예제 #1
0
        /// <summary>
        /// 跳转到设置界面
        /// </summary>
        public void ShowPreferences()
        {
            GameFramework.CLog.Log($"调用代理层showPreferences:");

        #if JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            AppInfoAndroid.ShowPreferences();
        #elif UNITY_IOS
            AppInfoIOS.ShowPreferences();
        #endif
        }
예제 #2
0
        /// <summary>
        /// 设置渠道ID(老用户升级后,往往会把老用户设置为-1)
        /// </summary>
        public void SetAppChannelId(int channelId)
        {
            GameFramework.CLog.Log($"调用代理层setAppChannelId:channelId[{channelId}]");

        #if JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            AppInfoAndroid.SetAppChannelId(channelId);
        #elif UNITY_IOS
            AppInfoIOS.SetAppChannelId(channelId);
        #endif
        }
예제 #3
0
        /// <summary>
        /// 获取设备IDFA
        /// </summary>
        public string GetIDFA()
        {
            GameFramework.CLog.Log($"调用代理层getIDFA:");

            string Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
        #elif UNITY_IOS
            Result = AppInfoIOS.GetIDFA();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #4
0
        /// <summary>
        /// 判断当前版本是否为安装版本
        /// </summary>
        public bool IsInstallVersion()
        {
            GameFramework.CLog.Log($"调用代理层isInstallVersion:");

            bool Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.IsInstallVersion();
        #elif UNITY_IOS
            Result = AppInfoIOS.IsInstallVersion();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #5
0
        /// <summary>
        /// 按版本号获取在线参数
        /// </summary>
        public string GetOnlineConfigParamsByAppVer(string param)
        {
            GameFramework.CLog.Log($"调用代理层getOnlineConfigParamsByAppVer:param[{param}]");

            string Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.GetOnlineConfigParamsByAppVer(param);
        #elif UNITY_IOS
            Result = AppInfoIOS.GetOnlineConfigParamsByAppVer(param);
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #6
0
        /// <summary>
        /// 是否显示多玩法
        /// </summary>
        public bool ShowMoreGameStatic()
        {
            GameFramework.CLog.Log($"调用代理层showMoreGameStatic:");

            bool Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.ShowMoreGameStatic();
        #elif UNITY_IOS
            Result = AppInfoIOS.ShowMoreGameStatic();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #7
0
        /// <summary>
        /// 获取Android审核参数 0:关闭审核(审核通过)  1:正在审核
        /// </summary>
        public int  GetDesignModeStatic()
        {
            GameFramework.CLog.Log($"调用代理层getDesignModeStatic:");

            int Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.GetDesignModeStatic();
        #elif UNITY_IOS
            Result = AppInfoIOS.GetDesignModeStatic();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #8
0
        /// <summary>
        /// 获取App打包时间
        /// </summary>
        public long  GetAppBuildTime()
        {
            GameFramework.CLog.Log($"调用代理层getAppBuildTime:");

            long Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.GetAppBuildTime();
        #elif UNITY_IOS
            Result = AppInfoIOS.GetAppBuildTime();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }
예제 #9
0
        /// <summary>
        /// 获取设备Mac地址
        /// </summary>
        public string GetLocalMacAddress()
        {
            GameFramework.CLog.Log($"调用代理层getLocalMacAddress:");

            string Result = default;

        #if  JumpSDK || UNITY_EDITOR
        #elif UNITY_ANDROID
            Result = AppInfoAndroid.GetLocalMacAddress();
        #elif UNITY_IOS
            Result = AppInfoIOS.GetLocalMacAddress();
        #endif
            GameFramework.CLog.Log($"结果为:[{ Result}]");
            return(Result);
        }