I have followed a great tutorial online on how to use Game Center in your iOS apps. It can be found here: http://code.tutsplus.com/tutorials/ios-sdk-game-center-achievements-and-leaderboards-part-2--mobile-5801
However the code for submitting an achievement seems to unlock achievements which have already been unlocked and I don't understand why. Here is my method which deals with a achievements:
-(void)submitAchievement:(NSString*)identifier percentComplete:(double)percentComplete {
if (self.earnedAchievementCache == NULL) {
[GKAchievement loadAchievementsWithCompletionHandler: ^(NSArray *scores, NSError *error) {
if (error == NULL) {
NSMutableDictionary *tempCache = [NSMutableDictionary dictionaryWithCapacity: [scores count]];
for (GKAchievement *score in tempCache) {
[tempCache setObject: score forKey: score.identifier];
}
self.earnedAchievementCache = tempCache;
[self submitAchievement:identifier percentComplete: percentComplete];
}
else {
// Something broke loading the achievement list. Error out, and we'll try again the next time achievements submit.
[self callDelegateOnMainThread: @selector(achievementSubmitted:error:) withArg: NULL error: error];
}
}];
}
else {
// Search the list for the ID we're using...
GKAchievement *achievement = [self.earnedAchievementCache objectForKey:identifier];
if (achievement != NULL) {
if ((achievement.percentComplete >= 100.0) || (achievement.percentComplete >= percentComplete)) {
// Achievement has already been earned so we're done.
achievement = NULL;
}
achievement.percentComplete = percentComplete;
}
else {
achievement = [[[GKAchievement alloc] initWithIdentifier:identifier] autorelease];
achievement.percentComplete = percentComplete;
// Add achievement to achievement cache...
[self.earnedAchievementCache setObject:achievement forKey:achievement.identifier];
}
if (achievement != NULL) {
// Submit the Achievement...
[achievement reportAchievementWithCompletionHandler: ^(NSError *error) {
[self callDelegateOnMainThread:@selector(achievementSubmitted:error:) withArg:achievement error:error];
}];
}
}
}
Thanks for your time, Dan.