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using Godot; | |
using System; | |
using System.Runtime; | |
using System.Threading; | |
using System.Threading.Tasks; | |
using PlayFab; | |
using PlayFab.ClientModels; | |
public class Main : Node | |
{ | |
private static bool _running = true; | |
public override void _Ready() | |
{ | |
PlayFabSettings.TitleId = "258B"; // Please change this value to your own titleId from PlayFab Game Manager | |
var request = new LoginWithCustomIDRequest{ CustomId = "GettingStartedGuide", CreateAccount = true }; | |
var loginTask = PlayFabClientAPI.LoginWithCustomIDAsync(request); | |
// If you want a synchronous ressult, you can call loginTask.Wait() - Note, this will halt the program until the function returns | |
while (_running) | |
{ | |
if (loginTask.IsCompleted) // You would probably want a more sophisticated way of tracking pending async API calls in a real game | |
{ | |
OnLoginComplete(loginTask); | |
} | |
// Presumably this would be your main game loop, doing other things | |
// System.Threading.Thread.Sleep(1); | |
} | |
GD.Print("Done! Press any key to close"); | |
} | |
private static void OnLoginComplete(Task<PlayFabResult<LoginResult>> taskResult) | |
{ | |
var apiError = taskResult.Result.Error; | |
var apiResult = taskResult.Result.Result; | |
if (apiError != null) | |
{ | |
GD.Print("Something went wrong with your first API call. :("); | |
GD.Print("Here's some debug information:"); | |
GD.Print(PlayFabUtil.GenerateErrorReport(apiError)); | |
} | |
else if (apiResult != null) | |
{ | |
GD.Print("Congratulations, you made your first successful API call!"); | |
} | |
_running = false; // Because this is just an example, successful login triggers the end of the program | |
} | |
} |
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