void Awake() { if (instance) { enabled = false; Destroy(this); return; } instance = this; DontDestroyOnLoad(gameObject); state = State.Disconnected; //when editing IOS or Android mode, comment out UNITY_EDITOR from the compile conditional #if UNITY_STANDALONE || UNITY_EDITOR puzzletInterop = gameObject.AddComponent <PuzzletConnectionUSB>(); #elif UNITY_IOS puzzletInterop = gameObject.AddComponent <PuzzletConnectionIOS>(); #elif UNITY_ANDROID puzzletInterop = gameObject.AddComponent <PuzzletConnectionAndroid>(); #endif puzzletInterop.Initialize(this); puzzletInterop.Connect(); }
public void Initialize(PuzzletConnection pc) { puzzletConnection = pc; //create the java object that will manage the bluetooth on the device side using (var pluginClass = new AndroidJavaClass("com.digitaldreamlabs.bleplugin.BLEManager")){ bleManagerInstance = pluginClass.CallStatic <AndroidJavaObject>("InitializeBluetooth", name); } StartCoroutine(SetFullscreen()); }
void Awake() { PuzzletConnection.RegisterReceiver(this); StartCoroutine(DownloadLatestVersions()); //set texts to appropriate for device #if UNITY_STANDALONE || UNITY_EDITOR string deleteStr = "Bluetooth"; #else string deleteStr = "USB"; #endif for(int a = 0; a < texts.Length; ++a) { if(texts[a].name.Contains(deleteStr)) Destroy(texts[a]); } }
public void Initialize(PuzzletConnection pc) { puzzletConnection = pc; badConnections = new List <string>(); }
public void Initialize(PuzzletConnection pc) { puzzletConnection = pc; _setupConnection(); _setReceiver(name); }