/*==========================================================================*/ /* func */ /*==========================================================================*/ //---------------------------------------------------------------------------- /*! * @brief Unity固有処理:初期化処理 ※初回のUpdateを呼び出す直前に呼出し */ //---------------------------------------------------------------------------- protected override void Start() { base.Start(); //-------------------------------- // 回転制御許可設定 //-------------------------------- Screen.orientation = ScreenOrientation.AutoRotation; Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = true; Screen.autorotateToLandscapeLeft = false; Screen.autorotateToLandscapeRight = false; #if true //-------------------------------- // ビルド情報をログ出力。 // // マスター版で焼いた際にログが出なくて、 // それぞれのシンボル情報の確証が得にくいので情報として出しておく //-------------------------------- string strApplicationSymbolData = "BuildParam - "; #if UNITY_IPHONE strApplicationSymbolData += " Platform:iOS , "; #elif UNITY_ANDROID strApplicationSymbolData += " Platform:Android , "; #else strApplicationSymbolData += " Platform:????? , "; #endif #if BUILD_TYPE_DEBUG strApplicationSymbolData += " BuildType:debug , "; #else strApplicationSymbolData += ""; #endif #if STORE_SIMULATION strApplicationSymbolData += " Store:disable , "; #else strApplicationSymbolData += " Store:enable , "; #endif #if _MASTER_BUILD strApplicationSymbolData += " Master:On , "; #else strApplicationSymbolData += " Master:Off , "; #endif UnityEngine.Debug.Log(strApplicationSymbolData); #endif #if BUILD_TYPE_DEBUG && UNITY_EDITOR //-------------------------------- // //-------------------------------- Application.runInBackground = true; #endif // #if BUILD_TYPE_DEBUG && UNITY_EDITOR //-------------------------------- // staticパラメータのクリア //-------------------------------- ResidentParam.ParamReset(); //-------------------------------- // マルチタッチ無効 //-------------------------------- Input.multiTouchEnabled = false; //-------------------------------- // 負荷軽減モードの適用分岐 //-------------------------------- if (SystemUtil.GetLoadReductionMode() == true) { ResidentParam.m_OptionWorkLoadLevel = 1; } else { ResidentParam.m_OptionWorkLoadLevel = 0; } #if BUILD_TYPE_DEBUG #if DEBUG_LOG m_ManagerMemoryLog = MemoryLogManager.getInstance(); #endif // DEBUG_LOG #endif //-------------------------------- // ローカルのセーブ情報をユーザークラスに譲渡するためロード実行 //-------------------------------- if (LocalSaveManager.Instance != null) { // 2015/07/15 k_iida V280 招待機能先送りに伴い封印する V290復活予定. // LocalSaveStorage.Instance.InitLocalSaveStorage( "DivineGate" ); LocalSaveManager.SaveVersionSafety(); LocalSaveManager.Instance.LoadFuncUUID(); LocalSaveManager.Instance.LoadFuncLocalData(); // LocalSaveManager.Instance.LoadFuncRestore(); } else { Debug.LogError("LocalSaveManager None!"); } //-------------------------------- // Prime31 PlayGameServices 初期化処理 //-------------------------------- PlayGameServiceUtil.InitPlayGameService(); //-------------------------------- // サーバープッシュ通知初期化 // @add Developer 2016/10/31 //-------------------------------- RemoteNotificationManager.Init(); }