Optional

Analytics

EazeGamesSDK provides several events for Analytics purposes. In order to receive those Notifications it is necessary to add your delegate to the event as subscriber. The subscriber is a method with one argument of one of events models defined in Analytics events models sector of this document, for example EAZFundParameters for EazeGames.EAZDepositEvent. You can use this argument in order to receive Notification‘s payload. }); Handler can be implemented:

Adjust configuration

You can use these events callbacks with Services that support custom parameters in their events, like Firebase Analytics, Facebook Analytics, Google Analytics, etc.

Note
All examples in this document will be covered based on integrated Adjust SDK (https://github.com/adjust/unity_sdk).

To use Adjust Analytics, follow the steps described on githab page:

  • Download and import to your Unity project last stable build of AdjustSDK;
  • Add imported Adjust Prefab(Assets/Adjust/Adjust.prefab) on the first scene of your project;
  • In inspector, on Adjust Prefab focused, replace {YourAppToken} with your actual App Token provided by our integration team; Environment setting to either 'Sandbox' or 'Production'.
    Note
    Make sure to set the environment to Production before you publish the app.
  • You can run Adjust automatically or manually on app start:

    • Automatically.
      Uncheck the "Start manually" flag in Inspector so Adjust analytics start automatically on app launch;
    • Manually.
      Add following code to start handling Adjust analytics manually:
      string appToken = "{YourAppToken}";
      AdjustEnvironment environment = AdjustEnvironment.Sandbox;
      AdjustConfig config = new AdjustConfig(appToken, environment, true);
      config.setLogLevel(AdjustLogLevel.Suppress);
      Adjust.start(config);
    Note
    More info about AdjustConfig and particularly about AdjustEnvironment or AdjustLogLevel you can find in Adjust documentation via provided link to github.
    Warning
    Fund events like Deposit, Revenue and Withdraw amount values must be converted from eurocents to Euros(divided by 100.0) in order to be used properly in Adjust analytics service.

List of events

Successful Sign Up

Will post a EAZSignupEvent in case of a successful User’s registration.

//Token for sign up event.
AdjustEvent event = new AdjustEvent("your_event_token");
Adjust.trackEvent(event);
};

Login

Will post a EAZLoginEvent when User login.

//Token for login event.
AdjustEvent event = new AdjustEvent("your_event_token");
Adjust.trackEvent(event);
};


Classic Retention Login

Will post an EAZLoginClassicRetentionEvent for tracking the login events in case of Classic Retention method .


The EAZLoginDayParameters contains login retention day, that will let you identify which event to trigger. Let's say you want to track classic retention login for days 2, 3 and 5. Then you will have to check the day property to be equal to 2, 3 or 5, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (loginDayParameters.day)
{
case 2:
//Token for Classic Retention Login Day 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for Classic Retention Login Day 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 5:
//Token for Classic Retention Login Day 5 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null)
Adjust.trackEvent(adjustEvent);


Note
For Adjust you will have to create separate events per each Classic Retention Login Day.

Rolling Retention Login

Will post an EAZLoginRollingRetentionEvent for tracking the login events in case of Rolling Retention method.

//handle login rolling retention event
};


The EAZLoginDayParameters contains login retention day, that will let you identify which event to trigger. Let's say you want to track rolling retention login for days 2, 3 and 5. Then you will have to check the day property to be equal to 2, 3 or 5, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (loginDayParameters.day)
{
case 2:
//Token for Rolling Retention Login Day 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for Rolling Retention Login Day 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 5:
//Token for Rolling Retention Login Day 5 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null)
Adjust.trackEvent(adjustEvent);


Note
For Adjust you will have to create separate events per each Rolling Retention Login Day.

Played first game

Will post a EAZPlayedFirstGameEvent when User finishes his first game on the Platform.

//Token for played first game event.
AdjustEvent event = new AdjustEvent("your_event_token");
Adjust.trackEvent(event);
};


The EAZGameParameters contains game related information.

Played number of games

Will post a EAZNumberOfGamesPlayedEvent when User played a certain number of games (3, 5, 10 etc.).

//handle number of games played event here
};

The EAZNumberOfGamesParameters contains number of games played by User, that lets you identify which event to trigger. Let's say you want to track only the 10th game played by User. Then you will have to check the numberOfGames property to be equal to 10, and only then trigger your specific event.

if (numberOfGamesParameters.numberOfGames == 10)
{
//Token for event that tracks 10th game played.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}


Won number of games

Will post a EAZNumberOfGamesWonEvent when User won a certain number of games (3, 5, 10 etc.).

//handle number of games won event here
};


The EAZNumberOfGamesParameters contains number of games won by User, that lets you identify which event to trigger. Let's say you want to track only the 10th game won by User. Then you will have to check the numberOfGames property to be equal to 10, and only then trigger your specific event.

if (numberOfGamesParameters.numberOfGames == 10)
{
//Token for event that tracks 10th game won.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}


Played number of Euro only games

Will post a EAZNumberOfEuroGamesPlayedEvent when User played a certain number of Euro games (3, 5, 10 etc.).

//handle number of Euro events played event here
};


The EAZNumberOfGamesParameters contains number of Euro games played by User, that lets you identify which event to trigger. Let's say you want to track only the 10th Euro game played by User. Then you will have to check the numberOfGames property to be equal to 10, and only then trigger your specific event.

if (numberOfGamesParameters.numberOfGames == 10)
{
//Token for event that tracks 10th Euro game played.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}

Won number of games

Will post a EAZNumberOfGamesWonEvent when User won a certain number of Euro games (3, 5, 10 etc.).

//handle number of Euro games won event here
};

The EAZNumberOfEuroGamesParameters contains number of Euro games won by User, that lets you identify which event to trigger. Let's say you want to track only the 10th Euro game won by User. Then you will have to check the numberOfGames property to be equal to 10, and only then trigger your specific event.

if (numberOfGamesParameters.numberOfGames == 10)
{
//Token for event that tracks 10th Euro game won.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}

Successful Challenge

Will post a EazeGames.EAZPlayedChallengeEvent EAZPlayedChallengeEvent when User will successfully challenge other players for Challenge game.

//Token for played challenge game event.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
};

The EAZGameParameters contains game related information.

Successful Challenge Euro only

Will post a EAZPlayedEuroChallengeEvent when User will successfully challenge other players for Challenge game.

//Token for played Euro challenge game event.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
};

The EAZGameParameters contains game related information.

Played Eaze coin bet game

Will post a EAZPlayedEazeCoinBetGameEvent when User finishes playing an Eaze Coin game with specific bet.

//handle eazecoin bet game event here
};

The EAZPlayedBetGameParameters contains bet information of the Eaze coins games played by User, that will let you identify which event to trigger. Let's say you want to track only games played by User with bet of 20 Eaze coins. Then you will have to check the bet property to be equal to 20, and only then trigger your specific event.

if (gameParameters.bet == 20)
{
//Token for event that tracks game played with bet of 20 EazeCoins.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}

Played Euro bet game

Will post a EAZPlayedEuroBetGameEvent when User finishes playing a Euro game with specific bet.

//handle Euro bet game played event here
};

The EAZPlayedBetGameParameters contains bet information of Euro games played by User, that will let you identify which event to trigger. Let's say you want to track only games played by User with bet of 20 Euros. Then you will have to check the bet property to be equal to 2000 (all Euro bets are in Euro cents), and only then trigger your specific event.

if (gameParameters.bet == 2000)
{
//Token for event that tracks game played with bet of 20 Euros.
AdjustEvent adjustEvent = new AdjustEvent("your_event_token");
Adjust.trackEvent(adjustEvent);
}

Lost Euro game

Will post EAZLostEuroGameEvent if User loses a Euro game.

//handle Euro game lost event here
};

The EAZGameParameters contains game related information.

Lost Eaze coin game

Will post EAZLostEazeCoinGameEvent if User did loses an Eaze coins game.

//handle eazecoin game lost event here
};

The EAZGameParameters contains game related information.

Won Euro game

Will post EAZWonEuroGameEvent if User loses a Euro game.

//handle Euro game won event here
};

The EAZGameParameters contains game related information.

Won Eaze coin game

Will post EAZWonEazeCoinGameEvent if User did loses an Eaze coins game.

//handle eazecoin game won here
};

The EAZGameParameters contains game related information.

Player’s Revenue

Will post EAZRevenueEvent when User produces some revenue on the Platform.

//handle player's revenue event here
};

The EAZFundParameters contains revenue information that should be attached to Analytics service event track

AdjustEvent event = new AdjustEvent("your_event_token");
adjustEvent.setRevenue(revenueDetails.amount, revenueDetails.currency);
Adjust.trackEvent(event);

Successful Deposit

Will post EAZDepositEvent in case of a successful User’s Deposit.

//handle player's successful deposit event here
};

The EAZFundParameters contains deposit information that should be attached to Analytics service event track

AdjustEvent event = new AdjustEvent("your_event_token");
adjustEvent.setRevenue(depositDetails.amount, depositDetails.currency);
Adjust.trackEvent(event);

Level reached

Will post EAZLevelReachedEvent when User reaches a new level.

//handle platform level reached event here
};

The EAZLevelReachedParameters contains information regarding User’s new level, that will let you identify which event to trigger. Let's say you want to track when User will reach level 2, 3 and 5. Then you will have to check the level property to be equal to 2, 3 or 5, and only then trigger your specific event.

AdjustEvent adjustEvent = null;
switch (levelReachedParameters.level)
{
case 2:
//Token for player reached platform level 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for player reached platform level 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 5:
//Token for player reached platform level 5 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null)
Adjust.trackEvent(adjustEvent);
Note
For Adjust you will have to create separate event for each Player's platform level reached you want to handle.

Page visited

Will post EAZPageVisitedEvent when User visits specific page.

//handle platform page visited event here
};

The EAZPageVisitedParameters contains information regarding page visited by User, that will let you identify which event to trigger. EAZPageVisitedParameters provides pageName field that contains name of page visited by user, for example “signIn” on login page.

AdjustEvent adjustEvent = null;
switch (pageVisitedParameters.pageName)
{
case "signIn":
//Token for player visited login page.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null)
Adjust.trackEvent(adjustEvent);
Note
Full list of page names is written in Analytics events models section of document in EAZPageVisitedParameters description here.

Sent message to help center

Will post EAZHelpCenterSentMessageEvent when User sends a message to Help Center.

//handle help center event here
};

Logout

Will post EAZLogoutEvent when User logs out.

//handle player logout event here
};

Avatar changed

Will post EAZAvatarChangedEvent when User changes the Profile Avatar.

//handle player avatar changed event here
};

Username changed

Will post EAZUserNameChangedEvent when User changes the Profile Username.

//handle player username changed event here
};

Email language changed

Will post EAZEmailLanguageChangedEvent when User changes the language of the info Emails.

//handle info email language changed event
};

Referral code copied

Will post EAZReferralCodeCopiedEvent when copies his/hers referral code.

//handle referral code copied event here
};

Password changed

Will post EAZPasswordChangedEvent when User successfully changed password.

//handle password changed event here
};

Sound settings changed

Will post EAZSoundsSettingsChangedEvent when User switches the sound on or off.

//handle sound settings changed event here
};

Payment information saved

Will post EAZPaymentInformationSavedEvent when User has successfully saved the Payment information data on Settings page.

//handle payment information saved event here
};

Social network added

Will post EAZSocialNetworkAddedEvent when User has successfully added the Social media account on Settings page.

//handle social network added event here
};

Charity edited

Will post EAZCharityEditedEvent when User has successfully changed and saved the charity information on Settings page.

//handle charity edited event here
};

Email unsubscribed

Will post EAZEmailUnsubscribedEvent when User successfully checks the Unsubscription option on Settings page.

//handle email unsubscribed event here
};

Email subscribed

Will post EAZEmailSubscribedEvent when User successfully unchecks the Unsubscription option on Settings page.

//handle email subscribed event here
};

Walkthrough reset

Will post EAZWalkthroughResetEvent when User successfully resets the Walkthrough guide on Settings page.

//handle walkthrough reset event here
};

Successful Withdraw

Will post EAZWithdrawEvent when User successfully withdraw money (the withdraw request is approved by the bank and money is successfully transferred to User bank account).

EazeGames.EAZWithdrawEvent += (EAZFundParameters withdrawDetails) => {
//handle withdraw event here
};

The EAZFundParameters contains information about withdraw amount and currency.

Opened notification

Will post EAZOpenedNotificationEvent when User successfully opens any of the new (unread) platform notifications in Notifications menu.

//handle opened notification event here
};

Read all notifications

Will post EAZReadAllNotificationsEvent when User successfully sets Mark as read in Notifications menu.

//handle red all notifications event here
};

Delete notification

Will post EAZDeletedNotificationEvent when User successfully deletes any platform notification in Notifications menu.

//handle deleted notification event here
};

Home walkthrough completed

Will post EAZHomeWalkthroughCompletedEvent when User passes all the steps of Homepage Walkthrough guide.

//handle home walkthrough completed event here
};

Home walkthrough step completed

Will post EAZHomeWalkthroughStepCompletedEvent when User passes certain step of Home page Walkthrough guide.

//handle home walkthrough step completed event here
};
Note
Home walkthrough consists of 3 steps

The EAZWalkthroughStepParameters contains information about Homepage walkthrough step completed by User, that will let you identify which event to trigger. Let's say you want to track when User will complete steps 2 and 3 and 5. Then you will have to check the stepNumber property to be equal to 2 or 3, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (walkthroughStepParameters.level)
{
case 2:
//Token for Home Walkthrough step 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for Home Walkthrough step 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null) Adjust.trackEvent(adjustEvent);

Home walkthrough step skipped

Will post EAZHomeWalkthroughSkippedEvent when User chooses to skip the walkthrough guide on Home page.

//handle home walkthrough skipped event here
};

The EAZWalkthroughStepParameters contains information about walkthrough step on which User decided to skip this part of the Homepage Walkthrough.

Profile walkthrough completed

Will post EAZProfileWalkthroughCompletedEvent when User passes all the steps of Profile page Walkthrough guide.

//handle profile walkthrough completed event here
};

Profile walkthrough step completed

Will post EAZProfileWalkthroughStepCompletedEvent when User passes certain step of Profile page Walkthrough guide.

//handle profile walkthrough step completed event here
};
Note
Profile walkthrough consists of 5 steps

The EAZWalkthroughStepParameters contains information about Profile page walkthrough step completed by User, that will let you identify which event to trigger. Let's say you want to track when User will complete steps 2, 3 and 5. Then you will have to check the stepNumber property to be equal to 2, 3 or 5, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (walkthroughStepParameters.level)
{
case 2:
//Token for Profile Walkthrough step 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for Profile Walkthrough step 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 5:
//Token for Profile Walkthrough step 5 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null) Adjust.trackEvent(adjustEvent);

Profile walkthrough skipped

Will post EAZProfileWalkthroughSkippedEvent when User chooses to skip the walkthrough guide on Profile page.

//handle profile walkthrough skipped event here
};

The EAZWalkthroughStepParameters contains information about walkthrough step on which User decided to skip this part of the Profile page Walkthrough.

Profile walkthrough skipped

Game walkthrough completed. Will post EAZGameWalkthroughCompletedEvent when User passes all the steps of Game page Walkthrough guide.

//handle Game walkthrough completed event here
};

Game walkthrough step completed

Will post EAZGameWalkthroughStepCompletedEvent when User passes certain step of Home page Walkthrough guide.

//handle Game walkthrough step completed event here
};
Note
Game walkthrough consists of 6 steps

The EAZWalkthroughStepParameters contains information about Game page walkthrough step completed by User, that will let you identify which event to trigger. Let's say you want to track when User will complete steps 2, 3 and 5. Then you will have to check the stepNumber property to be equal to 2, 3 or 5, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (walkthroughStepParameters.level)
{
case 2:
//Token for v Walkthrough step 2 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 3:
//Token for Game Walkthrough step 3 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
case 5:
//Token for v Walkthrough step 5 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null) Adjust.trackEvent(adjustEvent);

Game walkthrough skipped

Will post EAZGameWalkthroughSkippedEvent when User chooses to skip the walkthrough guide on Game page.

//handle Game walkthrough skipped event here
};

The EAZWalkthroughStepParameters contains information about walkthrough step on which User decided to skip this part of the Game page Walkthrough.

Settings walkthrough completed

Will post EAZSettingsWalkthroughCompletedEvent when User passes all the steps of Settings page Walkthrough guide.

//handle settings walkthrough completed event here
};

Settings walkthrough step completed

Will post EAZSettingsWalkthroughStepCompletedEvent when User passes certain step of Settings page Walkthrough guide.

//handle settings walkthrough step completed event here
};
Note
Settings walkthrough consists of 1 step, so you can implement it without conditional operations

The EAZWalkthroughStepParameters contains information about Settings page walkthrough step completed by User, that will let you identify which event to trigger.Let's say you want to track when User will complete step 1. Then you will have to check the stepNumber property to be equal to 1, and only then trigger your specific event:

AdjustEvent adjustEvent = null;
switch (walkthroughStepParameters.level)
{
case 1:
//Token for Settings Walkthrough step 1 event.
adjustEvent = new AdjustEvent("your_event_token");
break;
}
if (adjustEvent != null) Adjust.trackEvent(adjustEvent);

Settings walkthrough step skipped

Will post EAZSettingsWalkthroughSkippedEvent when User chooses to skip the walkthrough guide on Settings page.

//handle settings walkthrough skipped event here
};

The EAZWalkthroughStepParameters contains information about walkthrough step on which User decided to skip this part of the Settings page Walkthrough.



Saving runtime gameplay progress

SDK logic requires to show platform UI when application is put to background and stop gameplay completely. After that if user can and chooses to continue stopped game sequense, application should load level of levels sequence string in provideGameControllerWithStartGameInfo callback parameter startGameInfo and gameDuration for time left like its new sequence. If there is a need in continuing the current gameplay sequence from where it was stopped(partly or completely) there is a couple of suggested ways to implement it:

  • Saving score
    Last received score, before applicatiion put to background, can be saved in PlayerPrefs and displayed on ingame UI if user continues unfinished gameplay sequence.
    Warning
    This way could give a player an ability to cheat and get points over and over by reloading the same level, when application is put to background.
  • Pausing the runtime gameplay
    To pause gameplay sequence following code can be used:
    Time.timeScale = 0;
    to freeze gameplay and
    Time.timeScale = 1;
    to continue it from where it was stopped.
    This code should be executed in OnApplicationPause function to freeze gameplay on pause == true and then, just before calling didStartPlaying function(or on game screen click, if application has just lost its focus, when opened applications list or Control Center was opened), to continue playing.
    Warning
    Any code snippets in GamePreparationManager.cs with scene loading must not be executed if its its not new gameplay sequence, but resumed.
  • Saving scene complete configuration
    Ways described before couldn't handle situation when player closes application. After that even if he continues game sequence it will start from loaded level start( while score, timer, current level can be saved, application doesn't know in which moment player stopped playing).
    Current game play sequence(that wasn't finished yet) level configuration(gameobjects, player's transform, any runtime variables that influence gameplay etc) can be saved(suggested place is OnApplicationQuit() Unity function, that executes, when user closes the application). After that there will be opportunity to configure gameplay on gameplay sequence continuing to be resumed exactly from where it was stopped. It should be predefined detailed configuration object serialised into json string, so it can be saved in string PlayerPrefs value.
Note
If user leaves game sequence before its end, finishes it properly or starts a new game sequence, any runtime values saved in PlayerPrefs must be cleared. To check if current game sequence is new or resumed, take the game sequence ending date(it should be saved in PlayerPrefs) and compare it to the current date. If ending date saved value is empty or earlier than current date, it`s a new game sequence.



EazeGames.EAZHomeWalkthroughCompletedEvent
static Action< EAZBaseAnalyticsParameters > EAZHomeWalkthroughCompletedEvent
Definition: EazeGames.cs:254
EazeGames.EAZLostEuroGameEvent
static Action< EAZGameParameters > EAZLostEuroGameEvent
Definition: EazeGames.cs:92
EazeGames.EAZRevenueEvent
static Action< EAZFundParameters > EAZRevenueEvent
Definition: EazeGames.cs:26
EazeGames.EAZWonEuroGameEvent
static Action< EAZGameParameters > EAZWonEuroGameEvent
Definition: EazeGames.cs:116
EazeGames.EAZSocialNetworkAddedEvent
static Action< EAZBaseAnalyticsParameters > EAZSocialNetworkAddedEvent
Definition: EazeGames.cs:212
EazeGames.EAZCharityEditedEvent
static Action< EAZBaseAnalyticsParameters > EAZCharityEditedEvent
Definition: EazeGames.cs:152
EazeGames.EAZLoginClassicRetentionEvent
static Action< EAZLoginDayParameters > EAZLoginClassicRetentionEvent
Definition: EazeGames.cs:44
EazeGames.EAZDepositEvent
static Action< EAZFundParameters > EAZDepositEvent
Definition: EazeGames.cs:32
EazeGames.EAZEmailLanguageChangedEvent
static Action< EAZBaseAnalyticsParameters > EAZEmailLanguageChangedEvent
Definition: EazeGames.cs:158
EAZBaseAnalyticsParameters
Definition: EAZEventsParameters.cs:5
EAZWalkthroughStepParameters
Definition: EAZEventsParameters.cs:38
EazeGames.EAZSoundSettingsChangedEvent
static Action< EAZBaseAnalyticsParameters > EAZSoundSettingsChangedEvent
Definition: EazeGames.cs:218
EazeGames.EAZPasswordChangedEvent
static Action< EAZBaseAnalyticsParameters > EAZPasswordChangedEvent
Definition: EazeGames.cs:194
EazeGames.EAZNumberOfEuroGamesWonEvent
static Action< EAZNumberOfGamesParameters > EAZNumberOfEuroGamesWonEvent
Definition: EazeGames.cs:128
EazeGames.EAZNumberOfGamesWonEvent
static Action< EAZNumberOfGamesParameters > EAZNumberOfGamesWonEvent
Definition: EazeGames.cs:140
EazeGames.EAZNumberOfEuroGamesPlayedEvent
static Action< EAZNumberOfGamesParameters > EAZNumberOfEuroGamesPlayedEvent
Definition: EazeGames.cs:122
EazeGames.EAZPageVisitedEvent
static Action< EAZPageVisitedParameters > EAZPageVisitedEvent
Definition: EazeGames.cs:188
EazeGames.EAZHomeWalkthroughStepCompletedEvent
static Action< EAZWalkthroughStepParameters > EAZHomeWalkthroughStepCompletedEvent
Definition: EazeGames.cs:266
EazeGames.EAZPlayedEuroChallengeEvent
static Action< EAZGameParameters > EAZPlayedEuroChallengeEvent
Definition: EazeGames.cs:14
EazeGames.EAZPlayedFirstGameEvent
static Action< EAZGameParameters > EAZPlayedFirstGameEvent
Definition: EazeGames.cs:20
EazeGames.EAZPlayedChallengeEvent
static Action< EAZGameParameters > EAZPlayedChallengeEvent
Definition: EazeGames.cs:8
EazeGames.EAZGameWalkthroughSkippedEvent
static Action< EAZWalkthroughStepParameters > EAZGameWalkthroughSkippedEvent
Definition: EazeGames.cs:242
EazeGames.EAZGameWalkthroughStepCompletedEvent
static Action< EAZWalkthroughStepParameters > EAZGameWalkthroughStepCompletedEvent
Definition: EazeGames.cs:248
EazeGames.EAZReadAllNotificationsEvent
static Action< EAZBaseAnalyticsParameters > EAZReadAllNotificationsEvent
Definition: EazeGames.cs:80
EAZPlayedBetGameParameters
Definition: EAZEventsParameters.cs:27
EazeGames.EAZUserNameChangedEvent
static Action< EAZBaseAnalyticsParameters > EAZUserNameChangedEvent
Definition: EazeGames.cs:230
EAZFundParameters
Definition: EAZEventsParameters.cs:49
EAZNumberOfGamesParameters
Definition: EAZEventsParameters.cs:16
EazeGames.EAZLevelReachedEvent
static Action< EAZLevelReachedParameters > EAZLevelReachedEvent
Definition: EazeGames.cs:38
EazeGames.EAZWalkthroughResetEvent
static Action< EAZBaseAnalyticsParameters > EAZWalkthroughResetEvent
Definition: EazeGames.cs:308
EazeGames.EAZEmailSubscribedEvent
static Action< EAZBaseAnalyticsParameters > EAZEmailSubscribedEvent
Definition: EazeGames.cs:164
EazeGames.EAZPaymentInformationSavedEvent
static Action< EAZBaseAnalyticsParameters > EAZPaymentInformationSavedEvent
Definition: EazeGames.cs:200
EAZLevelReachedParameters
Definition: EAZEventsParameters.cs:144
EazeGames.EAZOpenedNotificationEvent
static Action< EAZBaseAnalyticsParameters > EAZOpenedNotificationEvent
Definition: EazeGames.cs:74
EazeGames.EAZProfileWalkthroughStepCompletedEvent
static Action< EAZWalkthroughStepParameters > EAZProfileWalkthroughStepCompletedEvent
Definition: EazeGames.cs:284
EazeGames.EAZWonEazeCoinGameEvent
static Action< EAZGameParameters > EAZWonEazeCoinGameEvent
Definition: EazeGames.cs:110
EazeGames.EAZHelpCenterSentMessageEvent
static Action< EAZBaseAnalyticsParameters > EAZHelpCenterSentMessageEvent
Definition: EazeGames.cs:176
EazeGames.EAZLogoutEvent
static Action< EAZBaseAnalyticsParameters > EAZLogoutEvent
Definition: EazeGames.cs:182
EazeGames
Definition: EazeGames.cs:2
EazeGames.EAZSettingsWalkthroughSkippedEvent
static Action< EAZWalkthroughStepParameters > EAZSettingsWalkthroughSkippedEvent
Definition: EazeGames.cs:296
EazeGames.EAZLoginEvent
static Action< EAZBaseAnalyticsParameters > EAZLoginEvent
Definition: EazeGames.cs:50
EazeGames.EAZAvatarChangedEvent
static Action< EAZBaseAnalyticsParameters > EAZAvatarChangedEvent
Definition: EazeGames.cs:146
EazeGames.EAZReferralCodeCopiedEvent
static Action< EAZBaseAnalyticsParameters > EAZReferralCodeCopiedEvent
Definition: EazeGames.cs:206
EazeGames.EAZSettingsWalkthroughStepCompletedEvent
static Action< EAZWalkthroughStepParameters > EAZSettingsWalkthroughStepCompletedEvent
Definition: EazeGames.cs:302
EazeGames.EAZGameWalkthroughCompletedEvent
static Action< EAZBaseAnalyticsParameters > EAZGameWalkthroughCompletedEvent
Definition: EazeGames.cs:236
EazeGames.EAZWithdrawEvent
static Action< EAZFundParameters > EAZWithdrawEvent
Definition: EazeGames.cs:224
EazeGames.EAZPlayedEuroBetGameEvent
static Action< EAZPlayedBetGameParameters > EAZPlayedEuroBetGameEvent
Definition: EazeGames.cs:104
EazeGames.EAZSignupEvent
static Action< EAZBaseAnalyticsParameters > EAZSignupEvent
Definition: EazeGames.cs:62
EAZGameParameters
Definition: EAZEventsParameters.cs:64
EazeGames.EAZSettingsWalkthroughCompletedEvent
static Action< EAZBaseAnalyticsParameters > EAZSettingsWalkthroughCompletedEvent
Definition: EazeGames.cs:290
EAZLoginDayParameters
Definition: EAZEventsParameters.cs:76
EazeGames.EAZLoginRollingRetentionEvent
static Action< EAZLoginDayParameters > EAZLoginRollingRetentionEvent
Definition: EazeGames.cs:56
EazeGames.EAZHomeWalkthroughSkippedEvent
static Action< EAZWalkthroughStepParameters > EAZHomeWalkthroughSkippedEvent
Definition: EazeGames.cs:260
EazeGames.EAZNumberOfGamesPlayedEvent
static Action< EAZNumberOfGamesParameters > EAZNumberOfGamesPlayedEvent
Definition: EazeGames.cs:134
EazeGames.EAZDeletedNotificationEvent
static Action< EAZBaseAnalyticsParameters > EAZDeletedNotificationEvent
Definition: EazeGames.cs:68
EAZPageVisitedParameters
Definition: EAZEventsParameters.cs:87
EazeGames.EAZLostEazeCoinGameEvent
static Action< EAZGameParameters > EAZLostEazeCoinGameEvent
Definition: EazeGames.cs:86
EazeGames.EAZPlayedEazeCoinBetGameEvent
static Action< EAZPlayedBetGameParameters > EAZPlayedEazeCoinBetGameEvent
Definition: EazeGames.cs:98
EazeGames.EAZEmailUnsubscribedEvent
static Action< EAZBaseAnalyticsParameters > EAZEmailUnsubscribedEvent
Definition: EazeGames.cs:170
EazeGames.EAZProfileWalkthroughCompletedEvent
static Action< EAZBaseAnalyticsParameters > EAZProfileWalkthroughCompletedEvent
Definition: EazeGames.cs:272