.Add( new FBSDKEventBinding(dict)); } } } }
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. */ using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; namespace Facebook.Unity { public class FBSDKViewHiearchy { public static bool CheckGameObjectMatchPath(GameObject go, List<FBSDKCodelessPathComponent> path) { var goPath = GetPath (go); return CheckPathMatchPath (goPath, path); } public static bool CheckPathMatchPath(List<FBSDKCodelessPathComponent> goPath, List<FBSDKCodelessPathComponent> path) { for (int i = 0; i < System.Math.Min(goPath.Count, path.Count); i++) { var idxGoPath = goPath.Count - i - 1; var idxPath = path.Count - i - 1; var goPathComponent = goPath [idxGoPath]; var pathComponent = path [idxPath]; // TODO: add more attributes comparison beyond class names if (String.Compare (goPathComponent.className, pathComponent.className) != 0) { return false; } } return true; } public static List<FBSDKCodelessPathComponent> GetPath(GameObject go) { return GetPath (go, Constants.MaxPathDepth); } public static List<FBSDKCodelessPathComponent> GetPath(GameObject go, int limit) { if (go == null || limit <= 0) { return null; } var path = new List<FBSDKCodelessPathComponent> (); var parent = GetParent (go); if (parent != null) { var parentPath = GetPath (parent, limit - 1); path = parentPath; } else { // pAdd the scene first var componentInfo1 = new Dictionary<string, System.Object>(); componentInfo1.Add (Constants.EventBindingKeysClassName, SceneManager.GetActiveScene ().name); var pathComponent1 = new FBSDKCodelessPathComponent (componentInfo1); path.Add (pathComponent1); } var componentInfo = GetAttribute(go, parent); var pathComponent = new FBSDKCodelessPathComponent (componentInfo); path.Add (pathComponent); return path; } public static GameObject GetParent(GameObject go) { var parentTransform = go.transform.parent; if (parentTransform != null) { return parentTransform.gameObject; } return null; } public static Dictionary<string, System.Object> GetAttribute(GameObject obj, GameObject parent) { var result = new Dictionary<string, System.Object> (); result.Add (Constants.EventBindingKeysClassName, obj.name); if (parent != null) { result.Add (Constants.EventBindingKeysIndex, Convert.ToInt64(obj.transform.GetSiblingIndex ())); } else { result.Add (Constants.EventBindingKeysIndex, Convert.ToInt64(0)); } return result; } } }
106
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.Mobile { using System; using System.Collections.Generic; internal interface IMobileFacebook : IFacebook { ShareDialogMode ShareDialogMode { get; set; } string UserID { get; set; } void EnableProfileUpdatesOnAccessTokenChange(bool enable); void LoginWithTrackingPreference(string tracking, IEnumerable<string> permissions, string nonce, FacebookDelegate<ILoginResult> callback); void FetchDeferredAppLink( FacebookDelegate<IAppLinkResult> callback); void RefreshCurrentAccessToken( FacebookDelegate<IAccessTokenRefreshResult> callback); bool IsImplicitPurchaseLoggingEnabled(); void SetPushNotificationsDeviceTokenString(string token); void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled); void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled); bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled); void SetDataProcessingOptions(IEnumerable<string> options, int country, int state); void OnIAPReady(FacebookDelegate<IIAPReadyResult> callback); void InitCloudGame(FacebookDelegate<IInitCloudGameResult> callback); void GameLoadComplete(FacebookDelegate<IGameLoadCompleteResult> callback); void GetPayload(FacebookDelegate<IPayloadResult> callback); void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback); void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback); void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback); void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, FacebookDelegate<IDialogResult> callback); void OpenAppStore(FacebookDelegate<IOpenAppStoreResult> callback); void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback); void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback); void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback); void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback); AuthenticationToken CurrentAuthenticationToken(); } }
92
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.Mobile { internal interface IMobileFacebookCallbackHandler : IFacebookCallbackHandler { void OnFetchDeferredAppLinkComplete(string message); void OnRefreshCurrentAccessTokenComplete(string message); void OnFriendFinderComplete(string message); void OnUploadImageToMediaLibraryComplete(string message); void OnUploadVideoToMediaLibraryComplete(string message); void OnOnIAPReadyComplete(string message); void OnGetCatalogComplete(string message); void OnGetPurchasesComplete(string message); void OnPurchaseComplete(string message); void OnConsumePurchaseComplete(string message); void OnGetSubscribableCatalogComplete(string message); void OnGetSubscriptionsComplete(string message); void OnPurchaseSubscriptionComplete(string message); void OnCancelSubscriptionComplete(string message); void OnInitCloudGameComplete(string message); void OnGameLoadCompleteComplete(string message); void OnScheduleAppToUserNotificationComplete(string message); void OnLoadInterstitialAdComplete(string message); void OnShowInterstitialAdComplete(string message); void OnLoadRewardedVideoComplete(string message); void OnShowRewardedVideoComplete(string message); void OnGetPayloadComplete(string message); void OnPostSessionScoreComplete(string message); void OnGetTournamentComplete(string message); void OnShareTournamentComplete(string message); void OnCreateTournamentComplete(string message); void OnPostTournamentScoreComplete(string message); void OnGetTournamentsComplete(string message); void OnUpdateTournamentComplete(string message); void OnTournamentDialogSuccess(string message); void OnTournamentDialogCancel(string message); void OnTournamentDialogError(string message); void OnOpenAppStoreComplete(string message); void OnCreateGamingContextComplete(string message); void OnSwitchGamingContextComplete(string message); void OnChooseGamingContextComplete(string message); void OnGetCurrentGamingContextComplete(string message); } }
100
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.Mobile { internal interface IMobileFacebookImplementation : IMobileFacebook, IMobileFacebookResultHandler { } }
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.Mobile { internal interface IMobileFacebookResultHandler : IFacebookResultHandler { void OnFetchDeferredAppLinkComplete(ResultContainer resultContainer); void OnRefreshCurrentAccessTokenComplete(ResultContainer resultContainer); void OnFriendFinderComplete(ResultContainer resultContainer); void OnUploadImageToMediaLibraryComplete(ResultContainer resultContainer); void OnUploadVideoToMediaLibraryComplete(ResultContainer resultContainer); void OnOnIAPReadyComplete(ResultContainer resultContainer); void OnGetCatalogComplete(ResultContainer resultContainer); void OnGetPurchasesComplete(ResultContainer resultContainer); void OnPurchaseComplete(ResultContainer resultContainer); void OnConsumePurchaseComplete(ResultContainer resultContainer); void OnGetSubscribableCatalogComplete(ResultContainer resultContainer); void OnGetSubscriptionsComplete(ResultContainer resultContainer); void OnPurchaseSubscriptionComplete(ResultContainer resultContainer); void OnCancelSubscriptionComplete(ResultContainer resultContainer); void OnInitCloudGameComplete(ResultContainer resultContainer); void OnGameLoadCompleteComplete(ResultContainer resultContainer); void OnScheduleAppToUserNotificationComplete(ResultContainer resultContainer); void OnLoadInterstitialAdComplete(ResultContainer resultContainer); void OnShowInterstitialAdComplete(ResultContainer resultContainer); void OnLoadRewardedVideoComplete(ResultContainer resultContainer); void OnShowRewardedVideoComplete(ResultContainer resultContainer); void OnGetPayloadComplete(ResultContainer resultContainer); void OnPostSessionScoreComplete(ResultContainer resultContainer); void OnGetTournamentComplete(ResultContainer resultContainer); void OnShareTournamentComplete(ResultContainer resultContainer); void OnCreateTournamentComplete(ResultContainer resultContainer); void OnPostTournamentScoreComplete(ResultContainer resultContainer); void OnGetTournamentsComplete(ResultContainer resultContainer); void OnUpdateTournamentComplete(ResultContainer resultContainer); void OnTournamentDialogSuccess(ResultContainer resultContainer); void OnTournamentDialogCancel(ResultContainer resultContainer); void OnTournamentDialogError(ResultContainer resultContainer); void OnOpenAppStoreComplete(ResultContainer resultContainer); void OnCreateGamingContextComplete(ResultContainer resultContainer); void OnSwitchGamingContextComplete(ResultContainer resultContainer); void OnChooseGamingContextComplete(ResultContainer resultContainer); void OnGetCurrentGamingContextComplete(ResultContainer resultContainer); } }
100
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.Mobile { using System; using System.Collections.Generic; /// <summary> /// Classes defined on the mobile sdks. /// </summary> internal abstract class MobileFacebook : FacebookBase, IMobileFacebookImplementation { private const string CallbackIdKey = "callback_id"; private ShareDialogMode shareDialogMode = ShareDialogMode.AUTOMATIC; protected MobileFacebook(CallbackManager callbackManager) : base(callbackManager) { } /// <summary> /// Gets or sets the dialog mode. /// </summary> /// <value>The dialog mode use for sharing, login, and other dialogs.</value> public ShareDialogMode ShareDialogMode { get { return this.shareDialogMode; } set { this.shareDialogMode = value; this.SetShareDialogMode(this.shareDialogMode); } } public abstract string UserID { get; set; } public abstract AuthenticationToken CurrentAuthenticationToken(); public override Profile CurrentProfile() { throw new NotImplementedException(); } public override void CurrentProfile(FacebookDelegate<IProfileResult> callback) { throw new NotImplementedException(); } public abstract void SetDataProcessingOptions(IEnumerable<string> options, int country, int state); public abstract void EnableProfileUpdatesOnAccessTokenChange(bool enable); public abstract void LoginWithTrackingPreference( string tracking, IEnumerable<string> permissions, string nonce, FacebookDelegate<ILoginResult> callback); public abstract void FetchDeferredAppLink( FacebookDelegate<IAppLinkResult> callback); public abstract void RefreshCurrentAccessToken( FacebookDelegate<IAccessTokenRefreshResult> callback); public abstract bool IsImplicitPurchaseLoggingEnabled(); public abstract void SetAutoLogAppEventsEnabled (bool autoLogAppEventsEnabled); public abstract void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled); public abstract bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled); public abstract void SetPushNotificationsDeviceTokenString(string token); public override void OnLoginComplete(ResultContainer resultContainer) { var result = new LoginResult(resultContainer); this.OnAuthResponse(result); } public override void OnGetAppLinkComplete(ResultContainer resultContainer) { var result = new AppLinkResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnAppRequestsComplete(ResultContainer resultContainer) { var result = new AppRequestResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnFetchDeferredAppLinkComplete(ResultContainer resultContainer) { var result = new AppLinkResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnShareLinkComplete(ResultContainer resultContainer) { var result = new ShareResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnRefreshCurrentAccessTokenComplete(ResultContainer resultContainer) { var result = new AccessTokenRefreshResult(resultContainer); if (result.AccessToken != null) { AccessToken.CurrentAccessToken = result.AccessToken; } CallbackManager.OnFacebookResponse(result); } public override void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback) { throw new NotImplementedException(); } public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public void OnFriendFinderComplete(ResultContainer resultContainer) { var result = new GamingServicesFriendFinderResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUploadImageToMediaLibraryComplete(ResultContainer resultContainer) { var result = new MediaUploadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUploadVideoToMediaLibraryComplete(ResultContainer resultContainer) { var result = new MediaUploadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnOnIAPReadyComplete(ResultContainer resultContainer) { var result = new IAPReadyResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetCatalogComplete(ResultContainer resultContainer) { var result = new CatalogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetPurchasesComplete(ResultContainer resultContainer) { var result = new PurchasesResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPurchaseComplete(ResultContainer resultContainer) { var result = new PurchaseResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnConsumePurchaseComplete(ResultContainer resultContainer) { var result = new ConsumePurchaseResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetSubscribableCatalogComplete(ResultContainer resultContainer) { var result = new SubscribableCatalogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetSubscriptionsComplete(ResultContainer resultContainer) { var result = new SubscriptionsResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPurchaseSubscriptionComplete(ResultContainer resultContainer) { var result = new SubscriptionResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCancelSubscriptionComplete(ResultContainer resultContainer) { var result = new CancelSubscriptionResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnInitCloudGameComplete(ResultContainer resultContainer) { var result = new InitCloudGameResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGameLoadCompleteComplete(ResultContainer resultContainer) { var result = new GameLoadCompleteResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnScheduleAppToUserNotificationComplete(ResultContainer resultContainer) { var result = new ScheduleAppToUserNotificationResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnLoadInterstitialAdComplete(ResultContainer resultContainer) { var result = new InterstitialAdResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShowInterstitialAdComplete(ResultContainer resultContainer) { var result = new InterstitialAdResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnLoadRewardedVideoComplete(ResultContainer resultContainer) { var result = new RewardedVideoResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShowRewardedVideoComplete(ResultContainer resultContainer) { var result = new RewardedVideoResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetPayloadComplete(ResultContainer resultContainer) { var result = new PayloadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPostSessionScoreComplete(ResultContainer resultContainer) { var result = new SessionScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPostTournamentScoreComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetTournamentComplete(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShareTournamentComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCreateTournamentComplete(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetTournamentsComplete(ResultContainer resultContainer) { var result = new GetTournamentsResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUpdateTournamentComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogSuccess(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogError(ResultContainer resultContainer) { var result = new AbortDialogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogCancel(ResultContainer resultContainer) { var result = new AbortDialogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnOpenAppStoreComplete(ResultContainer resultContainer) { var result = new OpenAppStoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCreateGamingContextComplete(ResultContainer resultContainer) { var result = new CreateGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnSwitchGamingContextComplete(ResultContainer resultContainer) { var result = new SwitchGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnChooseGamingContextComplete(ResultContainer resultContainer) { var result = new ChooseGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetCurrentGamingContextComplete(ResultContainer resultContainer) { var result = new GetCurrentGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void UploadImageToMediaLibrary( string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { throw new NotImplementedException(); } public override void UploadVideoToMediaLibrary( string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { throw new NotImplementedException(); } public virtual void OnIAPReady( FacebookDelegate<IIAPReadyResult> callback) { throw new NotImplementedException(); } public override void GetCatalog( FacebookDelegate<ICatalogResult> callback) { throw new NotImplementedException(); } public override void GetPurchases( FacebookDelegate<IPurchasesResult> callback) { throw new NotImplementedException(); } public override void Purchase( string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload) { throw new NotImplementedException(); } public override void ConsumePurchase( string purchaseToken, FacebookDelegate<IConsumePurchaseResult> callback) { throw new NotImplementedException(); } public override void GetSubscribableCatalog( FacebookDelegate<ISubscribableCatalogResult> callback) { throw new NotImplementedException(); } public override void GetSubscriptions( FacebookDelegate<ISubscriptionsResult> callback) { throw new NotImplementedException(); } public override void PurchaseSubscription( string productToken, FacebookDelegate<ISubscriptionResult> callback) { throw new NotImplementedException(); } public override void CancelSubscription( string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback) { throw new NotImplementedException(); } public virtual void InitCloudGame( FacebookDelegate<IInitCloudGameResult> callback) { throw new NotImplementedException(); } public virtual void GameLoadComplete( FacebookDelegate<IGameLoadCompleteResult> callback) { throw new NotImplementedException(); } public override void ScheduleAppToUserNotification( string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback) { throw new NotImplementedException(); } public override void LoadInterstitialAd( string placementID, FacebookDelegate<IInterstitialAdResult> callback) { throw new NotImplementedException(); } public override void ShowInterstitialAd( string placementID, FacebookDelegate<IInterstitialAdResult> callback) { throw new NotImplementedException(); } public override void LoadRewardedVideo( string placementID, FacebookDelegate<IRewardedVideoResult> callback) { throw new NotImplementedException(); } public override void ShowRewardedVideo( string placementID, FacebookDelegate<IRewardedVideoResult> callback) { throw new NotImplementedException(); } public virtual void GetPayload( FacebookDelegate<IPayloadResult> callback) { throw new NotImplementedException(); } public override void PostSessionScore( int score, FacebookDelegate<ISessionScoreResult> callback) { throw new NotImplementedException(); } public override void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public override void GetTournament(FacebookDelegate<ITournamentResult> callback) { throw new NotImplementedException(); } public override void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public override void CreateTournament( int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback) { throw new NotImplementedException(); } public virtual void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback) { throw new NotImplementedException(); } public virtual void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public virtual void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback) { throw new NotImplementedException(); } public virtual void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, FacebookDelegate<IDialogResult> callback) { throw new NotImplementedException(); } public virtual void OpenAppStore( FacebookDelegate<IOpenAppStoreResult> callback) { throw new NotImplementedException(); } public virtual void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback) { throw new NotImplementedException(); } public virtual void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback) { throw new NotImplementedException(); } public virtual void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback) { throw new NotImplementedException(); } public virtual void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback) { throw new NotImplementedException(); } protected abstract void SetShareDialogMode(ShareDialogMode mode); private static IDictionary<string, object> DeserializeMessage(string message) { return (Dictionary<string, object>)MiniJSON.Json.Deserialize(message); } private static string SerializeDictionary(IDictionary<string, object> dict) { return MiniJSON.Json.Serialize(dict); } private static bool TryGetCallbackId(IDictionary<string, object> result, out string callbackId) { object callback; callbackId = null; if (result.TryGetValue("callback_id", out callback)) { callbackId = callback as string; return true; } return false; } private static bool TryGetError(IDictionary<string, object> result, out string errorMessage) { object error; errorMessage = null; if (result.TryGetValue("error", out error)) { errorMessage = error as string; return true; } return false; } } }
624
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.Mobile { internal abstract class MobileFacebookGameObject : FacebookGameObject,IMobileFacebookCallbackHandler { private IMobileFacebookImplementation MobileFacebook { get { return (IMobileFacebookImplementation)this.Facebook; } } public void OnFetchDeferredAppLinkComplete(string message) { this.MobileFacebook.OnFetchDeferredAppLinkComplete(new ResultContainer(message)); } public void OnRefreshCurrentAccessTokenComplete(string message) { this.MobileFacebook.OnRefreshCurrentAccessTokenComplete(new ResultContainer(message)); } public void OnFriendFinderComplete(string message) { this.MobileFacebook.OnFriendFinderComplete(new ResultContainer(message)); } public void OnUploadImageToMediaLibraryComplete(string message) { this.MobileFacebook.OnUploadImageToMediaLibraryComplete(new ResultContainer(message)); } public void OnUploadVideoToMediaLibraryComplete(string message) { this.MobileFacebook.OnUploadVideoToMediaLibraryComplete(new ResultContainer(message)); } public void OnOnIAPReadyComplete(string message) { this.MobileFacebook.OnOnIAPReadyComplete(new ResultContainer(message)); } public void OnGetCatalogComplete(string message) { this.MobileFacebook.OnGetCatalogComplete(new ResultContainer(message)); } public void OnGetPurchasesComplete(string message) { this.MobileFacebook.OnGetPurchasesComplete(new ResultContainer(message)); } public void OnPurchaseComplete(string message) { this.MobileFacebook.OnPurchaseComplete(new ResultContainer(message)); } public void OnConsumePurchaseComplete(string message) { this.MobileFacebook.OnConsumePurchaseComplete(new ResultContainer(message)); } public void OnGetSubscribableCatalogComplete(string message) { this.MobileFacebook.OnGetSubscribableCatalogComplete(new ResultContainer(message)); } public void OnGetSubscriptionsComplete(string message) { this.MobileFacebook.OnGetSubscriptionsComplete(new ResultContainer(message)); } public void OnPurchaseSubscriptionComplete(string message) { this.MobileFacebook.OnPurchaseSubscriptionComplete(new ResultContainer(message)); } public void OnCancelSubscriptionComplete(string message) { this.MobileFacebook.OnCancelSubscriptionComplete(new ResultContainer(message)); } public void OnInitCloudGameComplete(string message) { this.MobileFacebook.OnInitCloudGameComplete(new ResultContainer(message)); } public void OnGameLoadCompleteComplete(string message) { this.MobileFacebook.OnGameLoadCompleteComplete(new ResultContainer(message)); } public void OnScheduleAppToUserNotificationComplete(string message) { this.MobileFacebook.OnScheduleAppToUserNotificationComplete(new ResultContainer(message)); } public void OnLoadInterstitialAdComplete(string message) { this.MobileFacebook.OnLoadInterstitialAdComplete(new ResultContainer(message)); } public void OnShowInterstitialAdComplete(string message) { this.MobileFacebook.OnShowInterstitialAdComplete(new ResultContainer(message)); } public void OnLoadRewardedVideoComplete(string message) { this.MobileFacebook.OnLoadRewardedVideoComplete(new ResultContainer(message)); } public void OnShowRewardedVideoComplete(string message) { this.MobileFacebook.OnShowRewardedVideoComplete(new ResultContainer(message)); } public void OnGetPayloadComplete(string message) { this.MobileFacebook.OnGetPayloadComplete(new ResultContainer(message)); } public virtual void OnPostSessionScoreComplete(string message) { this.MobileFacebook.OnPostSessionScoreComplete(new ResultContainer(message)); } public virtual void OnPostTournamentScoreComplete(string message) { this.MobileFacebook.OnPostTournamentScoreComplete(new ResultContainer(message)); } public virtual void OnGetTournamentComplete(string message) { this.MobileFacebook.OnGetTournamentComplete(new ResultContainer(message)); } public virtual void OnShareTournamentComplete(string message) { this.MobileFacebook.OnShareTournamentComplete(new ResultContainer(message)); } public virtual void OnCreateTournamentComplete(string message) { this.MobileFacebook.OnCreateTournamentComplete(new ResultContainer(message)); } public virtual void OnGetTournamentsComplete(string message) { this.MobileFacebook.OnGetTournamentsComplete(new ResultContainer(message)); } public virtual void OnUpdateTournamentComplete(string message) { this.MobileFacebook.OnUpdateTournamentComplete(new ResultContainer(message)); } public virtual void OnTournamentDialogSuccess(string message) { this.MobileFacebook.OnTournamentDialogSuccess(new ResultContainer(message)); } public virtual void OnTournamentDialogCancel(string message) { this.MobileFacebook.OnTournamentDialogCancel(new ResultContainer(message)); } public virtual void OnTournamentDialogError(string message) { this.MobileFacebook.OnTournamentDialogError(new ResultContainer(message)); } public void OnOpenAppStoreComplete(string message) { this.MobileFacebook.OnOpenAppStoreComplete(new ResultContainer(message)); } public void OnCreateGamingContextComplete(string message) { this.MobileFacebook.OnCreateGamingContextComplete(new ResultContainer(message)); } public void OnSwitchGamingContextComplete(string message) { this.MobileFacebook.OnSwitchGamingContextComplete(new ResultContainer(message)); } public void OnChooseGamingContextComplete(string message) { this.MobileFacebook.OnChooseGamingContextComplete(new ResultContainer(message)); } public void OnGetCurrentGamingContextComplete(string message) { this.MobileFacebook.OnGetCurrentGamingContextComplete(new ResultContainer(message)); } } }
222
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.Mobile.Android { using System; using System.Collections.Generic; using System.Linq; using System.Globalization; using System.Reflection; using UnityEngine; internal sealed class AndroidFacebook : MobileFacebook { public const string LoginPermissionsKey = "scope"; // This class holds all the of the wrapper methods that we call into private bool limitEventUsage; private IAndroidWrapper androidWrapper; private string userID; public AndroidFacebook() : this(GetAndroidWrapper(), new CallbackManager()) { } public AndroidFacebook(IAndroidWrapper androidWrapper, CallbackManager callbackManager) : base(callbackManager) { this.KeyHash = string.Empty; this.androidWrapper = androidWrapper; } // key Hash used for Android SDK public string KeyHash { get; private set; } public override bool LimitEventUsage { get { return this.limitEventUsage; } set { this.limitEventUsage = value; this.CallFB("SetLimitEventUsage", value.ToString()); } } public override string UserID { get { return userID; } set { this.userID = value; this.CallFB("SetUserID", value); } } public override void SetDataProcessingOptions(IEnumerable<string> options, int country, int state) { var args = new MethodArguments(); args.AddList<string>("options", options); args.AddPrimative<int>("country", country); args.AddPrimative<int>("state", state); this.CallFB("SetDataProcessingOptions", args.ToJsonString()); } public override void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled) { this.CallFB("SetAutoLogAppEventsEnabled", autoLogAppEventsEnabled.ToString()); } public override void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled) { this.CallFB("SetAdvertiserIDCollectionEnabled", advertiserIDCollectionEnabled.ToString()); } public override bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled) { return false; } public override void SetPushNotificationsDeviceTokenString(string token) { this.CallFB("SetPushNotificationsDeviceTokenString", token); } public override string SDKName { get { return "FBAndroidSDK"; } } public override string SDKVersion { get { return this.androidWrapper.CallStatic<string>("GetSdkVersion"); } } public void Init( string appId, string clientToken, HideUnityDelegate hideUnityDelegate, InitDelegate onInitComplete) { // Set the user agent suffix for graph requests // This should be set before a call to init to ensure that // requests made during init include this suffix. this.CallFB( "SetUserAgentSuffix", string.Format(Constants.UnitySDKUserAgentSuffixLegacy)); base.Init(onInitComplete); var args = new MethodArguments(); args.AddString("appId", appId); args.AddString("clientToken", clientToken); var initCall = new JavaMethodCall<IResult>(this, "Init"); initCall.Call(args); this.userID = this.androidWrapper.CallStatic<string>("GetUserID"); } public override void EnableProfileUpdatesOnAccessTokenChange(bool enable) { if (Debug.isDebugBuild) { Debug.Log("This function is only implemented on iOS."); } return; } public override void LoginWithTrackingPreference( string tracking, IEnumerable<string> permissions, string nonce, FacebookDelegate<ILoginResult> callback) { if (Debug.isDebugBuild) { Debug.Log("This function is only implemented on iOS. Please use .LoginWithReadPermissions() or .LoginWithPublishPermissions() on other platforms."); } return; } public override void LogInWithReadPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { MethodArguments args = new MethodArguments(); args.AddCommaSeparatedList(AndroidFacebook.LoginPermissionsKey, permissions); var loginCall = new JavaMethodCall<ILoginResult>(this, "LoginWithReadPermissions"); loginCall.Callback = callback; loginCall.Call(args); } public override void LogInWithPublishPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { MethodArguments args = new MethodArguments(); args.AddCommaSeparatedList(AndroidFacebook.LoginPermissionsKey, permissions); var loginCall = new JavaMethodCall<ILoginResult>(this, "LoginWithPublishPermissions"); loginCall.Callback = callback; loginCall.Call(args); } public override void LogOut() { base.LogOut(); var logoutCall = new JavaMethodCall<IResult>(this, "Logout"); logoutCall.Call(); } public override AuthenticationToken CurrentAuthenticationToken() { String authTokenString = this.androidWrapper.CallStatic<string>("GetCurrentAuthenticationToken"); if (!String.IsNullOrEmpty(authTokenString)) { IDictionary<string, string> token = Utilities.ParseStringDictionaryFromString(authTokenString); string tokenString; string nonce; token.TryGetValue("auth_token_string", out tokenString); token.TryGetValue("auth_nonce", out nonce); try { return new AuthenticationToken(tokenString, nonce); } catch (Exception) { Debug.Log("An unexpected error occurred while retrieving the current authentication token"); } } return null; } public override Profile CurrentProfile() { String profileString = this.androidWrapper.CallStatic<string>("GetCurrentProfile"); if (!String.IsNullOrEmpty(profileString)) { try { IDictionary<string, string> profile = Utilities.ParseStringDictionaryFromString(profileString); string id; string firstName; string middleName; string lastName; string name; string email; string imageURL; string linkURL; string friendIDs; string birthday; string gender; profile.TryGetValue("userID", out id); profile.TryGetValue("firstName", out firstName); profile.TryGetValue("middleName", out middleName); profile.TryGetValue("lastName", out lastName); profile.TryGetValue("name", out name); profile.TryGetValue("email", out email); profile.TryGetValue("imageURL", out imageURL); profile.TryGetValue("linkURL", out linkURL); profile.TryGetValue("friendIDs", out friendIDs); profile.TryGetValue("birthday", out birthday); profile.TryGetValue("gender", out gender); UserAgeRange ageRange = UserAgeRange.AgeRangeFromDictionary(profile); FBLocation hometown = FBLocation.FromDictionary("hometown", profile); FBLocation location = FBLocation.FromDictionary("location", profile); return new Profile( userID, firstName, middleName, lastName, name, email, imageURL, linkURL, friendIDs?.Split(','), birthday, ageRange, hometown, location, gender); } catch (Exception) { return null; } } return null; } public void RetrieveLoginStatus(FacebookDelegate<ILoginStatusResult> callback) { var loginCall = new JavaMethodCall<ILoginStatusResult>(this, "RetrieveLoginStatus"); loginCall.Callback = callback; loginCall.Call(); } public void OnLoginStatusRetrieved(ResultContainer resultContainer) { var result = new LoginStatusResult(resultContainer); this.OnAuthResponse(result); } public override 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) { this.ValidateAppRequestArgs( message, actionType, objectId, to, filters, excludeIds, maxRecipients, data, title, callback); MethodArguments args = new MethodArguments(); args.AddString("message", message); args.AddNullablePrimitive("action_type", actionType); args.AddString("object_id", objectId); args.AddCommaSeparatedList("to", to); if (filters != null && filters.Any()) { string mobileFilter = filters.First() as string; if (mobileFilter != null) { args.AddString("filters", mobileFilter); } } args.AddNullablePrimitive("max_recipients", maxRecipients); args.AddString("data", data); args.AddString("title", title); var appRequestCall = new JavaMethodCall<IAppRequestResult>(this, "AppRequest"); appRequestCall.Callback = callback; appRequestCall.Call(args); } public override void ShareLink( Uri contentURL, string contentTitle, string contentDescription, Uri photoURL, FacebookDelegate<IShareResult> callback) { MethodArguments args = new MethodArguments(); args.AddUri("content_url", contentURL); args.AddString("content_title", contentTitle); args.AddString("content_description", contentDescription); args.AddUri("photo_url", photoURL); var shareLinkCall = new JavaMethodCall<IShareResult>(this, "ShareLink"); shareLinkCall.Callback = callback; shareLinkCall.Call(args); } public override void FeedShare( string toId, Uri link, string linkName, string linkCaption, string linkDescription, Uri picture, string mediaSource, FacebookDelegate<IShareResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("toId", toId); args.AddUri("link", link); args.AddString("linkName", linkName); args.AddString("linkCaption", linkCaption); args.AddString("linkDescription", linkDescription); args.AddUri("picture", picture); args.AddString("mediaSource", mediaSource); var call = new JavaMethodCall<IShareResult>(this, "FeedShare"); call.Callback = callback; call.Call(args); } public override void GetAppLink( FacebookDelegate<IAppLinkResult> callback) { var getAppLink = new JavaMethodCall<IAppLinkResult>(this, "GetAppLink"); getAppLink.Callback = callback; getAppLink.Call(); } public void ClearAppLink() { this.CallFB("ClearAppLink", null); } public override void AppEventsLogEvent( string logEvent, float? valueToSum, Dictionary<string, object> parameters) { MethodArguments args = new MethodArguments(); args.AddString("logEvent", logEvent); args.AddString("valueToSum", valueToSum?.ToString(CultureInfo.InvariantCulture)); args.AddDictionary("parameters", parameters); var appEventcall = new JavaMethodCall<IResult>(this, "LogAppEvent"); appEventcall.Call(args); } public override void AppEventsLogPurchase( float logPurchase, string currency, Dictionary<string, object> parameters) { MethodArguments args = new MethodArguments(); args.AddString("logPurchase", logPurchase.ToString(CultureInfo.InvariantCulture)); args.AddString("currency", currency); args.AddDictionary("parameters", parameters); var logPurchaseCall = new JavaMethodCall<IResult>(this, "LogAppEvent"); logPurchaseCall.Call(args); } public override bool IsImplicitPurchaseLoggingEnabled() { return this.androidWrapper.CallStatic<bool>("IsImplicitPurchaseLoggingEnabled"); } public override void ActivateApp(string appId) { this.CallFB("ActivateApp", null); } public override void FetchDeferredAppLink( FacebookDelegate<IAppLinkResult> callback) { MethodArguments args = new MethodArguments(); var fetchDeferredAppLinkData = new JavaMethodCall<IAppLinkResult>(this, "FetchDeferredAppLinkData"); fetchDeferredAppLinkData.Callback = callback; fetchDeferredAppLinkData.Call(args); } public override void RefreshCurrentAccessToken( FacebookDelegate<IAccessTokenRefreshResult> callback) { var refreshCurrentAccessToken = new JavaMethodCall<IAccessTokenRefreshResult>( this, "RefreshCurrentAccessToken"); refreshCurrentAccessToken.Callback = callback; refreshCurrentAccessToken.Call(); } public override void OpenFriendFinderDialog( FacebookDelegate<IGamingServicesFriendFinderResult> callback) { var openFriendFinderDialog = new JavaMethodCall<IGamingServicesFriendFinderResult>( this, "OpenFriendFinderDialog") { Callback = callback }; openFriendFinderDialog.Call(); } public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void UploadImageToMediaLibrary( string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("caption", caption); args.AddUri("imageUri", imageUri); args.AddString("shouldLaunchMediaDialog", shouldLaunchMediaDialog.ToString()); var uploadImageToMediaLibrary = new JavaMethodCall<IMediaUploadResult>( this, "UploadImageToMediaLibrary") { Callback = callback }; uploadImageToMediaLibrary.Call(args); } public override void UploadVideoToMediaLibrary( string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("caption", caption); args.AddUri("videoUri", videoUri); var uploadImageToMediaLibrary = new JavaMethodCall<IMediaUploadResult>( this, "UploadVideoToMediaLibrary") { Callback = callback }; uploadImageToMediaLibrary.Call(args); } public override void GetUserLocale(FacebookDelegate<ILocaleResult> callback) { throw new NotImplementedException(); } public override void OnIAPReady( FacebookDelegate<IIAPReadyResult> callback) { var onIAPReady = new JavaMethodCall<IIAPReadyResult>( this, "OnIAPReady") { Callback = callback }; onIAPReady.Call(); } public override void GetCatalog( FacebookDelegate<ICatalogResult> callback) { var getCatalog = new JavaMethodCall<ICatalogResult>( this, "GetCatalog") { Callback = callback }; getCatalog.Call(); } public override void GetPurchases( FacebookDelegate<IPurchasesResult> callback) { var getPurchases = new JavaMethodCall<IPurchasesResult>( this, "GetPurchases") { Callback = callback }; getPurchases.Call(); } public override void Purchase( string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "") { MethodArguments args = new MethodArguments(); args.AddString("productID", productID); args.AddString("developerPayload", developerPayload); var purchase = new JavaMethodCall<IPurchaseResult>( this, "Purchase") { Callback = callback }; purchase.Call(args); } public override void ConsumePurchase( string purchaseToken, FacebookDelegate<IConsumePurchaseResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("purchaseToken", purchaseToken); var consumePurchase = new JavaMethodCall<IConsumePurchaseResult>( this, "ConsumePurchase") { Callback = callback }; consumePurchase.Call(args); } public override void GetSubscribableCatalog( FacebookDelegate<ISubscribableCatalogResult> callback) { var getSubscribableCatalog = new JavaMethodCall<ISubscribableCatalogResult>( this, "GetSubscribableCatalog") { Callback = callback }; getSubscribableCatalog.Call(); } public override void GetSubscriptions( FacebookDelegate<ISubscriptionsResult> callback) { var getSubscriptions = new JavaMethodCall<ISubscriptionsResult>( this, "GetSubscriptions") { Callback = callback }; getSubscriptions.Call(); } public override void PurchaseSubscription( string productID, FacebookDelegate<ISubscriptionResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("productID", productID); var subscription = new JavaMethodCall<ISubscriptionResult>( this, "PurchaseSubscription") { Callback = callback }; subscription.Call(args); } public override void CancelSubscription( string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("purchaseToken", purchaseToken); var cancelSubscription = new JavaMethodCall<ICancelSubscriptionResult>( this, "CancelSubscription") { Callback = callback }; cancelSubscription.Call(args); } public override void InitCloudGame( FacebookDelegate<IInitCloudGameResult> callback) { var initCloudGame = new JavaMethodCall<IInitCloudGameResult>( this, "InitCloudGame") { Callback = callback }; initCloudGame.Call(); } public override void GameLoadComplete( FacebookDelegate<IGameLoadCompleteResult> callback) { var gameLoadComplete = new JavaMethodCall<IGameLoadCompleteResult>( this, "GameLoadComplete") { Callback = callback }; gameLoadComplete.Call(); } public override void ScheduleAppToUserNotification( string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("title", title); args.AddString("body", body); args.AddUri("media", media); args.AddPrimative("timeInterval", timeInterval); args.AddString("payload", payload); var scheduleAppToUserNotification = new JavaMethodCall<IScheduleAppToUserNotificationResult>( this, "ScheduleAppToUserNotification") { Callback = callback }; scheduleAppToUserNotification.Call(args); } public override void LoadInterstitialAd( string placementID, FacebookDelegate<IInterstitialAdResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("placementID", placementID); var loadInterstitialAd = new JavaMethodCall<IInterstitialAdResult>( this, "LoadInterstitialAd") { Callback = callback }; loadInterstitialAd.Call(args); } public override void ShowInterstitialAd( string placementID, FacebookDelegate<IInterstitialAdResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("placementID", placementID); var showInterstitialAd = new JavaMethodCall<IInterstitialAdResult>( this, "ShowInterstitialAd") { Callback = callback }; showInterstitialAd.Call(args); } public override void LoadRewardedVideo( string placementID, FacebookDelegate<IRewardedVideoResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("placementID", placementID); var loadRewardedVideo = new JavaMethodCall<IRewardedVideoResult>( this, "LoadRewardedVideo") { Callback = callback }; loadRewardedVideo.Call(args); } public override void ShowRewardedVideo( string placementID, FacebookDelegate<IRewardedVideoResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("placementID", placementID); var showRewardedVideo = new JavaMethodCall<IRewardedVideoResult>( this, "ShowRewardedVideo") { Callback = callback }; showRewardedVideo.Call(args); } public override void GetPayload( FacebookDelegate<IPayloadResult> callback) { var getPayload = new JavaMethodCall<IPayloadResult>( this, "GetPayload") { Callback = callback }; getPayload.Call(); } public override void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("score", score.ToString()); var postSessionScore = new JavaMethodCall<ISessionScoreResult>( this, "PostSessionScore") { Callback = callback }; postSessionScore.Call(args); } public override void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("score", score.ToString()); var postTournamentScore = new JavaMethodCall<ITournamentScoreResult>( this, "PostTournamentScore") { Callback = callback }; postTournamentScore.Call(args); } public override void GetTournament(FacebookDelegate<ITournamentResult> callback) { var getTournament = new JavaMethodCall<ITournamentResult>( this, "GetTournament") { Callback = callback }; getTournament.Call(); } public override void CreateTournament( int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("initialScore", initialScore.ToString()); args.AddString("title", title); args.AddString("imageBase64DataUrl", imageBase64DataUrl); args.AddString("sortOrder", sortOrder); args.AddString("scoreFormat", scoreFormat); args.AddDictionary("data", data.ToDictionary( pair => pair.Key, pair => (object) pair.Value)); var createTournament = new JavaMethodCall<ITournamentResult>( this, "CreateTournament") { Callback = callback }; createTournament.Call(args); } public override void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("score", score.ToString()); args.AddDictionary("data", data.ToDictionary(pair => pair.Key, pair => (object)pair.Value)); var shareTournament = new JavaMethodCall<ITournamentScoreResult>( this, "ShareTournament") { Callback = callback }; shareTournament.Call(args); } public override void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback) { var getTournaments = new JavaMethodCall<IGetTournamentsResult>( this, "GetTournaments") { Callback = callback }; getTournaments.Call(); } public override void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("tournamentID", tournamentID); args.AddString("score", score.ToString()); var updateTournament = new JavaMethodCall<ITournamentScoreResult>( this, "UpdateTournament") { Callback = callback }; updateTournament.Call(args); } public override void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("tournamentID", tournamentID); args.AddString("score", score.ToString()); var updateAndShareTournament = new JavaMethodCall<IDialogResult>( this, "UpdateAndShareTournament") { Callback = callback }; updateAndShareTournament.Call(args); } public override void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, FacebookDelegate<IDialogResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("initialScore", initialScore.ToString()); args.AddString("title", title); args.AddString("sortOrder", sortOrder == TournamentSortOrder.HigherIsBetter ? "HigherIsBetter" : "LowerIsBetter"); args.AddString("scoreType", scoreFormat == TournamentScoreFormat.Numeric ? "Numeric" : "Time"); args.AddString("endTime", endTime.ToString()); args.AddString("payload", payload.ToString()); var createAndShareTournament = new JavaMethodCall<IDialogResult>( this, "CreateAndShareTournament") { Callback = callback }; createAndShareTournament.Call(args); } public override void OpenAppStore( FacebookDelegate<IOpenAppStoreResult> callback) { var openAppStore = new JavaMethodCall<IOpenAppStoreResult>( this, "OpenAppStore") { Callback = callback }; openAppStore.Call(); } public override void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("playerID", playerID); var createGamingContext = new JavaMethodCall<ICreateGamingContextResult>( this, "CreateGamingContext") { Callback = callback }; createGamingContext.Call(args); } public override void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback) { MethodArguments args = new MethodArguments(); args.AddString("gamingContextID", gamingContextID); var switchGamingContext = new JavaMethodCall<ISwitchGamingContextResult>( this, "SwitchGamingContext") { Callback = callback }; switchGamingContext.Call(args); } public override void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback) { MethodArguments args = new MethodArguments(); args.AddList<string>("filters", filters); args.AddPrimative<int>("minSize", minSize); args.AddPrimative<int>("maxSize", maxSize); var chooseGamingContext = new JavaMethodCall<IChooseGamingContextResult>( this, "ChooseGamingContext") { Callback = callback }; chooseGamingContext.Call(args); } public override void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback) { MethodArguments args = new MethodArguments(); var getCurrentGamingContext = new JavaMethodCall<IGetCurrentGamingContextResult>( this, "GetCurrentGamingContext") { Callback = callback }; getCurrentGamingContext.Call(args); } protected override void SetShareDialogMode(ShareDialogMode mode) { this.CallFB("SetShareDialogMode", mode.ToString()); } private static IAndroidWrapper GetAndroidWrapper() { Assembly assembly = Assembly.Load("Facebook.Unity.Android"); Type type = assembly.GetType("Facebook.Unity.Android.AndroidWrapper"); IAndroidWrapper javaClass = (IAndroidWrapper)Activator.CreateInstance(type); return javaClass; } private void CallFB(string method, string args) { this.androidWrapper.CallStatic(method, args); } private class JavaMethodCall<T> : MethodCall<T> where T : IResult { private AndroidFacebook androidImpl; public JavaMethodCall(AndroidFacebook androidImpl, string methodName) : base(androidImpl, methodName) { this.androidImpl = androidImpl; } public override void Call(MethodArguments args = null) { MethodArguments paramsCopy; if (args == null) { paramsCopy = new MethodArguments(); } else { paramsCopy = new MethodArguments(args); } if (this.Callback != null) { paramsCopy.AddString("callback_id", this.androidImpl.CallbackManager.AddFacebookDelegate(this.Callback)); } this.androidImpl.CallFB(this.MethodName, paramsCopy.ToJsonString()); } } } }
1,015
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.Mobile.Android { using UnityEngine.SceneManagement; internal class AndroidFacebookGameObject : MobileFacebookGameObject { protected override void OnAwake() { CodelessIAPAutoLog.addListenerToIAPButtons(this); } void OnEnable() { SceneManager.sceneLoaded += OnSceneLoaded; } void OnSceneLoaded(Scene scene, LoadSceneMode mode) { CodelessIAPAutoLog.addListenerToIAPButtons(this); } void OnDisable() { SceneManager.sceneLoaded -= OnSceneLoaded; } public void onPurchaseCompleteHandler(System.Object data) { CodelessIAPAutoLog.handlePurchaseCompleted(data); } public void OnLoginStatusRetrieved(string message) { ((AndroidFacebook)this.Facebook).OnLoginStatusRetrieved(new ResultContainer(message)); } } }
57
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.Mobile.Android { internal class AndroidFacebookLoader : FB.CompiledFacebookLoader { protected override FacebookGameObject FBGameObject { get { AndroidFacebookGameObject androidFB = ComponentFactory.GetComponent<AndroidFacebookGameObject>(); if (androidFB.Facebook == null) { androidFB.Facebook = new AndroidFacebook(); } return androidFB; } } } }
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.Mobile.Android { internal interface IAndroidWrapper { T CallStatic<T>(string methodName); void CallStatic(string methodName, params object[] args); } }
30
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.Mobile.IOS { using System.Collections.Generic; internal interface IIOSWrapper { void Init( string appId, bool frictionlessRequests, string urlSuffix, string unityUserAgentSuffix); void EnableProfileUpdatesOnAccessTokenChange(bool enable); void LogInWithReadPermissions( int requestId, string scope); void LogInWithPublishPermissions( int requestId, string scope); void LoginWithTrackingPreference( int requestId, string scope, string tracking, string nonce); void LogOut(); void SetPushNotificationsDeviceTokenString(string token); void SetShareDialogMode(int mode); void ShareLink( int requestId, string contentURL, string contentTitle, string contentDescription, string photoURL); void FeedShare( int requestId, string toId, string link, string linkName, string linkCaption, string linkDescription, string picture, string mediaSource); void AppRequest( int requestId, string message, string actionType, string objectId, string[] to = null, int toLength = 0, string filters = "", string[] excludeIds = null, int excludeIdsLength = 0, bool hasMaxRecipients = false, int maxRecipients = 0, string data = "", string title = ""); void FBAppEventsActivateApp(); void LogAppEvent( string logEvent, double valueToSum, int numParams, string[] paramKeys, string[] paramVals); void LogPurchaseAppEvent( double logPurchase, string currency, int numParams, string[] paramKeys, string[] paramVals); void FBAppEventsSetLimitEventUsage(bool limitEventUsage); void FBAutoLogAppEventsEnabled (bool autoLogAppEventsEnabled); void FBAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabledID); bool FBAdvertiserTrackingEnabled(bool advertiserTrackingEnabled); void GetAppLink(int requestId); void RefreshCurrentAccessToken(int requestId); string FBSdkVersion(); void FBSetUserID(string userID); string FBGetUserID(); void SetDataProcessingOptions(string[] options, int country, int state); void OpenFriendFinderDialog(int requestId); void CreateGamingContext(int requestId, string playerID); void SwitchGamingContext(int requestId, string gamingContextID); void GetCurrentGamingContext(int requestId); void ChooseGamingContext( int requestId, string filter, int minSize, int maxSize); void GetTournaments(int requestId); void UpdateTournament(string tournamentId, int score, int requestId); void UpdateAndShareTournament( string tournamentId, int score, int requestId); void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, int requestId); void UploadImageToMediaLibrary( int requestId, string caption, string mediaUri, bool shouldLaunchMediaDialog); void UploadVideoToMediaLibrary( int requestId, string caption, string videoUri); void FetchDeferredAppLink(int requestId); AuthenticationToken CurrentAuthenticationToken(); Profile CurrentProfile(); } }
173
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.Mobile.IOS { using System; using System.Collections.Generic; using System.Linq; using System.Reflection; internal class IOSFacebook : MobileFacebook { private const string CancelledResponse = "{\"cancelled\":true}"; private bool limitEventUsage; private IIOSWrapper iosWrapper; private string userID; public IOSFacebook() : this(GetIOSWrapper(), new CallbackManager()) { } public IOSFacebook(IIOSWrapper iosWrapper, CallbackManager callbackManager) : base(callbackManager) { this.iosWrapper = iosWrapper; } public enum FBInsightsFlushBehavior { /// <summary> /// The FB insights flush behavior auto. /// </summary> FBInsightsFlushBehaviorAuto, /// <summary> /// The FB insights flush behavior explicit only. /// </summary> FBInsightsFlushBehaviorExplicitOnly, } public override bool LimitEventUsage { get { return this.limitEventUsage; } set { this.limitEventUsage = value; this.iosWrapper.FBAppEventsSetLimitEventUsage(value); } } public override void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled) { this.iosWrapper.FBAutoLogAppEventsEnabled(autoLogAppEventsEnabled); } public override void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled) { this.iosWrapper.FBAdvertiserIDCollectionEnabled(advertiserIDCollectionEnabled); } public override bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled) { return this.iosWrapper.FBAdvertiserTrackingEnabled(advertiserTrackingEnabled); } public override void SetPushNotificationsDeviceTokenString(string token) { this.iosWrapper.SetPushNotificationsDeviceTokenString(token); } public override string SDKName { get { return "FBiOSSDK"; } } public override string SDKVersion { get { return this.iosWrapper.FBSdkVersion(); } } public override string UserID { get { return this.userID; } set { this.userID = value; this.iosWrapper.FBSetUserID(value); } } public override void SetDataProcessingOptions(IEnumerable<string> options, int country, int state) { this.iosWrapper.SetDataProcessingOptions(options.ToArray(), country, state); } public void Init( string appId, bool frictionlessRequests, string iosURLSuffix, HideUnityDelegate hideUnityDelegate, InitDelegate onInitComplete) { base.Init(onInitComplete); this.iosWrapper.Init( appId, frictionlessRequests, iosURLSuffix, Constants.UnitySDKUserAgentSuffixLegacy); this.userID = this.iosWrapper.FBGetUserID(); } public override void EnableProfileUpdatesOnAccessTokenChange(bool enable) { this.iosWrapper.EnableProfileUpdatesOnAccessTokenChange(enable); } public override void LoginWithTrackingPreference( string tracking, IEnumerable<string> permissions, string nonce, FacebookDelegate<ILoginResult> callback) { this.iosWrapper.LoginWithTrackingPreference(this.AddCallback(callback), permissions.ToCommaSeparateList(), tracking, nonce); } public override void LogInWithReadPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { this.iosWrapper.LogInWithReadPermissions(this.AddCallback(callback), permissions.ToCommaSeparateList()); } public override void LogInWithPublishPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { this.iosWrapper.LogInWithPublishPermissions(this.AddCallback(callback), permissions.ToCommaSeparateList()); } public override void LogOut() { base.LogOut(); this.iosWrapper.LogOut(); } public override bool LoggedIn { get { AccessToken token = AccessToken.CurrentAccessToken; AuthenticationToken authenticationToken = CurrentAuthenticationToken(); return (token != null && token.ExpirationTime > DateTime.UtcNow) || authenticationToken != null; } } public override AuthenticationToken CurrentAuthenticationToken() { return this.iosWrapper.CurrentAuthenticationToken(); } public override Profile CurrentProfile() { return this.iosWrapper.CurrentProfile(); } public override 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) { this.ValidateAppRequestArgs( message, actionType, objectId, to, filters, excludeIds, maxRecipients, data, title, callback); string mobileFilter = null; if (filters != null && filters.Any()) { mobileFilter = filters.First() as string; } this.iosWrapper.AppRequest( this.AddCallback(callback), message, (actionType != null) ? actionType.ToString() : string.Empty, objectId != null ? objectId : string.Empty, to != null ? to.ToArray() : null, to != null ? to.Count() : 0, mobileFilter != null ? mobileFilter : string.Empty, excludeIds != null ? excludeIds.ToArray() : null, excludeIds != null ? excludeIds.Count() : 0, maxRecipients.HasValue, maxRecipients.HasValue ? maxRecipients.Value : 0, data, title); } public override void ShareLink( Uri contentURL, string contentTitle, string contentDescription, Uri photoURL, FacebookDelegate<IShareResult> callback) { this.iosWrapper.ShareLink( this.AddCallback(callback), contentURL.AbsoluteUrlOrEmptyString(), contentTitle, contentDescription, photoURL.AbsoluteUrlOrEmptyString()); } public override void FeedShare( string toId, Uri link, string linkName, string linkCaption, string linkDescription, Uri picture, string mediaSource, FacebookDelegate<IShareResult> callback) { string linkStr = link != null ? link.ToString() : string.Empty; string pictureStr = picture != null ? picture.ToString() : string.Empty; this.iosWrapper.FeedShare( this.AddCallback(callback), toId, linkStr, linkName, linkCaption, linkDescription, pictureStr, mediaSource); } public override void AppEventsLogEvent( string logEvent, float? valueToSum, Dictionary<string, object> parameters) { NativeDict dict = MarshallDict(parameters); if (valueToSum.HasValue) { this.iosWrapper.LogAppEvent(logEvent, valueToSum.Value, dict.NumEntries, dict.Keys, dict.Values); } else { this.iosWrapper.LogAppEvent(logEvent, 0.0, dict.NumEntries, dict.Keys, dict.Values); } } public override void AppEventsLogPurchase( float logPurchase, string currency, Dictionary<string, object> parameters) { NativeDict dict = MarshallDict(parameters); this.iosWrapper.LogPurchaseAppEvent(logPurchase, currency, dict.NumEntries, dict.Keys, dict.Values); } public override bool IsImplicitPurchaseLoggingEnabled() { return false; } public override void ActivateApp(string appId) { this.iosWrapper.FBAppEventsActivateApp(); } public override void FetchDeferredAppLink(FacebookDelegate<IAppLinkResult> callback) { this.iosWrapper.FetchDeferredAppLink(this.AddCallback(callback)); } public override void GetAppLink( FacebookDelegate<IAppLinkResult> callback) { this.iosWrapper.GetAppLink(System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback))); } public override void OpenFriendFinderDialog( FacebookDelegate<IGamingServicesFriendFinderResult> callback) { this.iosWrapper.OpenFriendFinderDialog(System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback))); } public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback) { this.iosWrapper.CreateGamingContext( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)), playerID); } public override void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback) { this.iosWrapper.SwitchGamingContext( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)), gamingContextID); } public override void ChooseGamingContext( List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback) { string filter = ""; if (filters != null && filters.Count > 0) { filter = filters[0]; } this.iosWrapper.ChooseGamingContext( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)), filter, minSize, maxSize); } public override void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback) { this.iosWrapper.GetCurrentGamingContext( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)) ); } public override void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback) { this.iosWrapper.GetTournaments( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)) ); } public override void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback) { this.iosWrapper.UpdateTournament( tournamentID, score, System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)) ); } public override void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback) { this.iosWrapper.UpdateAndShareTournament( tournamentID, score, System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)) ); } public override void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, FacebookDelegate<IDialogResult> callback) { this.iosWrapper.CreateAndShareTournament( initialScore, title, sortOrder, scoreFormat, endTime, payload, System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)) ); } public override void RefreshCurrentAccessToken( FacebookDelegate<IAccessTokenRefreshResult> callback) { this.iosWrapper.RefreshCurrentAccessToken( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback))); } protected override void SetShareDialogMode(ShareDialogMode mode) { this.iosWrapper.SetShareDialogMode((int)mode); } public override void UploadImageToMediaLibrary( string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { this.iosWrapper.UploadImageToMediaLibrary( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)), caption, imageUri.AbsolutePath.ToString(), shouldLaunchMediaDialog); } public override void UploadVideoToMediaLibrary( string caption, Uri videoUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { this.iosWrapper.UploadVideoToMediaLibrary( System.Convert.ToInt32(CallbackManager.AddFacebookDelegate(callback)), caption, videoUri.AbsolutePath.ToString()); } public override void GetUserLocale(FacebookDelegate<ILocaleResult> callback) { throw new NotImplementedException(); } private static IIOSWrapper GetIOSWrapper() { Assembly assembly = Assembly.Load("Facebook.Unity.IOS"); Type type = assembly.GetType("Facebook.Unity.IOS.IOSWrapper"); IIOSWrapper iosWrapper = (IIOSWrapper)Activator.CreateInstance(type); return iosWrapper; } private static NativeDict MarshallDict(Dictionary<string, object> dict) { NativeDict res = new NativeDict(); if (dict != null && dict.Count > 0) { res.Keys = new string[dict.Count]; res.Values = new string[dict.Count]; res.NumEntries = 0; foreach (KeyValuePair<string, object> kvp in dict) { res.Keys[res.NumEntries] = kvp.Key; res.Values[res.NumEntries] = kvp.Value.ToString(); res.NumEntries++; } } return res; } private static NativeDict MarshallDict(Dictionary<string, string> dict) { NativeDict res = new NativeDict(); if (dict != null && dict.Count > 0) { res.Keys = new string[dict.Count]; res.Values = new string[dict.Count]; res.NumEntries = 0; foreach (KeyValuePair<string, string> kvp in dict) { res.Keys[res.NumEntries] = kvp.Key; res.Values[res.NumEntries] = kvp.Value; res.NumEntries++; } } return res; } private int AddCallback<T>(FacebookDelegate<T> callback) where T : IResult { string asyncId = this.CallbackManager.AddFacebookDelegate(callback); return Convert.ToInt32(asyncId); } private class NativeDict { public NativeDict() { this.NumEntries = 0; this.Keys = null; this.Values = null; } public int NumEntries { get; set; } public string[] Keys { get; set; } public string[] Values { get; set; } } } }
542
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.Mobile.IOS { internal class IOSFacebookGameObject : MobileFacebookGameObject { } }
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.Mobile.IOS { internal class IOSFacebookLoader : FB.CompiledFacebookLoader { protected override FacebookGameObject FBGameObject { get { IOSFacebookGameObject iosFB = ComponentFactory.GetComponent<IOSFacebookGameObject>(); if (iosFB.Facebook == null) { iosFB.Facebook = new IOSFacebook(); } return iosFB; } } } }
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.Editor { using System; using System.Collections.Generic; using Facebook.Unity.Canvas; using Facebook.Unity.Editor.Dialogs; using Facebook.Unity.Mobile; internal class EditorFacebook : FacebookBase, IMobileFacebookImplementation, ICanvasFacebookImplementation { private const string WarningMessage = "You are using the facebook SDK in the Unity Editor. " + "Behavior may not be the same as when used on iOS, Android, or Web."; private const string AccessTokenKey = "com.facebook.unity.editor.accesstoken"; private IEditorWrapper editorWrapper; public EditorFacebook(IEditorWrapper wrapper, CallbackManager callbackManager) : base(callbackManager) { this.editorWrapper = wrapper; } public EditorFacebook() : this(new EditorWrapper(EditorFacebook.EditorGameObject), new CallbackManager()) { } public override bool LimitEventUsage { get; set; } public ShareDialogMode ShareDialogMode { get; set; } public override string SDKName { get { return "FBUnityEditorSDK"; } } public override string SDKVersion { get { return Facebook.Unity.FacebookSdkVersion.Build; } } public string UserID { get; set; } private static IFacebookCallbackHandler EditorGameObject { get { return ComponentFactory.GetComponent<EditorFacebookGameObject>(); } } public override void Init(InitDelegate onInitComplete) { // Warn that editor behavior will not match supported platforms FacebookLogger.Warn(WarningMessage); base.Init(onInitComplete); this.editorWrapper.Init(); } public override void LogInWithReadPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { // For the editor don't worry about the difference between // LogInWithReadPermissions and LogInWithPublishPermissions this.LogInWithPublishPermissions(permissions, callback); } public override void LogInWithPublishPermissions( IEnumerable<string> permissions, FacebookDelegate<ILoginResult> callback) { this.editorWrapper.ShowLoginMockDialog( this.OnLoginComplete, this.CallbackManager.AddFacebookDelegate(callback), permissions.ToCommaSeparateList()); } public void EnableProfileUpdatesOnAccessTokenChange(bool enable) { FacebookLogger.Log("Pew! Pretending to enable Profile updates on access token change. Doesn't actually work in the editor"); } public void LoginWithTrackingPreference( string tracking, IEnumerable<string> permissions, string nonce, FacebookDelegate<ILoginResult> callback) { this.editorWrapper.ShowLoginMockDialog( this.OnLoginComplete, this.CallbackManager.AddFacebookDelegate(callback), permissions.ToCommaSeparateList()); } public override 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) { this.editorWrapper.ShowAppRequestMockDialog( this.OnAppRequestsComplete, this.CallbackManager.AddFacebookDelegate(callback)); } public override void ShareLink( Uri contentURL, string contentTitle, string contentDescription, Uri photoURL, FacebookDelegate<IShareResult> callback) { this.editorWrapper.ShowMockShareDialog( this.OnShareLinkComplete, "ShareLink", this.CallbackManager.AddFacebookDelegate(callback)); } public override void FeedShare( string toId, Uri link, string linkName, string linkCaption, string linkDescription, Uri picture, string mediaSource, FacebookDelegate<IShareResult> callback) { this.editorWrapper.ShowMockShareDialog( this.OnShareLinkComplete, "FeedShare", this.CallbackManager.AddFacebookDelegate(callback)); } public override void ActivateApp(string appId) { FacebookLogger.Log("Pew! Pretending to send this off. Doesn't actually work in the editor"); } public override void GetAppLink(FacebookDelegate<IAppLinkResult> callback) { var result = new Dictionary<string, object>(); result[Constants.UrlKey] = "mockurl://testing.url"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); this.OnGetAppLinkComplete(new ResultContainer(result)); } public override void AppEventsLogEvent( string logEvent, float? valueToSum, Dictionary<string, object> parameters) { FacebookLogger.Log("Pew! Pretending to send this off. Doesn't actually work in the editor"); } public override void AppEventsLogPurchase( float logPurchase, string currency, Dictionary<string, object> parameters) { FacebookLogger.Log("Pew! Pretending to send this off. Doesn't actually work in the editor"); } public bool IsImplicitPurchaseLoggingEnabled() { return true; } public void SetAutoLogAppEventsEnabled(bool autoLogAppEventsEnabled) { return; } public void SetAdvertiserIDCollectionEnabled(bool advertiserIDCollectionEnabled) { return; } public bool SetAdvertiserTrackingEnabled(bool advertiserTrackingEnabled) { return true; } public void SetPushNotificationsDeviceTokenString(string token) { return; } public void SetDataProcessingOptions(IEnumerable<string> options, int country, int state) { return; } public AuthenticationToken CurrentAuthenticationToken() { return null; } public override Profile CurrentProfile() { return null; } public override void CurrentProfile(FacebookDelegate<IProfileResult> callback) { throw new NotSupportedException(); } public void FetchDeferredAppLink( FacebookDelegate<IAppLinkResult> callback) { var result = new Dictionary<string, object>(); result[Constants.UrlKey] = "mockurl://testing.url"; result[Constants.RefKey] = "mock ref"; result[Constants.ExtrasKey] = new Dictionary<string, object>() { { "mock extra key", "mock extra value" } }; result[Constants.TargetUrlKey] = "mocktargeturl://mocktarget.url"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); this.OnFetchDeferredAppLinkComplete(new ResultContainer(result)); } public void Pay( string product, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback) { this.editorWrapper.ShowPayMockDialog( this.OnPayComplete, this.CallbackManager.AddFacebookDelegate(callback)); } public void PayWithProductId( string productId, string action, int quantity, int? quantityMin, int? quantityMax, string requestId, string pricepointId, string testCurrency, FacebookDelegate<IPayResult> callback) { this.editorWrapper.ShowPayMockDialog( this.OnPayComplete, this.CallbackManager.AddFacebookDelegate(callback)); } public void PayWithProductId( string productId, string action, string developerPayload, string testCurrency, FacebookDelegate<IPayResult> callback) { this.editorWrapper.ShowPayMockDialog( this.OnPayComplete, this.CallbackManager.AddFacebookDelegate(callback)); } public void RefreshCurrentAccessToken( FacebookDelegate<IAccessTokenRefreshResult> callback) { if (callback == null) { return; } var result = new Dictionary<string, object>() { { Constants.CallbackIdKey, this.CallbackManager.AddFacebookDelegate(callback) } }; if (AccessToken.CurrentAccessToken == null) { result[Constants.ErrorKey] = "No current access token"; } else { var accessTokenDic = (IDictionary<string, object>)MiniJSON.Json.Deserialize( AccessToken.CurrentAccessToken.ToJson()); result.AddAllKVPFrom(accessTokenDic); } this.OnRefreshCurrentAccessTokenComplete(new ResultContainer(result)); } public override void OnAppRequestsComplete(ResultContainer resultContainer) { var result = new AppRequestResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnGetAppLinkComplete(ResultContainer resultContainer) { var result = new AppLinkResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OnLoginComplete(ResultContainer resultContainer) { var result = new LoginResult(resultContainer); this.OnAuthResponse(result); } public override void OnShareLinkComplete(ResultContainer resultContainer) { var result = new ShareResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnFetchDeferredAppLinkComplete(ResultContainer resultContainer) { var result = new AppLinkResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPayComplete(ResultContainer resultContainer) { var result = new PayResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnRefreshCurrentAccessTokenComplete(ResultContainer resultContainer) { var result = new AccessTokenRefreshResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnFriendFinderComplete(ResultContainer resultContainer) { var result = new GamingServicesFriendFinderResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUploadImageToMediaLibraryComplete(ResultContainer resultContainer) { var result = new MediaUploadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUploadVideoToMediaLibraryComplete(ResultContainer resultContainer) { var result = new MediaUploadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnOnIAPReadyComplete(ResultContainer resultContainer) { var result = new IAPReadyResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetCatalogComplete(ResultContainer resultContainer) { var result = new CatalogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetPurchasesComplete(ResultContainer resultContainer) { var result = new PurchasesResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPurchaseComplete(ResultContainer resultContainer) { var result = new PurchaseResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnConsumePurchaseComplete(ResultContainer resultContainer) { var result = new ConsumePurchaseResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetSubscribableCatalogComplete(ResultContainer resultContainer) { var result = new SubscribableCatalogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetSubscriptionsComplete(ResultContainer resultContainer) { var result = new SubscriptionsResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPurchaseSubscriptionComplete(ResultContainer resultContainer) { var result = new SubscriptionResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCancelSubscriptionComplete(ResultContainer resultContainer) { var result = new CancelSubscriptionResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnInitCloudGameComplete(ResultContainer resultContainer) { var result = new InitCloudGameResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGameLoadCompleteComplete(ResultContainer resultContainer) { var result = new GameLoadCompleteResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnScheduleAppToUserNotificationComplete(ResultContainer resultContainer) { var result = new ScheduleAppToUserNotificationResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnLoadInterstitialAdComplete(ResultContainer resultContainer) { var result = new InterstitialAdResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShowInterstitialAdComplete(ResultContainer resultContainer) { var result = new InterstitialAdResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnLoadRewardedVideoComplete(ResultContainer resultContainer) { var result = new RewardedVideoResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShowRewardedVideoComplete(ResultContainer resultContainer) { var result = new RewardedVideoResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetPayloadComplete(ResultContainer resultContainer) { var result = new PayloadResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPostSessionScoreComplete(ResultContainer resultContainer) { var result = new SessionScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnPostTournamentScoreComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetTournamentComplete(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnShareTournamentComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCreateTournamentComplete(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetTournamentsComplete(ResultContainer resultContainer) { var result = new GetTournamentsResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnUpdateTournamentComplete(ResultContainer resultContainer) { var result = new TournamentScoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogSuccess(ResultContainer resultContainer) { var result = new TournamentResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogCancel(ResultContainer resultContainer) { var result = new AbortDialogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnTournamentDialogError(ResultContainer resultContainer) { var result = new AbortDialogResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnOpenAppStoreComplete(ResultContainer resultContainer) { var result = new OpenAppStoreResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnCreateGamingContextComplete(ResultContainer resultContainer) { var result = new CreateGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnSwitchGamingContextComplete(ResultContainer resultContainer) { var result = new SwitchGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnChooseGamingContextComplete(ResultContainer resultContainer) { var result = new ChooseGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public void OnGetCurrentGamingContextComplete(ResultContainer resultContainer) { var result = new GetCurrentGamingContextResult(resultContainer); CallbackManager.OnFacebookResponse(result); } public override void OpenFriendFinderDialog(FacebookDelegate<IGamingServicesFriendFinderResult> callback) { this.editorWrapper.ShowMockFriendFinderDialog( this.OnFriendFinderComplete, "Friend Finder Dialog", this.CallbackManager.AddFacebookDelegate(callback)); } public override void GetFriendFinderInvitations(FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void DeleteFriendFinderInvitation(string invitationId, FacebookDelegate<IFriendFinderInvitationResult> callback) { throw new NotImplementedException(); } public override void UploadImageToMediaLibrary( string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { var result = new Dictionary<string, object>(); result["id"] = "1232453"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); this.OnFetchDeferredAppLinkComplete(new ResultContainer(result)); } public override void UploadVideoToMediaLibrary( string caption, Uri imageUri, bool shouldLaunchMediaDialog, FacebookDelegate<IMediaUploadResult> callback) { // construct a dummy ResultContainer // to pretend we actually did an upload var result = new Dictionary<string, object>(); result["video_id"] = "456789"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); this.OnFetchDeferredAppLinkComplete(new ResultContainer(result)); } public override void GetUserLocale(FacebookDelegate<ILocaleResult> callback) { throw new NotImplementedException(); } public void OnIAPReady(FacebookDelegate<IIAPReadyResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void GetCatalog(FacebookDelegate<ICatalogResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "[{\"productID\":\"123\",\"title\":\"item\",\"price\":\"$0.99\",\"priceAmount\":\"0.99\",\"priceCurrencyCode\":\"USD\"}]"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void GetPurchases(FacebookDelegate<IPurchasesResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "[{\"isConsumed\":\"false\",\"paymentID\":\"2607915835989565\",\"productID\":\"123\",\"purchasePlatform\":\"FB\",\"purchaseTime\":\"1583797821\":\"purchaseToken\":\"1655700687901784\",\"signedRequest\":\"abc123ZYZ\"}]"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void Purchase(string productID, FacebookDelegate<IPurchaseResult> callback, string developerPayload = "") { var result = new Dictionary<string, object>(); result["success"] = "{\"isConsumed\":\"false\",\"paymentID\":\"2607915835989565\",\"productID\":\"123\",\"purchasePlatform\":\"FB\",\"purchaseTime\":\"1583797821\",\"purchaseToken\":\"1655700687901784\",\"signedRequest\":\"XZZ9xQDHOGulfhZMRVQ8UC-TadAqFrueYveAAqxock.eyJhbGdvcm10aG0iOiJITUFDLVNIQTI1Nilslm...\"}"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void ConsumePurchase(string purchaseToken, FacebookDelegate<IConsumePurchaseResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void GetSubscribableCatalog(FacebookDelegate<ISubscribableCatalogResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "[{\"productID\":\"123\",\"title\":\"item\",\"price\":\"$0.99\",\"priceAmount\":\"0.99\",\"priceCurrencyCode\":\"USD\",\"subscriptionTerm\":\"MONTHLY\"}]"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void GetSubscriptions(FacebookDelegate<ISubscriptionsResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "[{\"deactivationTime\":\"15887857836\",\"isEntitlementActive\":\"true\",\"periodStartTime\":\"1583797821\",\"periodStartTime\":\"1584516124\",\"productID\":\"123\",\"purchasePlatform\":\"FB\",\"purchaseTime\":\"1583797821\":\"purchaseToken\":\"1655700687901784\",\"stats\":\"ACTIVE\",\"signedRequest\":\"abc123ZYZ\",\"subscriptionTerm\":\"MONTHLY\"}]"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void PurchaseSubscription(string productID, FacebookDelegate<ISubscriptionResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "{\"deactivationTime\":\"15887857836\",\"isEntitlementActive\":\"true\",\"periodStartTime\":\"1583797821\",\"periodStartTime\":\"1584516124\",\"productID\":\"123\",\"purchasePlatform\":\"FB\",\"purchaseTime\":\"1583797821\":\"purchaseToken\":\"1655700687901784\",\"stats\":\"ACTIVE\",\"signedRequest\":\"abc123ZYZ\",\"subscriptionTerm\":\"MONTHLY\"}"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void CancelSubscription(string purchaseToken, FacebookDelegate<ICancelSubscriptionResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void InitCloudGame(FacebookDelegate<IInitCloudGameResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void GameLoadComplete(FacebookDelegate<IGameLoadCompleteResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void ScheduleAppToUserNotification( string title, string body, Uri media, int timeInterval, string payload, FacebookDelegate<IScheduleAppToUserNotificationResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void LoadInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void ShowInterstitialAd(string placementID, FacebookDelegate<IInterstitialAdResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void LoadRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void ShowRewardedVideo(string placementID, FacebookDelegate<IRewardedVideoResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void GetPayload(FacebookDelegate<IPayloadResult> callback) { var result = new Dictionary<string, object>(); result["success"] = "{\"key\":\"test\",\"value\":\"123\"}"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void PostSessionScore(int score, FacebookDelegate<ISessionScoreResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void PostTournamentScore(int score, FacebookDelegate<ITournamentScoreResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void GetTournament(FacebookDelegate<ITournamentResult> callback) { var result = new Dictionary<string, object>(); result["tournamentId"] = "123"; result["contextId"] = "456"; result["endTime"] = "456"; result["data"] = new Dictionary<string, string>(); result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void ShareTournament(int score, Dictionary<string, string> data, FacebookDelegate<ITournamentScoreResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public override void CreateTournament( int initialScore, string title, string imageBase64DataUrl, string sortOrder, string scoreFormat, Dictionary<string, string> data, FacebookDelegate<ITournamentResult> callback) { var result = new Dictionary<string, object>(); result["tournamentId"] = "123"; result["contextId"] = "456"; result["endTime"] = "456"; result["data"] = new Dictionary<string, string>(); result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void GetTournaments(FacebookDelegate<IGetTournamentsResult> callback) { throw new NotImplementedException(); } public void UpdateTournament(string tournamentID, int score, FacebookDelegate<ITournamentScoreResult> callback) { throw new NotImplementedException(); } public void UpdateAndShareTournament(string tournamentID, int score, FacebookDelegate<IDialogResult> callback) { throw new NotImplementedException(); } public void CreateAndShareTournament( int initialScore, string title, TournamentSortOrder sortOrder, TournamentScoreFormat scoreFormat, long endTime, string payload, FacebookDelegate<IDialogResult> callback) { throw new NotImplementedException(); } public void OpenAppStore(FacebookDelegate<IOpenAppStoreResult> callback) { var result = new Dictionary<string, object>(); result["success"] = ""; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void CreateGamingContext(string playerID, FacebookDelegate<ICreateGamingContextResult> callback) { var result = new Dictionary<string, object>(); result["contextId"] = "1234"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void SwitchGamingContext(string gamingContextID, FacebookDelegate<ISwitchGamingContextResult> callback) { var result = new Dictionary<string, object>(); result["contextId"] = "1234"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void ChooseGamingContext(List<string> filters, int minSize, int maxSize, FacebookDelegate<IChooseGamingContextResult> callback) { var result = new Dictionary<string, object>(); result["contextId"] = "1234"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } public void GetCurrentGamingContext(FacebookDelegate<IGetCurrentGamingContextResult> callback) { var result = new Dictionary<string, object>(); result["contextId"] = "1234"; result[Constants.CallbackIdKey] = this.CallbackManager.AddFacebookDelegate(callback); } #region Canvas Dummy Methods public void OnFacebookAuthResponseChange(ResultContainer resultContainer) { throw new NotSupportedException(); } public void OnUrlResponse(string message) { throw new NotSupportedException(); } public void OnHideUnity(bool hidden) { throw new NotSupportedException(); } #endregion } }
889
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.Editor { using System; using System.Reflection; using UnityEngine; using UnityEngine.SceneManagement; internal class EditorFacebookGameObject : FacebookGameObject { protected override void OnAwake() { CodelessIAPAutoLog.addListenerToIAPButtons(this); } void OnEnable() { SceneManager.sceneLoaded += OnSceneLoaded; } void OnSceneLoaded(Scene scene, LoadSceneMode mode) { CodelessIAPAutoLog.addListenerToIAPButtons(this); } void OnDisable() { SceneManager.sceneLoaded -= OnSceneLoaded; } public void onPurchaseCompleteHandler(System.Object data) { CodelessIAPAutoLog.handlePurchaseCompleted(data); } } }
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.Editor { internal class EditorFacebookLoader : FB.CompiledFacebookLoader { protected override FacebookGameObject FBGameObject { get { EditorFacebookGameObject editorFB = ComponentFactory.GetComponent<EditorFacebookGameObject>(); editorFB.Facebook = new EditorFacebook(); return editorFB; } } } }
36
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.Editor { using System.Collections.Generic; using UnityEngine; internal abstract class EditorFacebookMockDialog : MonoBehaviour { private Rect modalRect; private GUIStyle modalStyle; public Utilities.Callback<ResultContainer> Callback { protected get; set; } public string CallbackID { protected get; set; } protected abstract string DialogTitle { get; } public void Start() { this.modalRect = new Rect(10, 10, Screen.width - 20, Screen.height - 20); Texture2D texture = new Texture2D(1, 1); texture.SetPixel(0, 0, new Color(0.2f, 0.2f, 0.2f, 1.0f)); texture.Apply(); this.modalStyle = new GUIStyle(); this.modalStyle.normal.background = texture; } public void OnGUI() { GUI.Window( this.GetHashCode(), this.modalRect, this.OnGUIDialog, this.DialogTitle, this.modalStyle); } protected abstract void DoGui(); protected abstract void SendSuccessResult(); protected virtual void SendCancelResult() { var dictionary = new Dictionary<string, object>(); dictionary[Constants.CancelledKey] = true; if (!string.IsNullOrEmpty(this.CallbackID)) { dictionary[Constants.CallbackIdKey] = this.CallbackID; } this.Callback(new ResultContainer(dictionary.ToJson())); } protected virtual void SendErrorResult(string errorMessage) { var dictionary = new Dictionary<string, object>(); dictionary[Constants.ErrorKey] = errorMessage; if (!string.IsNullOrEmpty(this.CallbackID)) { dictionary[Constants.CallbackIdKey] = this.CallbackID; } this.Callback(new ResultContainer(dictionary.ToJson())); } private void OnGUIDialog(int windowId) { GUILayout.Space(10); GUILayout.BeginVertical(); GUILayout.Label("Warning! Mock dialog responses will NOT match production dialogs"); GUILayout.Label("Test your app on one of the supported platforms"); this.DoGui(); GUILayout.EndVertical(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); var loginLabel = new GUIContent("Send Success"); var buttonRect = GUILayoutUtility.GetRect(loginLabel, GUI.skin.button); if (GUI.Button(buttonRect, loginLabel)) { this.SendSuccessResult(); MonoBehaviour.Destroy(this); } var cancelLabel = new GUIContent("Send Cancel"); var cancelButtonRect = GUILayoutUtility.GetRect(cancelLabel, GUI.skin.button); if (GUI.Button(cancelButtonRect, cancelLabel, GUI.skin.button)) { this.SendCancelResult(); MonoBehaviour.Destroy(this); } var errorLabel = new GUIContent("Send Error"); var errorButtonRect = GUILayoutUtility.GetRect(cancelLabel, GUI.skin.button); if (GUI.Button(errorButtonRect, errorLabel, GUI.skin.button)) { this.SendErrorResult("Error: Error button pressed"); MonoBehaviour.Destroy(this); } GUILayout.EndHorizontal(); } } }
124
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.Editor { using Facebook.Unity.Editor.Dialogs; internal class EditorWrapper : IEditorWrapper { private IFacebookCallbackHandler callbackHandler; public EditorWrapper(IFacebookCallbackHandler callbackHandler) { this.callbackHandler = callbackHandler; } public void Init() { this.callbackHandler.OnInitComplete(string.Empty); } public void ShowLoginMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId, string permsisions) { var dialog = ComponentFactory.GetComponent<MockLoginDialog>(); dialog.Callback = callback; dialog.CallbackID = callbackId; } public void ShowAppRequestMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId) { this.ShowEmptyMockDialog(callback, callbackId, "Mock App Request"); } public void ShowPayMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId) { this.ShowEmptyMockDialog(callback, callbackId, "Mock Pay"); } public void ShowMockShareDialog( Utilities.Callback<ResultContainer> callback, string subTitle, string callbackId) { var dialog = ComponentFactory.GetComponent<MockShareDialog>(); dialog.SubTitle = subTitle; dialog.Callback = callback; dialog.CallbackID = callbackId; } public void ShowMockFriendFinderDialog( Utilities.Callback<ResultContainer> callback, string subTitle, string callbackId) { this.ShowEmptyMockDialog(callback, callbackId, subTitle); } private void ShowEmptyMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId, string title) { var dialog = ComponentFactory.GetComponent<EmptyMockDialog>(); dialog.Callback = callback; dialog.CallbackID = callbackId; dialog.EmptyDialogTitle = title; } } }
94
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.Editor { internal interface IEditorWrapper { void Init(); void ShowLoginMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId, string permissions); void ShowAppRequestMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId); void ShowPayMockDialog( Utilities.Callback<ResultContainer> callback, string callbackId); void ShowMockShareDialog( Utilities.Callback<ResultContainer> callback, string subTitle, string callbackId); void ShowMockFriendFinderDialog( Utilities.Callback<ResultContainer> callback, string subTitle, string callbackId); } }
51
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.Editor.Dialogs { using System.Collections.Generic; internal class EmptyMockDialog : EditorFacebookMockDialog { public string EmptyDialogTitle { get; set; } protected override string DialogTitle { get { return this.EmptyDialogTitle; } } protected override void DoGui() { // Empty } protected override void SendSuccessResult() { var result = new Dictionary<string, object>(); result["did_complete"] = true; if (!string.IsNullOrEmpty(this.CallbackID)) { result[Constants.CallbackIdKey] = this.CallbackID; } if (this.Callback != null) { this.Callback(new ResultContainer(result)); } } } }
58
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.Editor.Dialogs { using System; using System.Collections.Generic; using UnityEngine; internal class MockLoginDialog : EditorFacebookMockDialog { private string accessToken = string.Empty; protected override string DialogTitle { get { return "Mock Login Dialog"; } } protected override void DoGui() { GUILayout.BeginHorizontal(); GUILayout.Label("User Access Token:"); this.accessToken = GUILayout.TextField(this.accessToken, GUI.skin.textArea, GUILayout.MinWidth(400)); GUILayout.EndHorizontal(); GUILayout.Space(10); if (GUILayout.Button("Find Access Token")) { Application.OpenURL(string.Format("https://developers.facebook.com/tools/accesstoken/?app_id={0}", FB.AppId)); } GUILayout.Space(20); } protected override void SendSuccessResult() { if (string.IsNullOrEmpty(this.accessToken)) { this.SendErrorResult("Empty Access token string"); return; } // This whole module does a bunch of Graph API calls to simulate the // reponse from an actual Login. It then constructs the Result Object to // send over to the SDK to construct an AccessToken object. In order to honor // the correct domain while doing this, we will construct a dummy access token so // that FB.API() can determine the right domain to send the request to. Once this method // returns the real AccessToken object will be constructed and will replace this dummy one. List<string> dummyPerms = new List<string>(); dummyPerms.Add("public_profile"); string graphDomain = this.accessToken.StartsWith("GG") ? "gaming" : "facebook"; AccessToken tmpAccessToken = new AccessToken( this.accessToken, "me", DateTime.UtcNow.AddDays(60), dummyPerms, DateTime.UtcNow, graphDomain); AccessToken.CurrentAccessToken = tmpAccessToken; // Make a Graph API call to get FBID FB.API( "/me?fields=id", HttpMethod.GET, delegate(IGraphResult graphResult) { if (!string.IsNullOrEmpty(graphResult.Error)) { this.SendErrorResult("Graph API error: " + graphResult.Error); return; } string facebookID = graphResult.ResultDictionary["id"] as string; // Make a Graph API call to get Permissions FB.API( "/me/permissions", HttpMethod.GET, delegate(IGraphResult permResult) { if (!string.IsNullOrEmpty(permResult.Error)) { this.SendErrorResult("Graph API error: " + permResult.Error); return; } // Parse permissions List<string> grantedPerms = new List<string>(); List<string> declinedPerms = new List<string>(); var data = permResult.ResultDictionary["data"] as List<object>; foreach (Dictionary<string, object> dict in data) { if (dict["status"] as string == "granted") { grantedPerms.Add(dict["permission"] as string); } else { declinedPerms.Add(dict["permission"] as string); } } // Create Access Token var newToken = new AccessToken( this.accessToken, facebookID, DateTime.UtcNow.AddDays(60), grantedPerms, DateTime.UtcNow, graphDomain); var result = (IDictionary<string, object>)MiniJSON.Json.Deserialize(newToken.ToJson()); result.Add("granted_permissions", grantedPerms); result.Add("declined_permissions", declinedPerms); if (!string.IsNullOrEmpty(this.CallbackID)) { result[Constants.CallbackIdKey] = this.CallbackID; } if (this.Callback != null) { this.Callback(new ResultContainer(result)); } }); }); } } }
149
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.Editor.Dialogs { using System.Collections.Generic; using System.Text; internal class MockShareDialog : EditorFacebookMockDialog { public string SubTitle { private get; set; } protected override string DialogTitle { get { return "Mock " + this.SubTitle + " Dialog"; } } protected override void DoGui() { // Empty } protected override void SendSuccessResult() { var result = new Dictionary<string, object>(); if (FB.IsLoggedIn) { result["postId"] = this.GenerateFakePostID(); } else { result["did_complete"] = true; } if (!string.IsNullOrEmpty(this.CallbackID)) { result[Constants.CallbackIdKey] = this.CallbackID; } if (this.Callback != null) { this.Callback(new ResultContainer(result)); } } protected override void SendCancelResult() { var result = new Dictionary<string, object>(); result[Constants.CancelledKey] = "true"; if (!string.IsNullOrEmpty(this.CallbackID)) { result[Constants.CallbackIdKey] = this.CallbackID; } this.Callback(new ResultContainer(result)); } private string GenerateFakePostID() { StringBuilder sb = new StringBuilder(); sb.Append(AccessToken.CurrentAccessToken.UserId); sb.Append('_'); for (int i = 0; i < 17; i++) { sb.Append(UnityEngine.Random.Range(0, 10)); } return sb.ToString(); } } }
93
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.Reflection; using System.Runtime.CompilerServices; [assembly: AssemblyVersion("16.0.1")] [assembly: InternalsVisibleTo("Assembly-CSharp")] [assembly: InternalsVisibleTo("Facebook.Unity.Android")] [assembly: InternalsVisibleTo("Facebook.Unity.Canvas")] [assembly: InternalsVisibleTo("Facebook.Unity.IOS")] [assembly: InternalsVisibleTo("Facebook.Unity.Tests")] [assembly: InternalsVisibleTo("Facebook.Unity.Windows")]
31
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; using System.Text; internal class AbortDialogResult : ResultBase, IDialogResult { internal AbortDialogResult(ResultContainer resultContainer) : base(resultContainer) { this.Success = false; } public bool Success { get; private set; } } }
36
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 class AccessTokenRefreshResult : ResultBase, IAccessTokenRefreshResult { public AccessTokenRefreshResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey(LoginResult.AccessTokenKey)) { this.AccessToken = Utilities.ParseAccessTokenFromResult(this.ResultDictionary); } } public AccessToken AccessToken { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "AccessToken", this.AccessToken.ToStringNullOk() }, }); } } }
49
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 class AppLinkResult : ResultBase, IAppLinkResult { public AppLinkResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string url; if (this.ResultDictionary.TryGetValue<string>(Constants.UrlKey, out url)) { this.Url = url; } string targetUrl; if (this.ResultDictionary.TryGetValue<string>(Constants.TargetUrlKey, out targetUrl)) { this.TargetUrl = targetUrl; } string refStr; if (this.ResultDictionary.TryGetValue<string>(Constants.RefKey, out refStr)) { this.Ref = refStr; } IDictionary<string, object> argumentBundle; if (this.ResultDictionary.TryGetValue<IDictionary<string, object>>(Constants.ExtrasKey, out argumentBundle)) { this.Extras = argumentBundle; } } } public string Url { get; private set; } public string TargetUrl { get; private set; } public string Ref { get; private set; } public IDictionary<string, object> Extras { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "Url", this.Url }, { "TargetUrl", this.TargetUrl }, { "Ref", this.Ref }, { "Extras", this.Extras.ToJson() }, }); } } }
80
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 class AppRequestResult : ResultBase, IAppRequestResult { public const string RequestIDKey = "request"; public const string ToKey = "to"; public AppRequestResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string requestID; if (this.ResultDictionary.TryGetValue(AppRequestResult.RequestIDKey, out requestID)) { this.RequestID = requestID; } string toStr; if (this.ResultDictionary.TryGetValue(AppRequestResult.ToKey, out toStr)) { this.To = toStr.Split(','); } else { // On iOS the to field is an array of IDs IEnumerable<object> toArray; if (this.ResultDictionary.TryGetValue(AppRequestResult.ToKey, out toArray)) { var toList = new List<string>(); foreach (object toEntry in toArray) { var toID = toEntry as string; if (toID != null) { toList.Add(toID); } } this.To = toList; } } } } public string RequestID { get; private set; } public IEnumerable<string> To { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "RequestID", this.RequestID }, { "To", this.To != null ? this.To.ToCommaSeparateList() : null }, }); } } }
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.Collections.Generic; internal class CancelSubscriptionResult : ResultBase, ICancelSubscriptionResult { internal CancelSubscriptionResult(ResultContainer resultContainer) : base(resultContainer) { } } }
32
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; using System.Text; internal class CatalogResult : ResultBase, ICatalogResult { public CatalogResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("success")) { this.Products = Utilities.ParseCatalogFromResult(this.ResultDictionary); } else if (this.ResultDictionary != null && this.ResultDictionary.ContainsKey("products")) { this.ResultDictionary.TryGetValue("products", out object productsList); this.Products = (IList<Product>)productsList; } } public IList<Product> Products { get; private set; } public override string ToString() { StringBuilder sb = new StringBuilder(); foreach (var product in this.Products) { sb.AppendLine(product.ToString()); } return Utilities.FormatToString( null, this.GetType().Name, new Dictionary<string, string>() { { "Products", sb.ToString() }, }); } } }
61
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 class ChooseGamingContextResult : ResultBase, IChooseGamingContextResult { internal ChooseGamingContextResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string contextId; if (this.ResultDictionary.TryGetValue<string>("contextId", out contextId)) { this.ContextId = contextId; } } } public string ContextId { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "ContextId", this.ContextId }, }); } } }
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 { using System.Collections.Generic; internal class ConsumePurchaseResult : ResultBase, IConsumePurchaseResult { internal ConsumePurchaseResult(ResultContainer resultContainer) : base(resultContainer) { } } }
32
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 class CreateGamingContextResult : ResultBase, ICreateGamingContextResult { internal CreateGamingContextResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string contextId; if (this.ResultDictionary.TryGetValue<string>("contextId", out contextId)) { this.ContextId = contextId; } } } public string ContextId { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "ContextId", this.ContextId }, }); } } }
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 { using System.Collections.Generic; internal class FriendFinderInvitationResult : ResultBase, IFriendFinderInvitationResult { public const string InvitationsKey = "friends_invitations"; internal FriendFinderInvitationResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { if (this.ResultDictionary.TryGetValue(InvitationsKey, out IList<FriendFinderInviation> inviationsData)) { this.Invitations = inviationsData; } else { this.Invitations = null; } } } public IList<FriendFinderInviation> Invitations { get; private set; } } }
47
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 class GameLoadCompleteResult : ResultBase, IGameLoadCompleteResult { internal GameLoadCompleteResult(ResultContainer resultContainer) : base(resultContainer) { } } }
32
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 class GamingServicesFriendFinderResult : ResultBase, IGamingServicesFriendFinderResult { internal GamingServicesFriendFinderResult(ResultContainer resultContainer) : base(resultContainer) { } } }
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.Collections.Generic; internal class GetCurrentGamingContextResult : ResultBase, IGetCurrentGamingContextResult { internal GetCurrentGamingContextResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string contextId; if (this.ResultDictionary.TryGetValue<string>("contextId", out contextId)) { this.ContextId = contextId; } } } public string ContextId { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "ContextId", this.ContextId }, }); } } }
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 { using System; using System.Collections.Generic; using System.Text; internal class GetTournamentsResult : ResultBase, IGetTournamentsResult { internal GetTournamentsResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { List<TournamentResult> tournaments = new List<TournamentResult>(); foreach(KeyValuePair<string, object> pair in this.ResultDictionary) { var dictionary = pair.Value as IDictionary<string, object>; if (dictionary != null) { tournaments.Add(new TournamentResult(new ResultContainer(dictionary))); } } this.Tournaments = tournaments.ToArray(); } } public TournamentResult[] Tournaments { get; private set; } } }
49
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. */ #pragma warning disable 618 namespace Facebook.Unity { using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; internal class GraphResult : ResultBase, IGraphResult { internal GraphResult(UnityWebRequestAsyncOperation result) : base(new ResultContainer(result.webRequest.downloadHandler.text), result.webRequest.error, false) { this.Init(this.RawResult); // The WWW object will throw an exception if accessing the texture field and // an error has occured. if (string.IsNullOrEmpty(result.webRequest.error)) { // The Graph API does not return textures directly, but a few endpoints can // redirect to images when no 'redirect=false' parameter is specified. Ex: '/me/picture' this.Texture = new Texture2D(2, 2); this.Texture.LoadImage(result.webRequest.downloadHandler.data); } } public IList<object> ResultList { get; private set; } public Texture2D Texture { get; private set; } private void Init(string rawResult) { if (string.IsNullOrEmpty(rawResult)) { return; } object serailizedResult = MiniJSON.Json.Deserialize(this.RawResult); var jsonObject = serailizedResult as IDictionary<string, object>; if (jsonObject != null) { this.ResultDictionary = jsonObject; return; } var jsonArray = serailizedResult as IList<object>; if (jsonArray != null) { this.ResultList = jsonArray; return; } } } } #pragma warning restore 618
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.Collections.Generic; internal class GroupCreateResult : ResultBase, IGroupCreateResult { public const string IDKey = "id"; public GroupCreateResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { string groupId; if (this.ResultDictionary.TryGetValue<string>(GroupCreateResult.IDKey, out groupId)) { this.GroupId = groupId; } } } public string GroupId { get; private set; } public override string ToString() { return Utilities.FormatToString( base.ToString(), this.GetType().Name, new Dictionary<string, string>() { { "GroupId", this.GroupId }, }); } } }
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 { internal class GroupJoinResult : ResultBase, IGroupJoinResult { internal GroupJoinResult(ResultContainer resultContainer) : base(resultContainer) { } } }
30
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 class HasLicenseResult : ResultBase, IHasLicenseResult { public HasLicenseResult(ResultContainer resultContainer) : base(resultContainer) { if (this.ResultDictionary != null) { bool hasLicense; if (this.ResultDictionary.TryGetValue<bool> (Constants.HasLicenseKey, out hasLicense)) { this.HasLicense = hasLicense; } } } public bool HasLicense { get; private set; } } }
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 { /// <summary> /// The access token refresh result. /// </summary> public interface IAccessTokenRefreshResult : IResult { /// <summary> /// Gets the refreshed access token. /// </summary> /// <value>The access token.</value> AccessToken AccessToken { get; } } }
35
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; /// <summary> /// A result containing an app link. /// </summary> public interface IAppLinkResult : IResult { /// <summary> /// Gets the URL. This is the url that was used to open the app on iOS /// or on Android the intent's data string. When handling deffered app /// links on Android this may not be available. /// </summary> /// <value>The link url.</value> string Url { get; } /// <summary> /// Gets the target URI. /// </summary> /// <value>The target uri for this App Link.</value> string TargetUrl { get; } /// <summary> /// Gets the ref. /// </summary> /// <value> Returns the ref for this App Link. /// The referer data associated with the app link. /// This will contain Facebook specific information like fb_access_token, fb_expires_in, and fb_ref. /// </value> string Ref { get; } /// <summary> /// Gets the extras. /// </summary> /// <value> /// The full set of arguments for this app link. Properties like target uri &amp; ref are typically /// picked out of this set of arguments. /// </value> IDictionary<string, object> Extras { get; } } }
63
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; /// <summary> /// App request result. /// </summary> public interface IAppRequestResult : IResult { /// <summary> /// Gets RequestID. /// </summary> /// <value>A request ID assigned by Facebook.</value> string RequestID { get; } /// <summary> /// Gets the list of users who the request was sent to. /// </summary> /// <value>An array of string, each element being the Facebook ID of one of the selected recipients.</value> IEnumerable<string> To { get; } } }
43
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 class IAPReadyResult : ResultBase, IIAPReadyResult { internal IAPReadyResult(ResultContainer resultContainer) : base(resultContainer) { } } }
32
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 interface ICancelSubscriptionResult : IResult { } }
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.Collections.Generic; /// <summary> /// The catalog result. /// </summary> public interface ICatalogResult : IResult { /// <summary> /// Gets a list of products available for purchase. /// </summary> /// <value>The list of product objects.</value> IList<Product> Products { get; } } }
37
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> /// The Choose Gaming Context API result. /// </summary> public interface IChooseGamingContextResult : IResult { } }
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.Collections.Generic; public interface IConsumePurchaseResult : IResult { } }
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 { /// <summary> /// The Create Gaming Context API result. /// </summary> public interface ICreateGamingContextResult : IResult { } }
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.Collections.Generic; /// <summary> /// The dialog result. /// </summary> public interface IDialogResult : IResult { } }
32