ソーシャル API は Unity のソーシャル機能をアクセスするための接点です
ソーシャル API は、GameCenter などの異なるソーシャルバックエンドに統合したインターフェースを提供し、主に、ゲームプロジェクトに携わるプログラマーに利用されることを目的としています。
ソーシャル API は主に非同期 API であり、標準的な使い方は関数呼び出しを行い関数の完了後にコールバックを登録します。非同期の関数は副作用があり、API で特定の状態変数に値を生成したり、コールバックはサーバーで処理すべきデータを含む可能性があります。
ソーシャルクラスは UnityEngine 名前空間にあるため、常に利用可能ですが、ソーシャル API クラスは UnityEngine.SocialPlatforms という別の名前空間にあります。さらにソーシャル API の実装は SocialPlatforms.GameCenter など名前空間の下位の階層にあります。
以下はソーシャル API の使用例です。
using UnityEngine;
using UnityEngine.SocialPlatforms;
public class SocialExample : MonoBehaviour {
void Start () {
// Authenticate and register a ProcessAuthentication callback
// This call needs to be made before we can proceed to other calls in the Social API
Social.localUser.Authenticate (ProcessAuthentication);
}
// This function gets called when Authenticate completes
// Note that if the operation is successful, Social.localUser will contain data from the server.
void ProcessAuthentication (bool success) {
if (success) {
Debug.Log ("Authenticated, checking achievements");
// Request loaded achievements, and register a callback for processing them
Social.LoadAchievements (ProcessLoadedAchievements);
}
else
Debug.Log ("Failed to authenticate");
}
// This function gets called when the LoadAchievement call completes
void ProcessLoadedAchievements (IAchievement[] achievements) {
if (achievements.Length == 0)
Debug.Log ("Error: no achievements found");
else
Debug.Log ("Got " + achievements.Length + " achievements");
// You can also call into the functions like this
Social.ReportProgress ("Achievement01", 100.0, result => {
if (result)
Debug.Log ("Successfully reported achievement progress");
else
Debug.Log ("Failed to report achievement");
});
}
}
ソーシャル API の詳細については Social スクリプトリファレンスを参照してください。
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