/* Public interface for use inside C# / JS code */ public static void Init(string appId, string secretId, SuccessDelegate successMethod, FailedDelegate failedMethod) { // Call plugin only when running on real device if (Application.platform != RuntimePlatform.OSXEditor && Application.platform != RuntimePlatform.WindowsEditor) { if (_tdEAuth == null) { _tdEAuth = GameObject.FindObjectOfType <TalkingDataEAuth>(); if (_tdEAuth == null) { _tdEAuth = new GameObject("TalkingDataEAuth").AddComponent <TalkingDataEAuth>(); } } _tdEAuth._successDelegate = successMethod; _tdEAuth._failedDelegate = failedMethod; #if UNITY_IPHONE tdEAuthInit(appId, secretId); #endif #if UNITY_ANDROID AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currActivity = unityClass.GetStatic <AndroidJavaObject>("currentActivity"); AndroidJavaClass tdEAuthClass = new AndroidJavaClass("com.tendcloud.tenddata.unityplugin.TalkingDataEAuthPlugin"); Debug.Log("android eAuth start"); tdEAuthClass.CallStatic("init", currActivity, appId, secretId); #endif } }
/// <summary> Initializes a new instance of the <see cref="GeocoderBase"/> class. Adds a new layer which can /// later contain the geocoding results to the map. </summary> /// <param name="errorDelegate"> The delegate method to call in case of an error. </param> /// <param name="successDelegate"> The delegate method to call to propagate results. </param> /// <param name="map"> The map where the result layer is added to. </param> public GeocoderBase(ErrorDelegate errorDelegate, SuccessDelegate successDelegate, IMap map) { this.errorDelegate = errorDelegate; this.successDelegate = successDelegate; PinColor = Colors.Blue; #region doc:add result layer ContentLayer = new ShapeLayer("Addresses") { SpatialReferenceId = "PTV_MERCATOR" }; map.Layers.Add(ContentLayer); #endregion }
static void ProcessSampler(string exportPath, StringBuilder builder, Material mat, string unityName, string vlName, SuccessDelegate successCallback = null) { if (!mat.HasProperty(unityName)) { return; } Texture tex = mat.GetTexture(unityName); if (tex != null) { string texPath = AssetDatabase.GetAssetOrScenePath(tex); string outPath = exportPath + Path.GetFileName(texPath); // Doctor out path to ensure that normal maps are handled correctly if (vlName == "normalMap" || vlName == "detailNormalMap") { if (!outPath.Contains("normal")) { string ext = Path.GetExtension(outPath); outPath = outPath.Substring(0, outPath.Length - ext.Length) + "_normal" + ext; } } //Copy texture to export path File.Copy(texPath, outPath, true); builder.Append("sampler\n{\n"); builder.Append(string.Format(" name: \"{0}\"\n", vlName)); builder.Append(string.Format(" map: \"{0}\"\n", Regex.Replace(outPath, ".*?/content/", string.Empty))); builder.Append("}\n\n"); if (successCallback != null) { successCallback(); } } }
/// <summary> Initializes a new instance of the <see cref="SingleFieldGeocoder"/> class. Adds a new layer which /// can later contain the geocoding results to the map. </summary> /// <param name="errDlg"> The delegate method to call in case of an error. </param> /// <param name="succDlg"> The delegate method to call to propagate results. </param> /// <param name="wpfMap"> The map where the result layer is added to. </param> public SingleFieldGeocoder(ErrorDelegate errDlg, SuccessDelegate succDlg, WpfMap wpfMap) : base(errDlg, succDlg, wpfMap) { }