Ejemplo n.º 1
0
		internal static void OnReady(GeolocationEvent success,GeolocationErrorEvent error,GeoPositionOptions options){
			
			// High accuracy:
			bool highAcc=(options!=null && options.enableHighAccuracy);
			
			// Age:
			double maxAge=(options==null)?0 : options.maximumAge;
			
			if(options!=null && options.maximumAge!=0 && Latest!=null){
				
				// Can we recycle latest?
				if(Latest.age<maxAge){
					
					// yep!
					if(success!=null){
						success(Latest);
					}
					
					return;
					
				}
				
			}
			
			// Get service:
			LocationService ls=UnityEngine.Input.location;
			
			if(ls.status==LocationServiceStatus.Failed){
				// Error - failed.
				if(error!=null){
					error(new GeoPositionError(GeoPositionError.POSITION_UNAVAILABLE));
				}
				
				return;
			}
			
			// Create:
			GeoPosition pos=new GeoPosition(ls.lastData,highAcc);
			
			// Ok!
			if(success!=null){
				success(pos);
			}
			
		}
Ejemplo n.º 2
0
        /// <summary>Gets the current position.</summary>
        public void getCurrentPosition(GeolocationEvent success, GeolocationErrorEvent error, GeoPositionOptions options)
        {
            // Get service:
            LocationService ls = UnityEngine.Input.location;

            if (!ls.isEnabledByUser)
            {
                // Denied.
                if (error != null)
                {
                    error(new GeoPositionError(GeoPositionError.PERMISSION_DENIED));
                }

                return;
            }

            // Started yet?
            if (ls.status == LocationServiceStatus.Stopped)
            {
                // Start now:
                ls.Start();
            }
            else if (ls.status != LocationServiceStatus.Initializing)
            {
                // Call ready now:
                OnReady(success, error, options);

                return;
            }

            // Enqueue, taking our timeout into account.
            PendingLocationRequest node = new PendingLocationRequest();

            // Apply settings:
            node.Success = success;
            node.Error   = error;
            node.Options = options;

            if (options != null && options.timeout != 0f)
            {
                // Get timeout in seconds:
                node.Timeout = (float)options.timeout / 1000f;
            }

            node.Next   = FirstQueued;
            FirstQueued = node;

            if (Updater == null)
            {
                // Start calling update now at 10fps:
                OnUpdate.Add(Update, 10f);
            }
        }