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() { } } }