IsSFInitialized() public method

public IsSFInitialized ( ) : bool
return bool
示例#1
0
    //public void Start()
    //{
    //}

    /// <summary>
    /// During the Start function, the Scaleform Manager and internal Scaleform runtime is initialized, Gamepad is created and initialized.
    /// </summary>
    /// <returns></returns>
    public void SFAwake()
	{
		ShiftKeyDown = false;
		ControlKeyDown = false;
		AltKeyDown = false;
		
	//	DontDestroyOnLoad(this.gameObject);
        SFMgr = gameObject.AddComponent<SFManager>();
		SFMgr.Init(InitParams);
		if (SFMgr.IsSFInitialized())
		{
			GamePad = new SFGamepad(SFMgr);
			GamePad.Init();
			//SFMgr.InstallDelegates();
			InitParams.Print();
			SFMgr.SetNewViewport(0, 0, Screen.width, Screen.height);


			// Figure out if gamepad is connected.
			GamepadConnected = false;
#if !UNITY_WP8
			if (InputManager.GetJoystickNames().Length != 0)
			{
				GamepadConnected = true;
			}
#endif

		}
	}
示例#2
0
    /// <summary>
    /// During the Start function, the Scaleform Manager and internal Scaleform runtime is initialized, Gamepad is created and initialized.
    /// </summary>
    /// <returns></returns>
    public IEnumerator Start()
    {
        //	DontDestroyOnLoad(this.gameObject);
        SFMgr = new SFManager(InitParams);
        if (SFMgr.IsSFInitialized())
        {
            GamePad = new SFGamepad(SFMgr);
            GamePad.Init();
            //SFMgr.InstallDelegates();
            InitParams.Print();
            SFMgr.SetNewViewport(0, 0, Screen.width, Screen.height);
        #if UNITY_STANDALONE || UNITY_EDITOR || UNITY_METRO
            GL.IssuePluginEvent(0);
        #elif UNITY_IPHONE  || UNITY_ANDROID
            UnityRenderEvent(0);
        #endif
            GL.InvalidateState();

            // Figure out if gamepad is connected.
            GamepadConnected = false;
        #if !UNITY_WP8
            if (Input.GetJoystickNames().Length != 0)
            {
                GamepadConnected = true;
            }
        #endif
            if (WhenToRender == RenderTime.EndOfFrame)
            {
                yield return StartCoroutine("CallPluginAtEndOfFrame");
            }
        }
    }
    public void Start()
    {
        DontDestroyOnLoad(this.gameObject);
        SFMgr = new SFManager(InitParams);
        if (SFMgr.IsSFInitialized())
        {
            GamePad = new SFGamepad(SFMgr);
            GamePad.Init();
            //SFMgr.InstallDelegates();
            InitParams.Print();
        #if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_EDITOR
            GL.IssuePluginEvent(0);
        #elif UNITY_IPHONE  || UNITY_ANDROID
            UnityRenderEvent(0);
        #endif
            GL.InvalidateState();
        }

        // Figure out if gamepad is connected.
        GamepadConnected = false;
        if (Input.GetJoystickNames().Length != 0)
        {
            GamepadConnected = true;
        }
    }
示例#4
0
    protected virtual void Start()
    {
        if (!Application.isPlaying) return;

        SF_SetKey(Key.Key);

        //For GL based platforms - Sets a number to use for Unity specific texture management.  Adjust this number if
        //you start to experience black and/or missing textures.
        SF_SetTextureCount(500);

        DontDestroyOnLoad(this.gameObject);
        SFMgr = new SFManager(InitParams);
        if (SFMgr.IsSFInitialized())
        {
            InitParams.Print();
            GL.IssuePluginEvent(0);
            GL.InvalidateState();
        }

        Movie = createMovie();

        if (WhenToRender == RenderTime.EndOfFrame) StartCoroutine("CallPluginAtEndOfFrame");
    }