Facebook.Unity/FacebookGameObject.cs (44 lines of code) (raw):
/**
* 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()
{
}
}
}