private void OnReceivedMessage(UniWebView webView, UniWebViewMessage message)
 {
     Debug.Log(message.rawMessage);
     if (string.Equals(message.path, "setting"))
     {
         if (message.args["hideToday"] == "1")
         {
             ServerRequestManager.instance.SetNeedHideGameNoticeStuatus(1);
             OptionPanel component = base.GetComponent<OptionPanel>();
             if (component != null)
             {
                 component.ClickCancel();
             }
         }
         else if (message.args["hideToday"] == "0")
         {
             ServerRequestManager.instance.SetNeedHideGameNoticeStuatus(0);
             OptionPanel panel2 = base.GetComponent<OptionPanel>();
             if (panel2 != null)
             {
                 panel2.ClickCancel();
             }
         }
     }
     else if (string.Equals(message.path, "close"))
     {
         OptionPanel panel3 = base.GetComponent<OptionPanel>();
         if (panel3 != null)
         {
             panel3.ClickCancel();
         }
     }
 }
 private UniWebViewEdgeInsets InsetsForScreenOreitation(UniWebView webView, UniWebViewOrientation orientation)
 {
     int aBottom = (int) (UniWebViewHelper.screenHeight * 0.5f);
     if (orientation == UniWebViewOrientation.Portrait)
     {
         return new UniWebViewEdgeInsets(5, 5, aBottom, 5);
     }
     return new UniWebViewEdgeInsets(5, 5, aBottom, 5);
 }
示例#3
0
    // This method will be called when the screen orientation changed. Here we returned UniWebViewEdgeInsets(5,5,bottomInset,5)
    // for both situation. Although they seem to be the same, screenHeight was changed, leading a difference between the result.
    // eg. on iPhone 5, bottomInset is 284 (568 * 0.5) in portrait mode while it is 160 (320 * 0.5) in landscape.
    UniWebViewEdgeInsets InsetsForScreenOreitation(UniWebView webView, UniWebViewOrientation orientation)
    {
        int bottomInset = (int)(UniWebViewHelper.screenHeight * 0.17f);

        if (orientation == UniWebViewOrientation.Portrait) {
            return new UniWebViewEdgeInsets(5,5,bottomInset,5);
        } else {
            return new UniWebViewEdgeInsets(5,5,bottomInset,5);
        }
    }
 private void OnLoadComplete(UniWebView webView, bool success, string errorMessage)
 {
     if (success)
     {
         webView.Show();
     }
     else
     {
         Debug.Log("Something wrong in webview loading: " + errorMessage);
         this._errorMessage = errorMessage;
     }
 }
 private void OnReceivedMessage(UniWebView webView, UniWebViewMessage message)
 {
     Debug.Log(message.rawMessage);
     if (string.Equals(message.path, "move"))
     {
         Vector3 zero = Vector3.zero;
         if (string.Equals(message.args["direction"], "up"))
         {
             zero = new Vector3(0f, 0f, 1f);
         }
         else if (string.Equals(message.args["direction"], "down"))
         {
             zero = new Vector3(0f, 0f, -1f);
         }
         else if (string.Equals(message.args["direction"], "left"))
         {
             zero = new Vector3(-1f, 0f, 0f);
         }
         else if (string.Equals(message.args["direction"], "right"))
         {
             zero = new Vector3(1f, 0f, 0f);
         }
         int result = 0;
         if (int.TryParse(message.args["distance"], out result))
         {
             zero *= result;
         }
         this._moveVector = zero;
     }
     else if (string.Equals(message.path, "add"))
     {
         if (this._cube != null)
         {
             UnityEngine.Object.Destroy(this._cube);
         }
         this._cube = UnityEngine.Object.Instantiate(this.cubePrefab) as GameObject;
         this._cube.GetComponent<UniWebViewCube>().webViewDemo = this;
         this._moveVector = Vector3.zero;
     }
     else if (string.Equals(message.path, "close"))
     {
         webView.Hide();
         UnityEngine.Object.Destroy(webView);
         webView.OnReceivedMessage -= new UniWebView.ReceivedMessageDelegate(this.OnReceivedMessage);
         webView.OnLoadComplete -= new UniWebView.LoadCompleteDelegate(this.OnLoadComplete);
         webView.OnWebViewShouldClose -= new UniWebView.WebViewShouldCloseDelegate(this.OnWebViewShouldClose);
         webView.OnEvalJavaScriptFinished -= new UniWebView.EvalJavaScriptFinishedDelegate(this.OnEvalJavaScriptFinished);
         webView.InsetsForScreenOreitation -= new UniWebView.InsetsForScreenOreitationDelegate(this.InsetsForScreenOreitation);
         this._webView = null;
     }
 }
 private void OnGUI()
 {
     if (GUI.Button(new Rect(0f, (float) (Screen.height - 150), 150f, 80f), "Open"))
     {
         this._webView = base.GetComponent<UniWebView>();
         if (this._webView == null)
         {
             this._webView = base.gameObject.AddComponent<UniWebView>();
             this._webView.OnReceivedMessage += new UniWebView.ReceivedMessageDelegate(this.OnReceivedMessage);
             this._webView.OnLoadComplete += new UniWebView.LoadCompleteDelegate(this.OnLoadComplete);
             this._webView.OnWebViewShouldClose += new UniWebView.WebViewShouldCloseDelegate(this.OnWebViewShouldClose);
             this._webView.OnEvalJavaScriptFinished += new UniWebView.EvalJavaScriptFinishedDelegate(this.OnEvalJavaScriptFinished);
             this._webView.InsetsForScreenOreitation += new UniWebView.InsetsForScreenOreitationDelegate(this.InsetsForScreenOreitation);
         }
         this._webView.url = "http://uniwebview.onevcat.com/demo/index1-1.html";
         this._webView.Load();
         this._errorMessage = null;
     }
     if ((this._webView != null) && GUI.Button(new Rect(150f, (float) (Screen.height - 150), 150f, 80f), "Back"))
     {
         this._webView.GoBack();
     }
     if ((this._webView != null) && GUI.Button(new Rect(300f, (float) (Screen.height - 150), 150f, 80f), "ToolBar"))
     {
         if (this._webView.toolBarShow)
         {
             this._webView.HideToolBar(true);
         }
         else
         {
             this._webView.ShowToolBar(true);
         }
     }
     if (this._errorMessage != null)
     {
         GUI.Label(new Rect(0f, 0f, (float) Screen.width, 80f), this._errorMessage);
     }
 }
 private void OnEvalJavaScriptFinished(UniWebView webView, string result)
 {
     Debug.Log("js result: " + result);
     this.tipTextMesh.text = "<color=#000000>" + result + "</color>";
 }
 private bool OnWebViewShouldClose(UniWebView webView)
 {
     if (webView == this._webView)
     {
         this._webView = null;
         return true;
     }
     return false;
 }
示例#9
0
	void OnGUI() {
		if (GUI.Button(new Rect(0, Screen.height - 150, 150, 80),"Open")) {
			//2. You can add a UniWebView either in Unity Editor or by code.
			//Here we check if there is already a UniWebView component. If not, add one.
			_webView = GetComponent<UniWebView>();
			if (_webView == null) {
				_webView = gameObject.AddComponent<UniWebView>();
				_webView.OnReceivedMessage += OnReceivedMessage;
				_webView.OnLoadComplete += OnLoadComplete;
				_webView.OnWebViewShouldClose += OnWebViewShouldClose;
				_webView.OnEvalJavaScriptFinished += OnEvalJavaScriptFinished;

				_webView.InsetsForScreenOreitation += InsetsForScreenOreitation;
			}

			//3. You can set the insets of this webview by assigning an insets value simply
			//   like this:
			/*
					int bottomInset = (int)(UniWebViewHelper.screenHeight * 0.5f);
					_webView.insets = new UniWebViewEdgeInsets(5,5,bottomInset,5);
			*/

			// Or you can also use the `InsetsForScreenOreitation` delegate to specify different
			// insets for portrait or landscape screen. If your webpage should resize on both portrait
			// and landscape, please use the delegate way. See the `InsetsForScreenOreitation` method
			// in this file for more.

			// Now, set the url you want to load.
			_webView.url = "http://uniwebview.onevcat.com/demo/index1-1.html";
			//You can read a local html file, by putting the file into /Assets/StreamingAssets folder
			//And use the url like these
			//If you are using "Split Application Binary" for Android, see the FAQ section of manual for more.
			/*
			#if UNITY_EDITOR
			_webView.url = Application.streamingAssetsPath + "/index.html";
			#elif UNITY_IOS
			_webView.url = Application.streamingAssetsPath + "/index.html";
			#elif UNITY_ANDROID
			_webView.url = "file:///android_asset/index.html";
            #elif UNITY_WP8
            _webView.url = "Data/StreamingAssets/index.html";
            #endif
            */

            // You can set the spinner visibility and text of the webview.
			// This line can change the text of spinner to "Wait..." (default is  "Loading...")
			//_webView.SetSpinnerLabelText("Wait...");
			// This line will tell UniWebView to not show the spinner as well as the text when loading.
			//_webView.SetShowSpinnerWhenLoading(false);

			//4.Now, you can load the webview and waiting for OnLoadComplete event now.
			_webView.Load();

			_errorMessage = null;

			//You can also load some HTML string instead from a url or local file.
			//When loading from the HTML string, the _webView.url will take no effect.
			//_webView.LoadHTMLString("<body>I am a html string</body>",null);

			//If you want the webview show immediately, instead of the OnLoadComplete event, call Show()
			//A blank webview will appear first, then load the web page content in it
			//_webView.Show();
		}

		if (_webView != null && GUI.Button(new Rect(150,
		                                            Screen.height - 150,
		                                            150,
		                                            80),"Back")) {
			_webView.GoBack();
		}

		//Tool bar is hidden by default. You can use it to navigate or close the webview.
		//The tool bar is only avaliable in iOS system. You can use "back button" of Android to go back.
		if (_webView != null && GUI.Button(new Rect(300,
		                                            Screen.height - 150,
		                                            150,
		                                            80),"ToolBar")) {
			if (_webView.toolBarShow) {
				_webView.HideToolBar(true);
			} else {
				_webView.ShowToolBar(true);
			}
		}

		if (_errorMessage != null) {
			GUI.Label(new Rect(0, 0, Screen.width, 80), _errorMessage);
		}
	}
示例#10
0
	//10. If the user close the webview by tap back button (Android) or toolbar Done button (iOS),
	//    we should set your reference to null to release it.
	//    Then we can return true here to tell the webview to dismiss.
	bool OnWebViewShouldClose(UniWebView webView) {
		if (webView == _webView) {
			_webView = null;
			return true;
		}
		return false;
	}
示例#11
0
	//6. The webview can talk to Unity by a url with scheme of "uniwebview". See the webpage for more
	//   Every time a url with this scheme clicked, OnReceivedMessage of webview event get raised.
	void OnReceivedMessage(UniWebView webView, UniWebViewMessage message) {
        Debug.Log("Received a message from native");
		Debug.Log(message.rawMessage);
		//7. You can get the information out from the url path and query in the UniWebViewMessage
		//For example, a url of "uniwebview://move?direction=up&distance=1" in the web page will
		//be parsed to a UniWebViewMessage object with:
		//				message.scheme => "uniwebview"
		//              message.path => "move"
		//              message.args["direction"] => "up"
		//              message.args["distance"] => "1"
		// "uniwebview" scheme is sending message to Unity by default.
		// If you want to use your customized url schemes and make them sending message to UniWebView,
		// use webView.AddUrlScheme("your_scheme") and webView.RemoveUrlScheme("your_scheme")
		if (string.Equals(message.path,"move")) {
			Vector3 direction = Vector3.zero;
			if (string.Equals(message.args["direction"],"up")) {
				direction = new Vector3(0,0,1);
			} else if (string.Equals(message.args["direction"],"down")) {
				direction = new Vector3(0,0,-1);
			} else if (string.Equals(message.args["direction"],"left")) {
				direction = new Vector3(-1,0,0);
			} else if (string.Equals(message.args["direction"],"right")) {
				direction = new Vector3(1,0,0);
			}

			int distance = 0;
			if (int.TryParse(message.args["distance"], out distance)) {
				direction *= distance;
			}

			_moveVector = direction;

		} else if (string.Equals(message.path, "add")) {
			if (_cube != null) {
				Destroy(_cube);
			}
			_cube = GameObject.Instantiate(cubePrefab) as GameObject;
			_cube.GetComponent<UniWebViewCube>().webViewDemo = this;
			_moveVector = Vector3.zero;
		} else if (string.Equals(message.path, "close")) {
			//8. When you done your work with the webview,
			//you can hide it, destory it and do some clean work.
			webView.Hide();
			Destroy(webView);
			webView.OnReceivedMessage -= OnReceivedMessage;
			webView.OnLoadComplete -= OnLoadComplete;
			webView.OnWebViewShouldClose -= OnWebViewShouldClose;
			webView.OnEvalJavaScriptFinished -= OnEvalJavaScriptFinished;
			webView.InsetsForScreenOreitation -= InsetsForScreenOreitation;
			_webView = null;
		}
	}
示例#12
0
	void OnGUI() {
		int uiFactor = UniWebViewHelper.RunningOnRetinaIOS() ? 2 : 1;

		if (GUI.Button(new Rect(0, Screen.height - uiFactor * 100, uiFactor * 100, uiFactor * 50),"Open")) {
			//2. You can add a UniWebView either in Unity Editor or by code.
			//Here we check if there is already a UniWebView component. If not, add one.
			_webView = GetComponent<UniWebView>();
			if (_webView == null) {
				_webView = gameObject.AddComponent<UniWebView>();
				_webView.OnReceivedMessage += OnReceivedMessage;
				_webView.OnLoadComplete += OnLoadComplete;
				_webView.OnWebViewShouldClose += OnWebViewShouldClose;
				_webView.OnEvalJavaScriptFinished += OnEvalJavaScriptFinished;
			}

			//3. Set the frame of this webview. Give it a url to load. Add event listener to it.
			int bottomInset = Screen.height / ( 2 * uiFactor );
			_webView.insets = new UniWebViewEdgeInsets(5,5,bottomInset,5);
			_webView.url = "http://uniwebview.onevcat.com/demo/index1-1.html";

			//You can read a local html file, by putting the file into /Assets/StreamingAssets folder
			//And use the url like these
			//If you are using "Split Application Binary" for Android, see the FAQ section of manual for more.
			/*
			#if UNITY_EDITOR
			_webView.url = Application.streamingAssetsPath + "/index.html";
			#elif UNITY_IOS
			_webView.url = Application.streamingAssetsPath + "/index.html";
			#elif UNITY_ANDROID
			_webView.url = "file:///android_asset/index.html";
			#endif
			*/

			// You can set the spinner visibility and text of the webview.
			// This line can change the text of spinner to "Wait..." (default is  "Loading...")
			//_webView.SetSpinnerLabelText("Wait...");
			// This line will tell UniWebView to not show the spinner as well as the text when loading.
			//_webView.SetShowSpinnerWhenLoading(false);

			//4.Now, you can load the webview and waiting for OnLoadComplete event now.
			_webView.Load();

			_errorMessage = null;

			//You can also load some HTML string instead from a url or local file.
			//When loading from the HTML string, the _webView.url will take no effect.
			//_webView.LoadHTMLString("<body>I am a html string</body>",null);

			//If you want the webview show immediately, instead of the OnLoadComplete event, call Show()
			//A blank webview will appear first, then load the web page content in it
			//_webView.Show();
		}

		if (_webView != null && GUI.Button(new Rect(uiFactor * 100,
													Screen.height - uiFactor * 100,
													uiFactor * 100,
													uiFactor * 50),"Back")) {
			_webView.GoBack();
		}

		//Tool bar is hidden by default. You can use it to navigate or close the webview.
		//The tool bar is only avaliable in iOS system. You can use "back button" of Android to go back.
		if (_webView != null && GUI.Button(new Rect(uiFactor * 200,
		                                            Screen.height - uiFactor * 100,
		                                            uiFactor * 100,
		                                            uiFactor * 50),"ToolBar")) {
			if (_webView.toolBarShow) {
				_webView.HideToolBar(true);
			} else {
				_webView.ShowToolBar(true);
			}
		}

		if (_errorMessage != null) {
			GUI.Label(new Rect(0, 0, uiFactor * 300, uiFactor * 50), _errorMessage);
		}
	}
示例#13
0
 //In this demo, we set the text to the return value from js.
 void OnEvalJavaScriptFinished(UniWebView webView, string result)
 {
     Debug.Log("js result: " + result);
 }