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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
- #if ENABLE_INPUT_SYSTEM
- using UnityEngine.InputSystem;
- #endif
- using Epic.OnlineServices;
- using Epic.OnlineServices.Achievements;
- using Epic.OnlineServices.Ecom;
- using Epic.OnlineServices.UI;
- using Epic.OnlineServices.Stats;
- using PlayEveryWare.EpicOnlineServices;
- using PlayEveryWare.EpicOnlineServices.Samples;
- public class EOSUnlockAchievement : MonoBehaviour
- {
- private EOSAchievementManager achievementManager;
- private EOSLeaderboardManager statManager;
- private void Awake()
- {
- var achievementManager = EOSManager.Instance.GetOrCreateManager<EOSAchievementManager>();
- var statManager = EOSManager.Instance.GetOrCreateManager<EOSLeaderboardManager>();
- }
- public void UnlockAchievement(string achievementID)
- {
- achievementManager = EOSManager.Instance.GetOrCreateManager<EOSAchievementManager>();
- achievementManager.UnlockAchievementManually(achievementID);
- Debug.Log("Epic achievement unlocked");
- }
- public void IncrementStat(string whichStat, int howMuch)
- {
- statManager = EOSManager.Instance.GetOrCreateManager<EOSLeaderboardManager>();
- // The different types of stat on Epic are:
- // SUM: adds the value in 'howMuch' to the existing stat total
- // MAX: takes whichever is bigger from either 'howMuch' or the existing stat
- // MIN: takes whichever is smaller from either 'howMuch' or the existing stat
- // LATEST: cannot be used for achievements
- statManager.IngestStat(whichStat, howMuch);
- Debug.Log("Epic stat updated");
- }
- }
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