Social API (API социальных взаимодействий) в Юнити является точкой входа таких социальных функций, как:
It provides a unified interface to different social back-ends, such as GameCenter, and is meant to be used primarily by programmers on the game project.
The Social API is mainly an asynchronous API, and the typical way to use it is by making a function call and registering for a callback to when that function completes. The asynchronous function may have side effects, such as populating certain state variables in the API, and the callback could contain data from the server to be processed.
Класс Social принадлежит пространству имён UnityEngine, поэтому он всегда доступен, однако другие классы SocialAPI хранятся в своём собственном пространстве имён, UnityEngine.SocialPlatforms. Кроме того, реализация Social API проходит в подпространстве имён, таком как SocialPlatforms.GameCenter.
Ниже пример (JavaScript), показывающий как можно использовать SocialAPI:
import UnityEngine.SocialPlatforms;
function 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.
function ProcessAuthentication (success: boolean) {
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
function ProcessLoadedAchievements (achievements: IAchievement[]) {
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, function(result) {
if (result)
Debug.Log ("Successfully reported achievement progress");
else
Debug.Log ("Failed to report achievement");
});
}
Тот же пример на C#.
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");
});
}
}
Для большей информации о Social API изучите Social API Scripting Reference