56 lines
2 KiB
C#
56 lines
2 KiB
C#
/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
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*
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
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* copy, modify, and distribute this software in source code or binary form for use
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* in connection with the web services and APIs provided by Facebook.
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*
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* As with any software that integrates with the Facebook platform, your use of
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* this software is subject to the Facebook Developer Principles and Policies
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
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* included in all copies or substantial portions of the software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Facebook.Unity;
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public class FBWindowsA2UNotificationsManager : MonoBehaviour
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{
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public FBWindowsLogsManager Logger;
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public InputField TitleText;
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public InputField BodyText;
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public InputField MediaText;
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public InputField PayloadText;
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public InputField TimeIntervalText;
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public void ScheduleButton()
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{
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Logger.DebugLog("Scheduling notification ...");
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FB.ScheduleAppToUserNotification(TitleText.text, BodyText.text, new System.Uri(MediaText.text), int.Parse(TimeIntervalText.text), PayloadText.text, A2UNotificationCallback);
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}
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private void A2UNotificationCallback(IScheduleAppToUserNotificationResult result)
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{
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if (result.Error != null)
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{
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Logger.DebugErrorLog(result.Error);
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}
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else
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{
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Logger.DebugLog("Notification scheduled correctly.");
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}
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}
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}
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