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Route all analytics calls through custom wrapper util
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tyson-kubota committed Nov 19, 2017
1 parent 4d8d305 commit cb0d322
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Showing 9 changed files with 35 additions and 25 deletions.
6 changes: 6 additions & 0 deletions AnalyticsUtil.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
#pragma strict

function Event (eventString: String, eventArg: float) {
// Debug.Log("Received event " + eventString + " with arg: " + eventArg);
GameAnalyticsSDK.GameAnalytics.NewDesignEvent(eventString, eventArg);
}
2 changes: 1 addition & 1 deletion EndSequence1stPerson.js
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ function PlayOutro () {
var isNewGamePlus : String = (FallingLaunch.NewGamePlus) ? "new_game_plus" : "first_game";

FallingLaunch.secondsInLevel = (Time.time - FallingPlayer.levelStartTime);
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"GameComplete:" + FallingLaunch.vrModeAnalyticsString + isNewGamePlus,
FallingLaunch.secondsInLevel
);
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14 changes: 9 additions & 5 deletions FallingLaunch.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,7 @@
#pragma strict

static var Analytics : AnalyticsUtil;

static var flipMultiplier : float = 1.0;
static var levelEndSlowdown : float = 0.0;
static var alreadyLaunched : boolean = false;
Expand Down Expand Up @@ -63,6 +66,7 @@ function Start () {

// PlayerPrefs.DeleteAll();
if (!alreadyLaunched) {
Analytics = GetComponent.<AnalyticsUtil>();

// TestFlightUnity.TestFlight.TakeOff( testFlightToken );
if (Debug.isDebugBuild) {
Expand Down Expand Up @@ -226,17 +230,17 @@ function LockDeviceOrientation (waitTime: float) {
case DeviceOrientation.LandscapeLeft:
LockLandscapeLeftOrientation(isVRMode);

GameAnalyticsSDK.GameAnalytics.NewDesignEvent ("DeviceOrientationSet:LandscapeLeft", 0.0);
FallingLaunch.Analytics.Event("DeviceOrientationSet:LandscapeLeft", 0.0);
break;
case DeviceOrientation.LandscapeRight:
LockLandscapeRightOrientation();

GameAnalyticsSDK.GameAnalytics.NewDesignEvent ("DeviceOrientationSet:LandscapeRight", 0.0);
FallingLaunch.Analytics.Event("DeviceOrientationSet:LandscapeRight", 0.0);
break;
default:
HandleDeviceOrientationMismatch();

GameAnalyticsSDK.GameAnalytics.NewDesignEvent ("DeviceOrientationCheck:NonLandscape:" + Input.deviceOrientation, 0.0);
FallingLaunch.Analytics.Event("DeviceOrientationCheck:NonLandscape:" + Input.deviceOrientation, 0.0);
break;
}

Expand All @@ -257,7 +261,7 @@ function LockDeviceOrientation (waitTime: float) {
function HandleDeviceOrientationMismatch() {
if (initialInputDeviceOrientation != Input.deviceOrientation) {

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"DeviceOrientationCheck:CachedAndCurrentMismatch:" + Input.deviceOrientation + ":" + initialInputDeviceOrientation,
0.0
);
Expand All @@ -282,7 +286,7 @@ function HandleDeviceOrientationMismatch() {
if (Debug.isDebugBuild) {
Debug.Log("InitialInputDeviceOrientation and Input.deviceOrientation do match, as " + Input.deviceOrientation);
}
GameAnalyticsSDK.GameAnalytics.NewDesignEvent ("DeviceOrientationSet:CachedAndCurrentMatch:" + Input.deviceOrientation, 0.0);
FallingLaunch.Analytics.Event("DeviceOrientationSet:CachedAndCurrentMatch:" + Input.deviceOrientation, 0.0);

// But we must choose left or right, ultimately...
DefaultToLandscapeLeftOrientation();
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4 changes: 2 additions & 2 deletions FallingPlayer.js
Original file line number Diff line number Diff line change
Expand Up @@ -703,7 +703,7 @@ function OnCollisionEnter (collision : Collision) {

if (audioDeath) {audioDeath.Play();}

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"Death:Collision:" + FallingLaunch.vrModeAnalyticsString + Application.loadedLevelName + ":" + FallingLaunch.thisLevelArea,
FallingLaunch.secondsAlive
);
Expand Down Expand Up @@ -774,7 +774,7 @@ function OnTriggerEnter (other : Collider) {
var isNewGamePlus = (FallingLaunch.NewGamePlus) ? "new_game_plus" : "first_game";
FallingLaunch.secondsInLevel = (Time.time - levelStartTime);

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"LevelComplete:" + FallingLaunch.vrModeAnalyticsString + SceneManagement.SceneManager.GetActiveScene().name + ":" + isNewGamePlus,
FallingLaunch.secondsInLevel
);
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2 changes: 1 addition & 1 deletion MoveController.js
Original file line number Diff line number Diff line change
Expand Up @@ -237,7 +237,7 @@ function FallingSpeed () {
Slowdown = maxSlowdown;
speedingUp = 2;
speedsUp();
// GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
// FallingLaunch.Analytics.Event(
// "Control:SpeedBoost:Start:" + Application.loadedLevelName + ":" + FallingLaunch.thisLevelArea,
// FallingLaunch.secondsAlive
// );
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2 changes: 1 addition & 1 deletion ProjectileDestroy.js
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ function OnCollisionEnter (collision : Collision) {
if (collision.gameObject.CompareTag ("Player")) {

// throw an analytics event!
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"Projectile:Collision:" + FallingLaunch.vrModeAnalyticsString + ProjectileName,
FallingLaunch.secondsAlive
);
Expand Down
4 changes: 2 additions & 2 deletions fallingStartMenuUI.js
Original file line number Diff line number Diff line change
Expand Up @@ -979,7 +979,7 @@ function OpenAbout() {

function OpenVRModeMenu() {

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"OpeningVRModeMenu:" + FallingLaunch.vrModeAnalyticsString +
Screen.orientation,
FallingLaunch.levelAchieved
Expand All @@ -997,7 +997,7 @@ function OpenVRModeMenu() {
function LaunchVRMode() {
fallingLaunchComponent.EnableVRMode();

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"EnteringVRMode:" + FallingLaunch.vrModeAnalyticsString +
Screen.orientation,
FallingLaunch.levelAchieved
Expand Down
24 changes: 12 additions & 12 deletions fallingUITest.js
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ function Start () {
if (!FallingLaunch.isVRMode) {
SetupLevelUI();
} else {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"LevelBegin:" +
FallingLaunch.vrModeAnalyticsString +
SceneManagement.SceneManager.GetActiveScene().name + ":" +
Expand Down Expand Up @@ -433,7 +433,7 @@ function SetupLevelUI() {
animateProgressBar (lifeBar);
// Loop ();

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"LevelBegin:" + FallingLaunch.vrModeAnalyticsString +
SceneManagement.SceneManager.GetActiveScene().name + ":" +
FallingLaunch.thisLevelArea,
Expand All @@ -442,41 +442,41 @@ function SetupLevelUI() {

// Analytics reporting for tilt prefs, and horizontal/vertical axis prefs, respectively:
if (FallingLaunch.restPosition == FallingLaunch.neutralPosFlat) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"TiltPreference:" + SceneManagement.SceneManager.GetActiveScene().name,
0.0
);
} else if (FallingLaunch.restPosition == FallingLaunch.neutralPosVertical) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"TiltPreference:" + SceneManagement.SceneManager.GetActiveScene().name,
90.0f
);
} else {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"TiltPreference:" + SceneManagement.SceneManager.GetActiveScene().name,
45.0f
);
}

if (FallingLaunch.invertHorizAxisVal == 1) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"AxesPreference:Horizontal:" + SceneManagement.SceneManager.GetActiveScene().name,
1.0f
);
} else if (FallingLaunch.invertHorizAxisVal == -1) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"AxesPreference:Horizontal:" + SceneManagement.SceneManager.GetActiveScene().name,
-1.0f
);
}

if (FallingLaunch.invertVertAxisVal == -1) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"AxesPreference:Vertical:" + SceneManagement.SceneManager.GetActiveScene().name,
-1.0f
);
} else if (FallingLaunch.invertVertAxisVal == 1) {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"AxesPreference:Vertical:" + SceneManagement.SceneManager.GetActiveScene().name,
1.0f
);
Expand Down Expand Up @@ -538,7 +538,7 @@ function PauseGame() {

FallingLaunch.secondsInLevel = (Time.time - FallingPlayer.levelStartTime);

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"GUI:PauseGame:" + SceneManagement.SceneManager.GetActiveScene().name + ":" + FallingLaunch.thisLevelArea,
FallingLaunch.secondsInLevel
);
Expand Down Expand Up @@ -629,7 +629,7 @@ function RestartLevel() {
// Camera.main.SendMessage("fadeOut");
//fadeOut();

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"GUI:RestartLevel:" + SceneManagement.SceneManager.GetActiveScene().name + ":" + FallingLaunch.thisLevelArea,
FallingLaunch.secondsInLevel
);
Expand Down Expand Up @@ -1144,7 +1144,7 @@ function ToggleTiltNeutral () {
}

function SaveCheckpointVR () {
GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"ExitVRMode:" + SceneManagement.SceneManager.GetActiveScene().name,
FallingLaunch.secondsInLevel
);
Expand Down
2 changes: 1 addition & 1 deletion lifeCountdown.js
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ function TickingAway (delay : float) {

//Debug.Log("You died!");

GameAnalyticsSDK.GameAnalytics.NewDesignEvent (
FallingLaunch.Analytics.Event(
"Death:Drained:" + FallingLaunch.vrModeAnalyticsString + Application.loadedLevelName + ":" + FallingLaunch.thisLevelArea,
FallingLaunch.secondsAlive
);
Expand Down

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