API

CBSFriendsModule.GetFriends - Get friends list of current profile

uusing CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileConstraints = new CBSProfileConstraints 
        {
            LoadAvatar = true,
            LoadClan = true,
            LoadLevel = true,
            LoadOnlineStatus = true,
            LoadProfileData = true,
            LoadStatistics = true
        };
        FriendsModule.GetFriends(profileConstraints, OnGet);
    }

    private void OnGet(CBSGetFriendsResult result)
    {
        if (result.IsSuccess)
        {
            var friendsCount = result.CurrentCount;
            var maxCount = result.MaxValue;
            var friends = result.Friends;

            foreach (var friend in friends)
            {
                var profileID = friend.ProfileID;
                var displayName = friend.DisplayName;
                var avatar = friend.Avatar;
                var clanID = friend.ClanID;
                var levelInfo = friend.Level;
                var statistics = friend.Statistics;
                var profileData = friend.ProfileData;
                var onlineStatus = friend.OnlineStatus;
                var clanEntity = friend.ClanEntity;
            }
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.GetProfileFriends - Get friends list of profile

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileID = "some profile id";

        var profileConstraints = new CBSProfileConstraints 
        {
            LoadAvatar = true,
            LoadClan = true,
            LoadLevel = true,
            LoadOnlineStatus = true,
            LoadProfileData = true,
            LoadStatistics = true
        };
        FriendsModule.GetProfileFriends(profileID, profileConstraints, OnGet);
    }

    private void OnGet(CBSGetFriendsResult result)
    {
        if (result.IsSuccess)
        {
            var friendsCount = result.CurrentCount;
            var maxCount = result.MaxValue;
            var friends = result.Friends;

            foreach (var friend in friends)
            {
                var profileID = friend.ProfileID;
                var displayName = friend.DisplayName;
                var avatar = friend.Avatar;
                var clanID = friend.ClanID;
                var levelInfo = friend.Level;
                var statistics = friend.Statistics;
                var profileData = friend.ProfileData;
                var onlineStatus = friend.OnlineStatus;
                var clanEntity = friend.ClanEntity;
            }
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.GetRequestedFriends - Get a list of users who want to be friends with you.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileConstraints = new CBSProfileConstraints 
        {
            LoadAvatar = true,
            LoadClan = true,
            LoadLevel = true,
            LoadOnlineStatus = true,
            LoadProfileData = true,
            LoadStatistics = true
        };
        FriendsModule.GetRequestedFriends(profileConstraints, OnGet);
    }

    private void OnGet(CBSGetFriendsResult result)
    {
        if (result.IsSuccess)
        {
            var friendsCount = result.CurrentCount;
            var maxCount = result.MaxValue;
            var friends = result.Friends;

            foreach (var friend in friends)
            {
                var profileID = friend.ProfileID;
                var displayName = friend.DisplayName;
                var avatar = friend.Avatar;
                var clanID = friend.ClanID;
                var levelInfo = friend.Level;
                var statistics = friend.Statistics;
                var profileData = friend.ProfileData;
                var onlineStatus = friend.OnlineStatus;
                var clanEntity = friend.ClanEntity;
            }
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.GetSharedFriendsWithProfile - Get shared friends list with profile

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var withProfileID = "with profile ID";

        var profileConstraints = new CBSProfileConstraints 
        {
            LoadAvatar = true,
            LoadClan = true,
            LoadLevel = true,
            LoadOnlineStatus = true,
            LoadProfileData = true,
            LoadStatistics = true
        };
        FriendsModule.GetSharedFriendsWithProfile(withProfileID, profileConstraints, OnGet);
    }

    private void OnGet(CBSGetFriendsResult result)
    {
        if (result.IsSuccess)
        {
            var friendsCount = result.CurrentCount;
            var maxCount = result.MaxValue;
            var friends = result.Friends;

            foreach (var friend in friends)
            {
                var profileID = friend.ProfileID;
                var displayName = friend.DisplayName;
                var avatar = friend.Avatar;
                var clanID = friend.ClanID;
                var levelInfo = friend.Level;
                var statistics = friend.Statistics;
                var profileData = friend.ProfileData;
                var onlineStatus = friend.OnlineStatus;
                var clanEntity = friend.ClanEntity;
            }
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.CheckFriendship - Checks if a user is on your friends list.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var withProfileID = "with profile ID";

        FriendsModule.CheckFriendship(withProfileID, OnCheck);
    }

    private void OnCheck(CBSCheckFriendshipResult result)
    {
        if (result.IsSuccess)
        {
            var existAsAcceptedFriend = result.ExistAsAcceptedFriend;
            var existAsRequestedFriend = result.ExistAsRequestedFriend;
            var waitForProfileAccept = result.WaitForProfileAccept;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.SendFriendsRequest - Send friend request to profile.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var toProfileID = "profile ID";

        FriendsModule.SendFriendsRequest(toProfileID, OnSent);
    }

    private void OnSent(CBSSendFriendsRequestResult result)
    {
        if (result.IsSuccess)
        {
            var profileID = result.FriendID;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.RemoveFriend - Remove user from friends.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileID = "profile ID";

        FriendsModule.RemoveFriend(profileID, OnRemove);
    }

    private void OnRemove(CBSActionWithFriendResult result)
    {
        if (result.IsSuccess)
        {
            var profileID = result.FriendID;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.DeclineFriendRequest - Reject a user's friend request.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileID = "profile ID";

        FriendsModule.DeclineFriendRequest(profileID, OnDecline);
    }

    private void OnDecline(CBSActionWithFriendResult result)
    {
        if (result.IsSuccess)
        {
            var profileID = result.FriendID;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.AcceptFriend - Approve the user's friend request.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileID = "profile ID";

        FriendsModule.AcceptFriend(profileID, OnAccept);
    }

    private void OnAccept(CBSActionWithFriendResult result)
    {
        if (result.IsSuccess)
        {
            var profileID = result.FriendID;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.ForceAddFriend - Add user to friends without confirmation.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        var profileID = "profile ID";

        FriendsModule.ForceAddFriend(profileID, OnAdd);
    }

    private void OnAdd(CBSActionWithFriendResult result)
    {
        if (result.IsSuccess)
        {
            var profileID = result.FriendID;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

CBSFriendsModule.GetFriendsBadge - Get friends badge information. Return requested friends count.

using CBS;
using CBS.Models;
using UnityEngine;

public class FriendsExample : MonoBehaviour
{
    private IFriends FriendsModule { get; set; }

    private void Start()
    {
        FriendsModule = CBSModule.Get<CBSFriendsModule>();

        FriendsModule.GetFriendsBadge(OnGet);
    }

    private void OnGet(CBSBadgeResult result)
    {
        if (result.IsSuccess)
        {
            var requestedFriendsCount = result.Count;
        }
        else
        {
            Debug.Log(result.Error.Message);
        }
    }
}

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