/// <summary> /// Saves the image. /// </summary> /// <returns>The image full path .图片保存的全路径,仅在android平台返回有效值,如果返回null,图片保存失败。</returns> /// <param name="path">Path.图片保存的子目录,该参数仅对android 有效</param> /// <param name="imageBytes">Image bytes.</param> /// <param name="length">Length.</param> public string SaveImage(string path, byte[] imageBytes, int length) { // Call plugin only when running on real device if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { #if UNITY_ANDROID string fullpath = SSCInternalAdapter.getInstance().saveImageToAlbum(path, imageBytes); if (!string.IsNullOrEmpty(_gameObjectName) && GameObject.Find(_gameObjectName) != null) { if (fullpath != null) { //直接回调通知 GameObject.Find(_gameObjectName).SendMessage("OnSaveImageSuccessed", "saved successfully"); } else { GameObject.Find(_gameObjectName).SendMessage("OnSaveImageFailed", "saved failed"); } } return(fullpath); #elif UNITY_IOS _SaveImage(path, imageBytes, length); return(""); #endif } return(null); }
public void ShareToTwitter(string message, string imagePath) { // Call plugin only when running on real device if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { #if UNITY_ANDROID SSCInternalAdapter.getInstance().sendEmailAndFilePic("", message, imagePath); #elif UNITY_IOS _ShareToTwitter(message, imagePath); #endif } }
public void popAlertDialog(string message) { // Call plugin only when running on real device if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { #if UNITY_ANDROID SSCInternalAdapter.getInstance().popAlertDialog(message); #elif UNITY_IOS _popAlertDialog(message); #endif } }
public void removeLoadingView() { // Call plugin only when running on real device if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { #if UNITY_ANDROID SSCInternalAdapter.getInstance().removeLoadingView(); #elif UNITY_IOS _removeLoadingView(); #endif } }
public void setGameObjectNameForInternal(string gameObjectName) { _gameObjectName = gameObjectName; // Call plugin only when running on real device if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) { #if UNITY_ANDROID SSCInternalAdapter.getInstance().setGameObjName(gameObjectName); #elif UNITY_IOS _setGameObjectNameForInternal(gameObjectName); #endif } }