Show / Hide Table of Contents

Class AN_AchievementsClient

Inheritance
System.Object
AN_AchievementsClient
Namespace: SA.Android.GMS.Games
Assembly: cs.temp.dll.dll
Syntax
public class AN_AchievementsClient : AN_LinkedObject

Methods

GetAchievementsIntent(Action<AN_IntentResult>)

Returns a callback which asynchronously loads an AN_Intent to show the list of achievements for a game. Note that the AN_Intent returned from the callback must be invoked with startActivityForResult, so that the identity of the calling package can be established.

Declaration
public void GetAchievementsIntent(Action<AN_IntentResult> callback)
Parameters
Type Name Description
Action<AN_IntentResult> callback

Callback.

Increment(String, Int32)

Increments an achievement by the given number of steps. The achievement must be an incremental achievement. Once an achievement reaches at least the maximum number of steps, it will be unlocked automatically. Any further increments will be ignored.

This is the fire-and-forget form of the API. Use this form if you don't need to know the status of the operation immediately. For most applications, this will be the preferred API to use, though note that the update may not be sent to the server until the next sync. Ask about incrementImmediate(String, int) if you need the operation to attempt to communicate to the server immediately or need to have the status code delivered to your application.

Required Scopes: SCOPE_GAMES_LITE

Declaration
public void Increment(string achievementId, int numSteps)
Parameters
Type Name Description
System.String achievementId

The achievement ID to increment.

System.Int32 numSteps

The number of steps to increment by. Must be greater than 0.

IncrementImmediate(String, Int32, Action<AN_AchievementIncrementResult>)

Asynchronously increments an achievement by the given number of steps. The achievement must be an incremental achievement. Once an achievement reaches at least the maximum number of steps, it will be unlocked automatically. Any further increments will be ignored.

This form of the API will attempt to update the user's achievement on the server immediately. The result successful response indicates whether the achievement is now unlocked.

Declaration
public void IncrementImmediate(string achievementId, int numSteps, Action<AN_AchievementIncrementResult> callback)
Parameters
Type Name Description
System.String achievementId

The ID of the achievement to increment.

System.Int32 numSteps

The number of steps to increment by. Must be greater than 0.

Action<AN_AchievementIncrementResult> callback

Result callback

Load(Boolean, Action<AN_AchievementsLoadResult>)

Asynchronously loads an AN_AchievementsLoadResult that represents the achievement data for the currently signed-in player.

Required Scopes: SCOPE_GAMES_LITE

Declaration
public void Load(bool forceReload, Action<AN_AchievementsLoadResult> callback)
Parameters
Type Name Description
System.Boolean forceReload

If >true, this call will clear any locally cached data and attempt to fetch the latest data from the server. This would commonly be used for something like a user-initiated refresh. Normally, this should be set to false to gain advantages of data caching.

Action<AN_AchievementsLoadResult> callback

Load callback.

Reveal(String)

Reveals a hidden achievement to the currently signed-in player. If the achievement has already been unlocked, this will have no effect.

This is the fire-and-forget form of the API. Use this form if you don't need to know the status of the operation immediately. For most applications, this will be the preferred API to use, though note that the update may not be sent to the server until the next sync. Ask about RevealImmediate(String, int) if you need the operation to attempt to communicate to the server immediately or need to have the status code delivered to your application.

Required Scopes: SCOPE_GAMES_LITE

Declaration
public void Reveal(string achievementId)
Parameters
Type Name Description
System.String achievementId

The achievement ID to reveal.

RevealImmediate(String, Action<SA_Result>)

Asynchronously reveals a hidden achievement to the currently signed in player. If the achievement is already visible, this will have no effect.

This form of the API will attempt to update the user's achievement on the server immediately. If the Result callback is successful the server has been updated.

Declaration
public void RevealImmediate(string achievementId, Action<SA_Result> callback)
Parameters
Type Name Description
System.String achievementId

The achievement ID to reveal.

Action<SA_Result> callback

Result callback

Unlock(String)

Unlocks an achievement for the currently signed in player. If the achievement is hidden this will reveal it to the player.

This is the fire-and-forget form of the API. Use this form if you don't need to know the status of the operation immediately. For most applications, this will be the preferred API to use, though note that the update may not be sent to the server until the next sync. Ask about RevealImmediate(String, int) if you need the operation to attempt to communicate to the server immediately or need to have the status code delivered to your application.

Required Scopes: SCOPE_GAMES_LITE

Declaration
public void Unlock(string achievementId)
Parameters
Type Name Description
System.String achievementId

The achievement ID to unlock.

UnlockImmediate(String, Action<SA_Result>)

Asynchronously unlocks an achievement for the currently signed in player. If the achievement is hidden this will reveal it to the player.

This form of the API will attempt to update the user's achievement on the server immediately. The callback will complete successfully when the server has been updated.

Declaration
public void UnlockImmediate(string achievementId, Action<SA_Result> callback)
Parameters
Type Name Description
System.String achievementId

The achievement ID to unlock.

Action<SA_Result> callback

Result callback

In This Article
Back to top Generated by DocFX