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Misc fixups to example code
* Update copy right, spelling, broken link
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OneSignalExample/Assets/OneSignal/Example/GameControllerExample.cs

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
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/**
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* Modified MIT License
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*
4-
* Copyright 2016 OneSignal
4+
* Copyright 2021 OneSignal
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
@@ -42,7 +42,7 @@ public class GameControllerExample : MonoBehaviour {
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void Start() {
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extraMessage = null;
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// Enable line below to debug issues with setuping OneSignal. (logLevel, visualLogLevel)
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// Enable line below to debug issues with OneSignal. (logLevel, visualLogLevel)
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OneSignal.SetLogLevel(OneSignal.LOG_LEVEL.VERBOSE, OneSignal.LOG_LEVEL.NONE);
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// If you set to true, the user will have to provide consent
@@ -53,14 +53,14 @@ void Start() {
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// The only required method you need to call to setup OneSignal to receive push notifications.
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// Call before using any other methods on OneSignal (except setLogLevel or SetRequiredUserPrivacyConsent)
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// Should only be called once when your app is loaded.
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// OneSignal.Init(OneSignal_AppId);
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OneSignal.StartInit("99015f5e-87b1-462e-a75b-f99bf7c2822e")
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.HandleNotificationReceived(HandleNotificationReceived)
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.HandleNotificationOpened(HandleNotificationOpened)
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.HandleInAppMessageClicked(HandlerInAppMessageClicked)
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.EndInit();
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OneSignal.inFocusDisplayType = OneSignal.OSInFocusDisplayOption.Notification;
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OneSignal.permissionObserver += OneSignal_permissionObserver;
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OneSignal.subscriptionObserver += OneSignal_subscriptionObserver;
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OneSignal.emailSubscriptionObserver += OneSignal_emailSubscriptionObserver;
@@ -126,7 +126,7 @@ private void OneSignalInAppMessageTriggerExamples() {
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// Delete a list of triggers
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OneSignal.RemoveTriggersForKeys(new List<string>() { "key1", "key2" });
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// Temporarily puase In-App messages; If true is passed in.
129+
// Temporarily pause In-App messages; If true is passed in.
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// Great to ensure you never interrupt your user while they are in the middle of a match in your game.
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OneSignal.PauseInAppMessages(false);
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}
@@ -172,7 +172,7 @@ private void OneSignal_emailSubscriptionObserver(OSEmailSubscriptionStateChanges
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Debug.Log("EMAIL stateChanges.to.status: " + stateChanges.to.emailUserId + ", " + stateChanges.to.emailAddress);
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}
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175-
// Called when your app is in focus and a notificaiton is recieved.
175+
// Called when your app is in focus and a notification is received.
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// The name of the method can be anything as long as the signature matches.
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// Method must be static or this object should be marked as DontDestroyOnLoad
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private static void HandleNotificationReceived(OSNotification notification) {
@@ -277,7 +277,7 @@ void OnGUI() {
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extraMessage = "Waiting to get a OneSignal userId. Uncomment OneSignal.SetLogLevel in the Start method if it hangs here to debug the issue.";
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OneSignal.IdsAvailable((userId, pushToken) => {
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if (pushToken != null) {
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// See http://documentation.onesignal.com/docs/notifications-create-notification for a full list of options.
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// See https://documentation.onesignal.com/reference/create-notification for a full list of options.
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// You can not use included_segments or any fields that require your OneSignal 'REST API Key' in your app for security reasons.
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// If you need to use your OneSignal 'REST API Key' you will need your own server where you can make this call.
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@@ -291,7 +291,7 @@ void OnGUI() {
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extraMessage = "Posting test notification now.";
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OneSignal.PostNotification(notification, (responseSuccess) => {
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extraMessage = "Notification posted successful! Delayed by about 30 secounds to give you time to press the home button to see a notification vs an in-app alert.\n" + Json.Serialize(responseSuccess);
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extraMessage = "Notification posted successful! Delayed by about 30 seconds to give you time to press the home button to see a notification vs an in-app alert.\n" + Json.Serialize(responseSuccess);
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}, (responseFailure) => {
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extraMessage = "Notification failed to post:\n" + Json.Serialize(responseFailure);
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});

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