using System.Collections;
using UnityEngine;
using GooglePlayGames;
using UnityEngine.Events;

public class PlayGamesServices : Singleton<PlayGamesServices> {

    private void Start()
    {
        PlayGamesPlatform.Activate();
        SignIn();
    }
    
    private void SignIn()
    {
        Social.localUser.Authenticate(success =>
        {
            if (success)
            {
                Debug.LogError("Connected to Google pLay services!");
            }
            else
            {
                Debug.LogError("Connection failed");
            }
        });
    }
    
    public void ShowAchievementsUI()
    {
        PlayGamesPlatform.Instance.ShowAchievementsUI();
    }
    
    public void ShowLeaderboards()
    {
        PlayGamesPlatform.Instance.ShowLeaderboardUI();
    }
    
    public void AddScoreToLeaderBoard(int score, string leaderboardId)
    {
        Social.ReportScore(score, leaderboardId, (bool success) => {
            if (success)
            {
                Debug.LogError("Score has been added to leaderboard");
            }
            else
            {
                Debug.LogError("Score was not saved");
            }
    
        });
    
    }

}