[英]Swift Game Center Authentication
我在Game Center中進行身份驗證時遇到問題。 我看不到代碼有什么問題。
func authenticateLocalPlayer(){
var localPlayer = GKLocalPlayer()
localPlayer.authenticateHandler = {(viewController, error) -> Void in
if (viewController != nil) {
self.presentViewController(viewController, animated: true, completion: nil)
}else{
println((GKLocalPlayer().authenticated))
}
}
}
我在GameViewController側面調用此函數
self.authenticateLocalPlayer()
每次我運行該應用程序時,都會得到錯誤的回報。 我的設備上具有“設置”>“游戲中心”>“開發人員”>“沙箱”>“打開”,但仍然無法在我的應用程序內進行身份驗證。
這個問題與GKLocalPlayer()和Swift中的錯誤有關。 請查看我幾周前給出的非常詳細的答案:
您可以使用它,在github https://github.com/DaRkD0G/Easy-Game-Center-Swift中為iOS游戲中心創建一個簡單的類
法國寄語,聖誕快樂
開始
(1)添加FrameWork GameKit.framework
(2)創建兩個文件:
GKLocalPlayerHack.h
#import <GameKit/GameKit.h>
@interface GKLocalPlayerHack : NSObject
GKLocalPlayer *getLocalPlayer(void);
@end
GKLocalPlayerHack.m
#import "GKLocalPlayerHack.h"
@implementation GKLocalPlayerHack
GKLocalPlayer *getLocalPlayer(void) {
return [GKLocalPlayer localPlayer];
}
@end
(3)在您的Swift Bridging Header.h中(Objective-c導入)
#import "GKLocalPlayerHack.h"
下一個
class GameCenter {
// Game Center
let gameCenterPlayer=GKLocalPlayer.localPlayer()
var canUseGameCenter:Bool = false {
didSet{if canUseGameCenter == true {// load prev. achievments form Game Center
gameCenterLoadAchievements()}
}}
var gameCenterAchievements=[String:GKAchievement]()
/**
builder
*/
init(uiControlNow : UIViewController) {
// Do any additional setup after loading the view.
self.gameCenterPlayer.authenticateHandler={(var gameCenterVC:UIViewController!, var gameCenterError:NSError!) -> Void in
if gameCenterVC != nil {
//showAuthenticationDialogWhenReasonable: is an example method name. Create your own method that displays an authentication view when appropriate for your app.
//showAuthenticationDialogWhenReasonable(gameCenterVC!)
uiControlNow.presentViewController(gameCenterVC, animated: true, completion: { () -> Void in
// no idea
})
}
else if self.self.gameCenterPlayer.authenticated == true {
self.self.canUseGameCenter = true
} else {
self.canUseGameCenter = false
}
if gameCenterError != nil
{ println("Game Center error: \(gameCenterError)")}
}
}
/**
Load prev achievement granted to the player
*/
func gameCenterLoadAchievements(){
// load all prev. achievements for GameCenter for the user to progress can be added
var allAchievements=[GKAchievement]()
GKAchievement.loadAchievementsWithCompletionHandler({ (allAchievements, error:NSError!) -> Void in
if error != nil{
println("Game Center: could not load achievements, error: \(error)")
} else {
for anAchievement in allAchievements {
if let oneAchievement = anAchievement as? GKAchievement {
self.gameCenterAchievements[oneAchievement.identifier]=oneAchievement}
}
}
})
}
/**
Add progress to an achievement
:param: Progress achievement Double
:param: ID Achievement
*/
func gameCenterAddProgressToAnAchievement(progress:Double,achievementID:String) {
if canUseGameCenter == true { // only update progress if user opt-in to use Game Center
// lookup if prev progress is logged for this achievement = achievement is already know (and loaded) form Game Center for this user
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
// found the achievement with the given achievementID, check if it already 100% done
if achievement.percentComplete != 100 {
// set new progress
achievement.percentComplete = progress
if progress == 100.0 {achievement.showsCompletionBanner=true} // show banner only if achievement is fully granted (progress is 100%)
// try to report the progress to the Game Center
GKAchievement.reportAchievements([achievement], withCompletionHandler: {(var error:NSError!) -> Void in
if error != nil {
println("Couldn't save achievement (\(achievementID)) progress to \(progress) %")
}
})
}
else {// achievemnt already granted, nothing to do
println("DEBUG: Achievement (\(achievementID)) already granted")}
} else { // never added progress for this achievement, create achievement now, recall to add progress
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
gameCenterAddProgressToAnAchievement(progress, achievementID: achievementID)
}
}
}
/**
Remove One Achievements
:param: ID Achievement
*/
func resetAchievements(achievementID:String) {
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
GKAchievement.resetAchievementsWithCompletionHandler({ (var error:NSError!) -> Void in
if error != nil {
ToolKit.log("Couldn't Reset achievement (\(achievementID))")
} else {
ToolKit.log("Reset achievement (\(achievementID))")
}
})
} else {
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
self.resetAchievements(achievementID)
}
}
}
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