Create an ILeaderboard instance.
#pragma strict // Use this for initialization function Start() { var leaderboard: ILeaderboard = Social.CreateLeaderboard(); leaderboard.id = "Leaderboard012"; leaderboard.LoadScores(function(result) { Debug.Log("Received " + leaderboard.scores.Length + " scores"); for (var score: IScore in leaderboard.scores) Debug.Log(score); } ); } // Update is called once per frame function Update() { }
using UnityEngine; using UnityEngine.SocialPlatforms; using System.Collections;
public class ExampleClass : MonoBehaviour { // Use this for initialization void Start() { ILeaderboard leaderboard = Social.CreateLeaderboard(); leaderboard.id = "Leaderboard012"; leaderboard.LoadScores(result => { Debug.Log("Received " + leaderboard.scores.Length + " scores"); foreach (IScore score in leaderboard.scores) Debug.Log(score); }); }
// Update is called once per frame void Update() { } }
#pragma strict public class Example extends MonoBehaviour { var m_Leaderboard: ILeaderboard; function DoLeaderboard() { m_Leaderboard = Social.CreateLeaderboard(); m_Leaderboard.id = "Leaderboard01"; m_Leaderboard.LoadScores(function(result) { return DidLoadLeaderboard(result); }); } function DidLoadLeaderboard(result: boolean) { Debug.Log("Received " + m_Leaderboard.scores.Length + " scores"); for (var score: IScore in m_Leaderboard.scores) Debug.Log(score); } }
using UnityEngine; using UnityEngine.SocialPlatforms; using System.Collections;
public class Example : MonoBehaviour { ILeaderboard m_Leaderboard;
void DoLeaderboard() { m_Leaderboard = Social.CreateLeaderboard(); m_Leaderboard.id = "Leaderboard01"; m_Leaderboard.LoadScores(result => DidLoadLeaderboard(result)); }
void DidLoadLeaderboard(bool result) { Debug.Log("Received " + m_Leaderboard.scores.Length + " scores"); foreach (IScore score in m_Leaderboard.scores) Debug.Log(score); } }
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