public void Navigate( Uri uri, bool showUi, NavigationEventCallback finishedCallback, NavigationErrorCallback onError, object state = null, NavigationEventCallback startedCallback = null) { _onFinished = finishedCallback; _onStart = startedCallback; _onError = onError; _state = state; UnityPlayer.AppCallbacks.Instance.InvokeOnUIThread(() => { this.Visibility = showUi ? Visibility.Visible : Visibility.Collapsed; if (showUi) { UnityPlayer.AppCallbacks.Instance.UnitySetInput(false); } IsActive = true; web.Navigate(uri); }, false); }
public void Finish() { UnityPlayer.AppCallbacks.Instance.InvokeOnUIThread(() => { _onError = null; _onStart = null; _onFinished = null; web.Stop(); web.NavigateToString(""); this.Visibility = Visibility.Collapsed; UnityPlayer.AppCallbacks.Instance.UnitySetInput(true); IsActive = false; }, true); }
public void Finish() { Utils.RunOnWindowsUIThread(() => { _onError = null; _onStart = null; _onFinished = null; web.Stop(); web.NavigateToString(""); this.Visibility = Visibility.Collapsed; // TODO: (Fix this line..what does it really do?) //UnityPlayer.AppCallbacks.Instance.UnitySetInput(true); IsActive = false; }); }
public void Navigate( Uri uri, bool showUi, NavigationEventCallback finishedCallback, NavigationErrorCallback onError, object state = null, NavigationEventCallback startedCallback = null) { _onFinished = finishedCallback; _onStart = startedCallback; _onError = onError; _state = state; Utils.RunOnWindowsUIThread(() => { this.Visibility = showUi ? Visibility.Visible : Visibility.Collapsed; // TODO: (Fix this) //if (showUi) // UnityPlayer.AppCallbacks.Instance.UnitySetInput(false); IsActive = true; web.Navigate(uri); }); }