using System; namespace UnityEngine.SocialPlatforms.Impl { public class UserProfile : IUserProfile { protected string m_UserName; protected string m_ID; protected bool m_IsFriend; protected UserState m_State; protected Texture2D m_Image; public string userName { get { return this.m_UserName; } } public string id { get { return this.m_ID; } } public bool isFriend { get { return this.m_IsFriend; } } public UserState state { get { return this.m_State; } } public Texture2D image { get { return this.m_Image; } } public UserProfile() { this.m_UserName = "Uninitialized"; this.m_ID = "0"; this.m_IsFriend = false; this.m_State = UserState.Offline; this.m_Image = new Texture2D(32, 32); } public UserProfile(string name, string id, bool friend) : this(name, id, friend, UserState.Offline, new Texture2D(0, 0)) { } public UserProfile(string name, string id, bool friend, UserState state, Texture2D image) { this.m_UserName = name; this.m_ID = id; this.m_IsFriend = friend; this.m_State = state; this.m_Image = image; } public override string ToString() { return string.Concat(new object[] { this.id, " - ", this.userName, " - ", this.isFriend, " - ", this.state }); } public void SetUserName(string name) { this.m_UserName = name; } public void SetUserID(string id) { this.m_ID = id; } public void SetImage(Texture2D image) { this.m_Image = image; } public void SetIsFriend(bool value) { this.m_IsFriend = value; } public void SetState(UserState state) { this.m_State = state; } } }