using UnityEngine; [System.Serializable] public class DiscordJoinEvent : UnityEngine.Events.UnityEvent { } [System.Serializable] public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent { } [System.Serializable] public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent { } public class DiscordController : MonoBehaviour { public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence(); public string applicationId; public string optionalSteamId; public int clickCounter; public DiscordRpc.DiscordUser joinRequest; public UnityEngine.Events.UnityEvent onConnect; public UnityEngine.Events.UnityEvent onDisconnect; public UnityEngine.Events.UnityEvent hasResponded; public DiscordJoinEvent onJoin; public DiscordJoinEvent onSpectate; public DiscordJoinRequestEvent onJoinRequest; DiscordRpc.EventHandlers handlers; public void OnClick() { Debug.Log("Discord: on click!"); clickCounter++; presence.details = string.Format("Button clicked {0} times", clickCounter); presence.joinSecret = "aSecret"; presence.partyId = "aPartyId"; presence.partySize = 1; presence.partyMax = 3; presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public; DiscordRpc.UpdatePresence(presence); } public void RequestRespondYes() { Debug.Log("Discord: responding yes to Ask to Join request"); DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes); hasResponded.Invoke(); } public void RequestRespondNo() { Debug.Log("Discord: responding no to Ask to Join request"); DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No); hasResponded.Invoke(); } public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser) { Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId)); onConnect.Invoke(); } public void DisconnectedCallback(int errorCode, string message) { Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message)); onDisconnect.Invoke(); } public void ErrorCallback(int errorCode, string message) { Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message)); } public void JoinCallback(string secret) { Debug.Log(string.Format("Discord: join ({0})", secret)); onJoin.Invoke(secret); } public void SpectateCallback(string secret) { Debug.Log(string.Format("Discord: spectate ({0})", secret)); onSpectate.Invoke(secret); } public void RequestCallback(ref DiscordRpc.DiscordUser request) { Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId)); joinRequest = request; onJoinRequest.Invoke(request); } void Start() { } void Update() { DiscordRpc.RunCallbacks(); } void OnEnable() { Debug.Log("Discord: init"); handlers = new DiscordRpc.EventHandlers(); handlers.readyCallback += ReadyCallback; handlers.disconnectedCallback += DisconnectedCallback; handlers.errorCallback += ErrorCallback; handlers.joinCallback += JoinCallback; handlers.spectateCallback += SpectateCallback; handlers.requestCallback += RequestCallback; DiscordRpc.Initialize(applicationId, ref handlers, true, optionalSteamId); } void OnDisable() { Debug.Log("Discord: shutdown"); DiscordRpc.Shutdown(); } void OnDestroy() { } }