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);
}
}
}
Last updated