private void WhatNextSlide() { TutorialGUI.Paragraph( "Now you can freely explore the example, it should be " + "all configured to talk with the cloud as the game " + "you've just created." ); TutorialGUI.Paragraph( "- try registering players and logging in" ); TutorialGUI.Paragraph( "- open the database and view the registered players" ); TutorialGUI.Paragraph( "- this example was created from the <i>Email " + "authentication</i> template. Go explore its documentation " + "and learn more at:" ); TutorialGUI.Form(() => { string url = "https://unisave.cloud/docs/email-authentication"; if (GUILayout.Button(url)) { Application.OpenURL(url); } }); }
protected override void OnClosing(CancelEventArgs e) { base.OnClosing(e); if (_onForceClosing) { return; } var result = MessageBox.Show( "Shutdown server?", "Shutdown", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation ); if (result == DialogResult.Yes) { UnityApplication.Quit(); } else { e.Cancel = true; } }
private void InputHandler() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } }
public void New() { if (MessageBox.Show("Your current progress will be lost. \n Do you want to proceed?", "Warning", MessageBoxButtons.YesNo, MessageBoxIcon.Warning) == DialogResult.Yes) { Application.LoadLevelAsync(Application.loadedLevel); } }
private static void InitGoogleService() { UserCredential credential; string credentialPath = EditorUtility.OpenFilePanel("Select your API credential", Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), "json"); if (credentialPath == "") { Application.OpenURL("https://developers.google.com/drive/api/v3/quickstart/dotnet"); } string credPath = Path.GetDirectoryName(credentialPath) + "\\token.json"; using (var stream = new FileStream(credentialPath, FileMode.Open, FileAccess.Read)) { credential = GoogleWebAuthorizationBroker.AuthorizeAsync( stream, Scopes, "user", CancellationToken.None, new FileDataStore(credPath, true)).Result; Debug.Log("Credential file saved to: " + credPath); } // Create Drive API service. driveService = new DriveService(new BaseClientService.Initializer() { HttpClientInitializer = credential, ApplicationName = ApplicationName, }); }
static public int constructor(IntPtr l) { UnityEngine.Application o; o = new UnityEngine.Application(); pushObject(l, o); return(1); }
protected override Action checkMutation(Application app, Index p) { LocalApplication lApp = (LocalApplication)app; float voxelSize = calculateVoxelSize(app, p); Vector3 diff = calculateDiff(lApp.position, p, voxelSize); LocalAction action = checkMutation(lApp, p, diff, voxelSize); action.voxelSize = voxelSize; return action; }
public static void RemoveLogCallback(Application.LogCallback callback) { if (!_hasRegisterLogCallback) { Application.RegisterLogCallbackThreaded(OnLogCallback); _hasRegisterLogCallback = true; } LogCallbackEvent -= callback; }
protected override Voxel mutate(Application app, Index pos, Action action, Voxel original) { BlurApp bApp = (BlurApp)app; BlurAction bAction = (BlurAction)action; float dis = Mathf.Sqrt(bAction.disSqr); float actualStrength = strength * (1 - (dis / bApp.radius)); if (actualStrength <= 0) return original; byte newOpacity = calculateOpacity(bApp.original, pos.x - app.min.x, pos.y - app.min.y, pos.z - app.min.z, actualStrength); return new Voxel(original.averageMaterialType(), newOpacity); }
static public int constructor(IntPtr l) { try { UnityEngine.Application o; o = new UnityEngine.Application(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
public void ConfirmQuit() { var dialogResult = MessageBox.Show("really want exit game ?", "system message", MessageBoxButtons.OKCancel, MessageBoxIcon.Question); if (dialogResult == DialogResult.OK) { Application.CancelQuit(); //TODO write you logic method Application.Quit(); } }
static public int constructor(IntPtr l) { try { UnityEngine.Application o; o=new UnityEngine.Application(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public static bool A(string label, string url, int width = -1) { bool ㄸ = width < 0 ? Button(label) : Button(label, Width(width)); if (ㄸ) { App.OpenURL(url); return(true); } else { return(false); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.Application o; if (matchType(l, 1)) { o = new UnityEngine.Application(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int constructor(IntPtr l) { try { UnityEngine.Application o; o = new UnityEngine.Application(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void RiderPreferencesItem() { EditorGUILayout.BeginVertical(); var url = "https://github.com/JetBrains/Unity3dRider"; if (GUILayout.Button(url)) { Application.OpenURL(url); } EditorGUI.BeginChangeCheck(); var enabledMsg = @"Enable Unity3dRider."; Enabled = EditorGUILayout.Toggle( new GUIContent("Enable Unity3dRider", enabledMsg), Enabled); EditorGUILayout.HelpBox(enabledMsg, MessageType.None); var help = @"For now target 4.5 is strongly recommended. - Without 4.5: - Rider will fail to resolve System.Linq on Mac/Linux - Rider will fail to resolve Firebase Analytics. - With 4.5 Rider will show ambiguous references in UniRx. All those problems will go away after Unity upgrades to mono4."; TargetFrameworkVersion45 = EditorGUILayout.Toggle( new GUIContent("TargetFrameworkVersion 4.5", help), TargetFrameworkVersion45); EditorGUILayout.HelpBox(help, MessageType.None); EditorGUI.EndChangeCheck(); EditorGUI.BeginChangeCheck(); var loggingMsg = @"Enable logging. If you are about to report an issue, please enable logging and attach Unity console output to the issue."; EnableLogging = EditorGUILayout.Toggle( new GUIContent("Enable Logging", loggingMsg), EnableLogging); EditorGUILayout.HelpBox(loggingMsg, MessageType.None); EditorGUI.EndChangeCheck(); }
protected override Action checkMutation(Application app, Index pos) { BlurApp bApp = (BlurApp)app; BlurAction action = new BlurAction(); float voxelSize = LocalMutator.calculateVoxelSize(app, pos); Vector3 diff = LocalMutator.calculateDiff(bApp.position, pos, voxelSize); action.disSqr = diff.sqrMagnitude; float maxRadius = bApp.radius + voxelSize; float maxRadSqr = maxRadius * maxRadius; if (action.disSqr > maxRadSqr) return action; action.doTraverse = true; action.modify = true; return action; }
public static void RegisterLogCallback(Application.LogCallback logCallback) { if (!_initialized) { return; } if (logCallback == null) { return; } UnregisterLogCallback(logCallback); PSAssert.Validate(!_callbacks.Contains(logCallback), "log callback already added"); _callbacks.Add(logCallback); PSDebug.Log("app: registered log callback {0}", _callbacks.Count); }
static void RiderPreferencesItem() { EditorGUILayout.BeginVertical(); var url = "https://github.com/JetBrains/resharper-unity"; if (GUILayout.Button(url)) { Application.OpenURL(url); } EditorGUI.BeginChangeCheck(); var help = @"For now target 4.5 is strongly recommended. - Without 4.5: - Rider will fail to resolve System.Linq on Mac/Linux - Rider will fail to resolve Firebase Analytics. - With 4.5 Rider will show ambiguous references in UniRx. All those problems will go away after Unity upgrades to mono4."; TargetFrameworkVersion45 = EditorGUILayout.Toggle( new GUIContent("TargetFrameworkVersion 4.5", help), TargetFrameworkVersion45); EditorGUILayout.HelpBox(help, MessageType.None); EditorGUI.EndChangeCheck(); EditorGUI.BeginChangeCheck(); var loggingMsg = @"Sets the amount of Rider Debug output. If you are about to report an issue, please select Verbose logging level and attach Unity console output to the issue."; SelectedLoggingLevel = (LoggingLevel)EditorGUILayout.EnumPopup(new GUIContent("Logging Level", loggingMsg), SelectedLoggingLevel); EditorGUILayout.HelpBox(loggingMsg, MessageType.None); EditorGUI.EndChangeCheck(); /* if (GUILayout.Button("reset RiderInitializedOnce = false")) * { * RiderInitializedOnce = false; * }*/ EditorGUILayout.EndVertical(); }
private void RegistrationSlide() { TutorialGUI.Paragraph( "Register yourself at the Unisave web to be able to access " + "the web app." ); TutorialGUI.Form(() => { if (GUILayout.Button("Open https://unisave.cloud/")) { Application.OpenURL("https://unisave.cloud/"); } }); TutorialGUI.Paragraph( "Then create a new game in the web app." ); }
/// <summary> /// 初始化摄像头 /// </summary> private IEnumerator Start() { yield return(Application.RequestUserAuthorization(UserAuthorization.WebCam)); if (Application.HasUserAuthorization(UserAuthorization.WebCam)) { WebCamDevice[] devices = WebCamTexture.devices; //MessageBox.Show(devices.Length.ToString()); if (devices.Length > 0) { //读取前置摄像头 DeviceName = devices[0].name; _webCamera = new WebCamTexture(DeviceName, (int)CameraSize.x, (int)CameraSize.y, (int)CameraFPS); Texture.texture = _webCamera; _webCamera.Play(); } } }
private static void LinkButton(string caption, string url) { var style = GUI.skin.label; style.richText = true; caption = string.Format("<color=#0000FF>{0}</color>", caption); bool bClicked = GUILayout.Button(caption, style); var rect = GUILayoutUtility.GetLastRect(); rect.width = style.CalcSize(new GUIContent(caption)).x; EditorGUIUtility.AddCursorRect(rect, MouseCursor.Link); if (bClicked) { Application.OpenURL(url); } }
override protected void onSelect() { switch (this.getCurrentOpt()) { case 0: this.LoadLevel(1); break; case 1: this.LoadScene("scenes/000-game-controller/LevelSelect"); break; case 2: this.LoadScene("scenes/000-game-controller/Options"); break; case 3: App.Quit(); break; } }
static int _CreateUnityEngine_ApplicationWrap(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.Application obj = new UnityEngine.Application(); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.Application.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void OpenManual() { Application.OpenURL("http://assetstore.phbarralis.com/sge/features.html"); }
private void OpenDiscordHelp() { Application.OpenURL("https://discord.gg/ksURBah"); }
private void OpenEmailHelp() { Application.OpenURL("mailto:[email protected]"); }
public void ExitGame() { Application.Quit(); }
public static float calculateVoxelSize(Application app, Index p) { return 1 << (app.tree.maxDetail - p.depth); }
private static void RegisterLogCallback(Application.LogCallback handler, bool threaded) { if (Application.s_RegisterLogCallbackDeprecated != null) { Application.logMessageReceived -= Application.s_RegisterLogCallbackDeprecated; Application.logMessageReceivedThreaded -= Application.s_RegisterLogCallbackDeprecated; } Application.s_RegisterLogCallbackDeprecated = handler; if (handler != null) { if (threaded) { Application.logMessageReceivedThreaded += handler; } else { Application.logMessageReceived += handler; } } }
public static extern bool RequestAdvertisingIdentifierAsync(Application.AdvertisingIdentifierCallback delegateMethod);
public void QuitButton_OnClick() { // todo: Prompt do you want to save? Application.Quit(); }
// Update is called once per frame void Update() { // Determines what scene it is, and if the appropiate input is made, moves to the next Scene Scene m_scene = SceneManager.GetActiveScene(); // Checks for the WinCondition to be fufilled in the PlayerController Script if (m_scene.name == "MainMenu") { //if (Input.GetKeyDown(KeyCode.Space) && p.WinState) if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene(1); } } // This code checks the game every frame to during the Game scene to see if the lose condition has been activated. // If it has, it store the name and sprite of the winning / losing player and change to the game over screen else if (m_scene.name == "Game" && player2.getScore() == 5) { winningPlayerName = "Player 1"; losingPlayerName = "Player 2"; winningPlayer = player2.up; losingPlayer = player1.up; SceneManager.LoadScene(2); } else if (m_scene.name == "Game" && player1.getScore() == 5) { winningPlayerName = "Player 2"; losingPlayerName = "Player 1"; winningPlayer = player1.up; losingPlayer = player2.up; SceneManager.LoadScene(2); } // This code stores a few situational conditions in the game over screen, altering the images depending on who won. else if (m_scene.name == "GameOver") { // This code sets the images properly for the game over screen winningPlayerHead.sprite = winningPlayer; winningPlayerHead2.sprite = winningPlayer; losingPlayerHead.sprite = losingPlayer; // This code sets the text and color of the game over screen middle playerVictory.text = winningPlayerName; playerLoss.text = losingPlayerName; if (winningPlayerName == "Player 1") { playerVictory.color = Color.green; playerLoss.color = Color.magenta; } else { playerVictory.color = Color.magenta; playerLoss.color = Color.green; } // Finally, this last piece of coat allows us to return to the main menu if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene(0); } } // This gives the game a "quit" button by pressing Escape. If it is pressed outside of main menu, it returns you to main menu if (Input.GetKey("escape")) { if (m_scene.name == "MainMenu") { Application.Quit(); } else { SceneManager.LoadScene(0); } } }
public void MenuExit() { MenuExitText.text = "Exit Pressed"; Application.Quit(); }
public static int constructor(IntPtr l) { try { UnityEngine.Application o; o=new UnityEngine.Application(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
public void Button_Close() { Application.Quit(); }
private void OpenChangelog() { Application.OpenURL("http://assetstore.phbarralis.com/sge/changelog.html"); }
public static void UnregisterLogCallback(Application.LogCallback logCallback) { /*var removed =*/ _callbacks.RemoveAll(x => EqualityComparer<Application.LogCallback>.Default.Equals(x, logCallback)); //Debug.Log("removed " + removed); }
private void OpenSetup() { Application.OpenURL("http://assetstore.phbarralis.com/urpdebugviews/getting_started.html#setup"); }
protected override Voxel mutate(Application app, Index p, Action action, Voxel original) { return mutate((LocalApplication)app, p, (LocalAction)action, original); }
public static void RegisterLogCallback(Application.LogCallback handler) { Application.RegisterLogCallback(handler, false); }
public static void RegisterLogCallbackThreaded(Application.LogCallback handler) { Application.RegisterLogCallback(handler, true); }