// OnEnable is called when the game starts, or when the manager script component is enabled. public virtual void OnEnable() { #if UNITY_EDITOR && !UNITY_WEBPLAYER if (HtmlFile != null && WatchForChanges) { // Get the full asset path: string fullPath = UnityEditor.AssetDatabase.GetAssetPath(HtmlFile); // Create the loader: Reloader = new LiveHtml(fullPath, delegate(string path, string html){ // Write the innerHTML now: Document.innerHTML = html; } ); } #endif // Start: UI.Start(); // Load the main UI from the above HtmlFile or Url. Note that UI's don't have to be loaded like this! You // can also just set a string of text if needed. Navigate(UI.document); }
// OnDisable is called when the manager script component is disabled. You don't need this. public virtual void OnDisable() { UI.Destroy(); #if UNITY_EDITOR && !UNITY_WEBPLAYER if (Reloader != null) { Reloader.Stop(); Reloader = null; } #endif }
/// <summary>Watches for changes if necessary.</summary> protected void Watch() { #if UNITY_EDITOR && !UNITY_WEBPLAYER if (HtmlFile != null && WatchForChanges) { // Get the full asset path: string fullPath = UnityEditor.AssetDatabase.GetAssetPath(HtmlFile); // Create the loader: Reloader = new LiveHtml(fullPath, delegate(string path, string html){ // Write the innerHTML now: Document.innerHTML = html; } ); } #endif }