IEnumerator SendAnswer(string url) { Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); Handheld.StartActivityIndicator(); var encoding = new System.Text.UTF8Encoding(); var header = new Dictionary <string, string>(); header.Add("Content-Type", "application/json"); var jsonString = JsonConvert.SerializeObject(activeQuestion); WWW request = new WWW(url, encoding.GetBytes(jsonString), header); while (!request.isDone) { yield return(null); } UpdateScoreBoard(request.text); HighlightScoreboard(); AnswerField.image.color = Color.green; Invoke("FixInputColor", 0.5f); Number1.text = "00"; Number2.text = "00"; ToggleButtons(); Handheld.StopActivityIndicator(); }
private void Awake() { FilePath = pathSettings.RootPath + FilePath; if (File.Exists(FilePath)) { objImporter = gameObject.GetComponent <ObjectImporter>(); if (objImporter == null) { objImporter = gameObject.AddComponent <ObjectImporter>(); } objImporter.ImportingStart += () => { Handheld.StartActivityIndicator(); }; objImporter.ImportedModel += (baseModel, name) => { var model = baseModel.transform.GetChild(0); var center = model.GetComponent <MeshFilter>().mesh.bounds.center; model.transform.position = -center; loadingText.enabled = false; Handheld.StopActivityIndicator(); }; objImporter.ImportError += (err) => { Utils.ShowAndroidToastMessage(err); }; } else { Utils.ShowAndroidToastMessage("path: '" + FilePath + "' not exist"); } }
private void SwitchSceneHelper(EScene newScene, bool allowSameScene) { if (!allowSameScene && newScene == currentScene_) { Debug.LogWarning("Request to switch to same scene " + newScene); } else { if (isSwitching_) { Debug.LogWarning("SwitchSceneHelper rejecting request to switch from " + currentScene_ + " to " + newScene + " because it's already switching"); } else { if (DEBUG_SCENES) { Debug.Log("SwitchSceneHelper: from " + currentScene_ + " to " + newScene); } isSwitching_ = true; #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOSActivityIndicatorStyle.WhiteLarge); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #endif Handheld.StartActivityIndicator(); StartCoroutine(SwitchSceneCR(sceneNames_[newScene])); } } }
IEnumerator LoadSceneFromFCM() { #if UNITY_ANDROID AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject curActivity = UnityPlayer.GetStatic <AndroidJavaObject>("currentActivity"); AndroidJavaObject curIntent = curActivity.Call <AndroidJavaObject>("getIntent"); string sceneToLoad = curIntent.Call <string>("getStringExtra", "sceneToOpen"); ChallengeManager.CurrentChallengeId = curIntent.Call <string>("getStringExtra", "challengeId"); Scene curScene = SceneManager.GetActiveScene(); if (!string.IsNullOrEmpty(sceneToLoad) && sceneToLoad != curScene.name) { // If the current scene is different than the intended scene to load, // load the intended scene. This is to avoid reloading an already acive // scene. Debug.Log("Loading Scene: " + sceneToLoad); Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); Handheld.StartActivityIndicator(); yield return(new WaitForSeconds(0f)); Debug.LogWarning(sceneToLoad); SceneManager.LoadScene(sceneToLoad); } #else yield return(null); #endif }
public IEnumerator wwwRequest(string url, float timeLimit = downloadTimeLimit) { Handheld.StartActivityIndicator(); www = new WWW(url); if (GPSController.Instance.userLocationStable) { float downloadTime = 0; while (!www.isDone) { downloadTime += Time.deltaTime; if (downloadTime >= timeLimit) { break; } yield return(null); } Debug.Log("WWW transfer from " + url.Substring(8, 40) + ".. @: " + (www.progress * 100) + "% in " + downloadTime + "s / " + timeLimit + "s"); if (!www.isDone || !string.IsNullOrEmpty(www.error)) { Debug.LogError("Network error. Load not complete! TERMINATED AT:" + (int)www.progress * 100 + "%"); yield break; } Handheld.StopActivityIndicator(); yield return(www); } }
public string level = ""; // scene name to load // Use this for initialization void Start() { UnityEngine.Object.DontDestroyOnLoad(gameObject); // retain this object through a level load Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.Gray); Handheld.StartActivityIndicator(); StartCoroutine(WaitAndLoad()); }
public void Show(IndicatorType indicatorType) { _indicatorType = indicatorType; switch (indicatorType) { case IndicatorType.Default: #if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS || UNITY_PSM) #if UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #elif UNITY_IOS Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.WhiteLarge); #endif Handheld.StartActivityIndicator(); #else _imgDefaultIndicator.enabled = true; tween = DOTween.Sequence() .Append(_imgDefaultIndicator.transform .DOLocalRotate(new Vector3(0.0f, 0.0f, -180.0f), 0.5f) .SetEase(Ease.InSine)) .Append(_imgDefaultIndicator.transform .DOLocalRotate(new Vector3(0.0f, 0.0f, -360.0f), 0.5f) .SetEase(Ease.OutSine)) .SetLoops(-1, LoopType.Restart) .Play(); #endif break; default: Debug.LogErrorFormat("{0} NotFound {1}", typeof(IndicatorType).Name, indicatorType); break; } _imgMask.enabled = true; }
void BuyProductID(string productId) { Handheld.StartActivityIndicator(); // If Purchasing has been initialized ... if (IsInitialized()) { // ... look up the Product reference with the general product identifier and the Purchasing // system's products collection. Product product = m_StoreController.products.WithID(productId); // If the look up found a product for this device's store and that product is ready to be sold ... if (product != null && product.availableToPurchase) { Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id)); // ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed // asynchronously. m_StoreController.InitiatePurchase(product); } // Otherwise ... else { // ... report the product look-up failure situation Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase"); Handheld.StopActivityIndicator(); } } // Otherwise ... else { // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or // retrying initiailization. Debug.Log("BuyProductID FAIL. Not initialized."); Handheld.StopActivityIndicator(); } }
/// <summary> /// インジケーターの表示開始 /// 表示要求しているオブジェクトはあちこちから設定できる。 /// 全ての要求が終了しない限りは表示を続ける /// </summary> /// <param name="obj">表示を要求してるオブジェクト</param> public void StartIndicator(System.Object obj) { IncRef(obj); if (objList.Count <= 0) { return; } if (isStarting) { return; } this.gameObject.SetActive(true); isStarting = true; if (IsDeviceIndicator()) { #if UNITY_IPHONE || UNITY_ANDROID && !UNITY_EDITOR Handheld.StartActivityIndicator(); #endif } else { InvokeRepeating("RotIcon", 0, animTime); } }
public static void OnRedeemCodeConfirm(string code) { #if UNITY_IOS || UNITY_ANDROID Handheld.StartActivityIndicator(); #endif _enteredCode = code.ToUpper(); ServerManager.Get("redeem/" + code, OnRedeemCodeSucceed, OnRedeemCodeReturnFailed); }
/// <summary> /// 表示開始 /// </summary> public static void Start(object key) { Flags[key] = true; #if UNITY_IPHONE || UNITY_ANDROID Handheld.SetActivityIndicatorStyle(Style); Handheld.StartActivityIndicator(); #endif }
internal void StartActivityIndicator() { if (IsTestType()) { return; } #if UNITY_ANDROID Handheld.StartActivityIndicator(); #endif }
// *************************************************************** private void playLongVideo(string id) { #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #endif Handheld.StartActivityIndicator(); Handheld.PlayFullScreenMovie(YoutubeVideo.Instance.RequestVideo(id, 360), Color.black, FullScreenMovieControlMode.Full); }
IEnumerator Logout() { // set the indicator to use Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); Handheld.StartActivityIndicator(); Debug.Log("Logout was pressed"); // keep spinning until coroutine finishes yield return(StartCoroutine("CheckForSuccessfulLogout")); }
static public void ShowIndicator() { #if UNITY_IOS Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.WhiteLarge); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #endif Handheld.StartActivityIndicator(); // MNP.ShowPreloader("HeroCry", "Loading..."); }
IEnumerator Load() { #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Small); #endif Handheld.StartActivityIndicator(); yield return(new WaitForSeconds(0)); }
/// <summary> /// Shows the loading spinner. /// </summary> public void Show() { if (!gameObject.activeSelf) { // Locks the interactions. Handheld.StartActivityIndicator(); // Enables the spinner. FadeIn(); } }
// Use this for initialization void Start() { for (int i = 0; i < Statements.Length; i++) { listOfOps.Add(NextStatement); } anim = GetComponent <Animator>(); player1.Prepare(); player1.prepareCompleted += VideoReady; Handheld.StartActivityIndicator(); }
void loadLevel3() { Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.InversedLarge); Handheld.StartActivityIndicator(); //startDialog(); Application.LoadLevel(3); //MainUI.SetActive(false); // loadingIndicator.SetActive(true); //progressBar.SetActive(true); }
IEnumerator StartActivityIndicator() { #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOSActivityIndicatorStyle.Gray); #endif #if UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.InversedLarge); #endif Handheld.StartActivityIndicator(); yield return(null); }
public void Suspend() { callCounts++; IsDisplayed = true; gameObject.SetActive(true); try { Handheld.StartActivityIndicator(); } catch (Exception e) { Debug.Log("Device not HandHeld, "); e.ToString(); } }
IEnumerator Load() { yield return(new WaitForSeconds(temps)); SceneManager.LoadScene(Escena); #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOS.ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Small); #endif Handheld.StartActivityIndicator(); }
IEnumerator Load(String nameLevel) { #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOS.ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #endif Handheld.StartActivityIndicator(); yield return(new WaitForSeconds(0)); SceneManager.LoadScene(nameLevel); }
/// <summary> /// Sets the native loading. /// </summary> /// <param name="isLoading">If set to <c>true</c> is loading.</param> public static void SetNativeLoading(bool isLoading) { #if UNITY_IOS || UNITY_ANDROID if (isLoading) { Handheld.StartActivityIndicator(); } else { Handheld.StopActivityIndicator(); } #endif }
IEnumerator StartActivityIndicator() { #if UNITY_IOS Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.Gray); #endif #if UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.InversedLarge); #endif #if UNITY_IOS || UNITY_ANDROID Handheld.StartActivityIndicator(); #endif yield return(null); }
async UniTask ILoading.OnShow(float defaultDuration) { #if !UNITY_EDITOR && UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Small); Handheld.StartActivityIndicator(); #elif !UNITY_EDITOR && UNITY_IOS Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.White); Handheld.StartActivityIndicator(); #else await _canvasGroup .DOFade(1.0f, defaultDuration) .OnCompleteAsUniTask(); #endif }
public string level = ""; // scene name to load // Use this for initialization void Start() { UnityEngine.Object.DontDestroyOnLoad(gameObject); // retain this object through a level load #if UNITY_IOS Handheld.SetActivityIndicatorStyle(UnityEngine.iOS.ActivityIndicatorStyle.Gray); #endif #if UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.InversedLarge); #endif #if UNITY_IOS || UNITY_ANDROID Handheld.StartActivityIndicator(); #endif StartCoroutine(WaitAndLoad()); }
private IEnumerator LoadSceneCoroutine(string scene) { yield return(new WaitForEndOfFrame()); #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOS.ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #elif UNITY_TIZEN Handheld.SetActivityIndicatorStyle(TizenActivityIndicatorStyle.Small); #endif Handheld.StartActivityIndicator(); SceneManager.LoadScene(scene); }
// Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google. // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt. public void RestorePurchases() { Handheld.StartActivityIndicator(); // If Purchasing has not yet been set up ... if (!IsInitialized()) { // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization. Debug.Log("RestorePurchases FAIL. Not initialized."); Handheld.StopActivityIndicator(); return; } // If we are running on an Apple device ... if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.OSXPlayer) { // ... begin restoring purchases Debug.Log("RestorePurchases started ..."); // Fetch the Apple store-specific subsystem. var apple = m_StoreExtensionProvider.GetExtension <IAppleExtensions>(); // Begin the asynchronous process of restoring purchases. Expect a confirmation response in // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore. apple.RestoreTransactions((result) => { // The first phase of restoration. If no more responses are received on ProcessPurchase then // no purchases are available to be restored. Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore."); // MNPopup popup = new MNPopup ("Restore Complete", "All purchases restored"); // popup.AddAction ("Close", () => {Debug.Log("Ok action callback");}); // popup.AddDismissListener (() => {Debug.Log("dismiss listener");}); // popup.Show (); Handheld.StopActivityIndicator(); }); } // Otherwise ... else { // We are not running on an Apple device. No work is necessary to restore purchases. Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform); // MNPopup popup = new MNPopup ("Restore Failed", "Please check your internet connection"); // popup.AddAction ("Close", () => {Debug.Log("Ok action callback");}); // popup.AddDismissListener (() => {Debug.Log("dismiss listener");}); // popup.Show (); } }
public static void ShowActivityIndicator() { #if UNITY_IPHONE Handheld.SetActivityIndicatorStyle(iOS.ActivityIndicatorStyle.Gray); #elif UNITY_ANDROID Handheld.SetActivityIndicatorStyle(AndroidActivityIndicatorStyle.Large); #endif Handheld.StartActivityIndicator(); #if UNITY_ANDROID // This must be called after Handheld.StartActivityIndicator() because that // method instantiates the ProgressBar widget whose layout params we are modifying. UnityActivityIndicator.MoveToCenterOfScreen(); #endif }