我如何知道 [OpenFeint 初始化...] 何时完成?

发布于 2024-11-19 15:09:02 字数 225 浏览 3 评论 0原文

如果用户接受 OpenFeint,这很容易,因为将调用 offlineUserLoggedInuserLoggedIn 委托方法。如果用户拒绝 OpenFeint,似乎没有任何迹象。有 [OpenFeint hasUserApprovedFeint],但如果用户拒绝 OpenFeint 或者他们盯着批准屏幕,则会返回 NO

If the user accepts OpenFeint, it is easy because either the offlineUserLoggedIn or userLoggedIn delegate methods will be invoked. If the user rejects OpenFeint, there doesn't seem to be any indication. There's [OpenFeint hasUserApprovedFeint], but that returns NO if the user has rejected OpenFeint or if they are staring at the approval screen?

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り繁华旳梦境 2024-11-26 15:09:02

我遇到了同样的问题。我建议的解决方案:

创建一个实现 OpenFeintAddOn 协议的类。一旦 OF 初始化,initializeAddOn 将被调用。

然而,当调用此方法时,用户将不会完成登录。如果您只是想确保 OF 已初始化,那么这应该可行。如果您需要知道用户是否已登录,我建议向 offlineUserLoggedInuserLoggedIn 添加监听器,一旦调用它们,它们就会刷新您的设置。无论如何,您可能都需要这些功能,以防用户在初始化后稍后在游戏过程中登录。

I came across the same problem. My proposed solution:

Create a Class that implements the OpenFeintAddOn protocol. initializeAddOn will be called once OF is initialized.

HOWEVER the user will not be finished logging in when this is called. If you are just wanting to make sure OF is initialized, then this should work. If you need to know if the user is logged in or not, I would suggest adding listeners to offlineUserLoggedIn and userLoggedIn that would refresh your settings once they are called. You will probably need these functions anyway in case the user logs in later during your game after the initialize.

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