/** * 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 System; using System.Collections; using System.Collections.Generic; using UnityEngine; public delegate void InitDelegate(); public delegate void FacebookDelegate(T result) where T : IResult; public delegate void HideUnityDelegate(bool isUnityShown); internal abstract class FacebookGameObject : MonoBehaviour, IFacebookCallbackHandler { public IFacebookImplementation Facebook { get; set; } public bool Initialized { get; private 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.Initialized = true; this.Facebook.OnInitComplete(message); } public void OnLoginComplete(string message) { this.Facebook.OnLoginComplete(message); } public void OnLogoutComplete(string message) { this.Facebook.OnLogoutComplete(message); } public void OnGetAppLinkComplete(string message) { this.Facebook.OnGetAppLinkComplete(message); } public void OnGroupCreateComplete(string message) { this.Facebook.OnGroupCreateComplete(message); } public void OnGroupJoinComplete(string message) { this.Facebook.OnGroupJoinComplete(message); } public void OnAppRequestsComplete(string message) { this.Facebook.OnAppRequestsComplete(message); } public void OnShareLinkComplete(string message) { this.Facebook.OnShareLinkComplete(message); } // use this to call the rest of the Awake function protected virtual void OnAwake() { } } }