RandomGFGoStop/Assets/GooglePlayGames/com.google.play.games/Runtime/Scripts/BasicApi/Events/IEventsClient.cs

61 lines
2.6 KiB
C#

// <copyright file="IEventsClient.cs" company="Google Inc.">
// Copyright (C) 2014 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
#if UNITY_ANDROID
namespace GooglePlayGames.BasicApi.Events
{
using System;
using System.Collections.Generic;
/// <summary>
/// An interface for interacting with events.
///
/// <para>See online <a href="https://developers.google.com/games/services/common/concepts/events">
/// documentation for Events</a> for more information.</para>
///
/// All callbacks in this interface must be invoked on the game thread.
/// </summary>
public interface IEventsClient
{
/// <summary>
/// Fetches all events defined for this game.
/// </summary>
/// <param name="source">The source of the event (i.e. whether we can return stale cached
/// values).</param>
/// <param name="callback">A callback for the results of the request. The passed list will only
/// be non-empty if the request succeeded. This callback will be invoked on the game thread.
/// </param>
void FetchAllEvents(DataSource source, Action<ResponseStatus, List<IEvent>> callback);
/// <summary>
/// Fetches the event with the specified ID.
/// </summary>
/// <param name="source">The source of the event (i.e. whether we can return stale cached
/// values).</param>
/// <param name="eventId">The ID of the event.</param>
/// <param name="callback">A callback for the result of the event. If the request failed, the
/// passed event will be null. This callback will be invoked on the game thread.</param>
void FetchEvent(DataSource source, string eventId, Action<ResponseStatus, IEvent> callback);
/// <summary>
/// Increments the indicated event.
/// </summary>
/// <param name="eventId">The ID of the event to increment.</param>
/// <param name="stepsToIncrement">The number of steps to increment by.</param>
void IncrementEvent(string eventId, uint stepsToIncrement);
}
}
#endif