/// <summary> /// Sets up the components and variables to start recording /// </summary> public void PrepareForRecording() { #if UNITY_IOS if (!ReplayKit.APIAvailable) { return; } preparingForRecording = true; RecordCountdownButton.SetActive(true); RecordButton.SetActive(false); Countdown(); RecordCountdownButton.GetComponent <Animation>().Play(); #else Debug.LogWarning("Not impletmenting on the current platform"); #endif }
/// <summary> /// Sets up the components and variables to start recording. /// </summary> public void PrepareForRecording() { #if UNITY_IOS if (!ReplayKit.APIAvailable) { return; } preparingForRecording = true; RecordCountdownButton.SetActive(true); RecordButton.SetActive(false); countDownNumber = 0; Countdown(); //RecordCountdownButton.GetComponent<Animation>().Play(); #else Debug.LogWarning("ReplayKitRecorder PrepareForRecording() is not implemented on the current platform."); #endif }
/// <summary> /// Displays a countdown before recording. At the end of it, it starts recording /// </summary> public void Countdown() { #if UNITY_IOS RecordCountdownText.text = countDownNumber.ToString(); if (countDownNumber != 0) { countDownNumber--; Invoke("Countdown", 1f); } else { countDownNumber = 3; RecordCountdownButton.SetActive(false); preparingForRecording = false; StartRecording(); } #else Debug.LogWarning("Not implemented on the current platform"); #endif }
private void Update() { #if UNITY_IOS recording = ReplayKit.isRecording; //Debug.Log("ReplayKitRecorder#Update recording: " + recording + " error:" + ReplayKit.lastError); if (recording) { StopButton.SetActive(true); RecordButton.SetActive(false); } else { StopButton.SetActive(false); } // Check if theres any available recorded video if (ReplayKit.recordingAvailable) { ReplayButton.SetActive(true); } else { ReplayButton.SetActive(false); } if (preparingForRecording) { RecordCountdownButton.SetActive(true); } else { RecordCountdownButton.SetActive(false); if (!recording) { RecordButton.SetActive(true); } } #endif }
private void Start() { RecordCountdownButton.SetActive(false); }