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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Camera/SmoothFollow3.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Camera/SmoothFollow3.cs
deleted file mode 100644
index de465e84..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Camera/SmoothFollow3.cs
+++ /dev/null
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-using System;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// SmoothFollow added right/left rotation angle, height and distance,
- /// and added a corresponding to pinch (PinchInput) and swipe (SwipeInput) (originally StandardAssets)
- /// http://fantom1x.blog130.fc2.com/blog-entry-289.html
- /// (Usage)
- ///·You can use it by attaching to a GameObject such as a camera and registering an object as a viewpoint from the inspector to target.
- /// (Specification)
- ///·It recognizes the whole screen as (0,0) - (1,1) and clicks with the touch or mouse in the valid area (Valid Area).
- ///·The touch operation is effective only for one finger (and the first one) (More than 2 -> When it is 1 does not recognize).
- ///·In order to separate drag and swipe operations with fingers, If it is larger than the value of AngleOperation.dragWidthLimit (ratio by screen width)
- /// (= finger quickly moved) it is not recognized as a drag (Swipe is recognized by the value of SwipeInput.validWidth).
- ///·Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add a device to the #if conditional statement (only those that can be acquired by Input.touchCount).
- ///
- ///
- /// SmoothFollow に左右回転アングルと高さと距離の遠近機能を追加したもの
- /// かつ、ピンチ(PinchInput)とスワイプ(SwipeInput)に対応させた(元は StandardAssets の SmoothFollow)
- /// http://fantom1x.blog130.fc2.com/blog-entry-289.html
- ///(使い方)
- ///・カメラなどの GameObject にアタッチして、インスペクタから target に視点となるオブジェクトを登録すれば使用可。
- ///(仕様説明)
- ///・画面全体を(0,0)-(1,1)とし、有効領域内(Valid Area)でタッチまたはマウスでクリックしたとき認識する。
- ///・タッチ操作は指1本のみ(かつ最初の1本)の操作が有効となる(2本以上→1本になったときは認識しない)。
- ///・指でのドラッグとスワイプ操作を分けるため、AngleOperation.dragWidthLimit の値(画面幅による比率)より大きいときは(=指を素早く動かしたときは)
- /// ドラッグとして認識しない(スワイプは SwipeInput.validWidth の値で認識)。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///
- public class SmoothFollow3 : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Inspector Settings
- public Transform target; //Object to follow //追従するオブジェクト
-
- public bool autoInitOnPlay = true; //Automatically calculates distance, height, preAngle from target position at startup //distance, height, preAngle を起動時に target 位置から自動算出する
- public float distance = 2.0f; //Distance of XZ plane //XZ平面の距離
- public float height = 0f; //Y axis height //Y軸の高さ
- public float preAngle = 0f; //Initial value of camera angle //カメラアングル初期値
-
- public bool widthReference = true; //Make the screen width (Screen.width) size the standard of the ratio (false: based on height (Screen.height)) //画面幅(Screen.width)サイズを比率の基準にする(false=高さ(Screen.height)を基準)
-
- //Area on screen to recognize: 0.0~1.0 [(0,0):Bottom left of screen, (1,1):Upper right of screen]
- //認識する画面領域(0.0~1.0)[(0,0):画面左下, (1,1):画面右上]
- public Rect validArea = new Rect(0, 0, 1, 1);
-
-
- //Rotation operation
- //回転操作
- [Serializable]
- public class AngleOperation
- {
- public float damping = 3.0f; //Smooth moving speed of left and right rotation //左右回転のスムーズ移動速度
-
- //Key input //キー入力
- public bool keyEnable = true; //ON/OFF of rotation key operation //回転のキー操作の ON/OFF
- public float keySpeed = 45f; //Speed by key operation //左右回転速度
- public KeyCode keyLeft = KeyCode.Z; //Left rotation key //左回転キー
- public KeyCode keyRight = KeyCode.X; //Right rotation key //右回転キー
-
- //Drag //ドラッグ
- public bool dragEnable = true; //ON/OFF of rotation drag operation //回転のドラッグ操作の ON/OFF
- public float dragSpeed = 10f; //Speed by drag operation //ドラッグ操作での回転速度
- public float dragWidthLimit = 0.1f; //Limit width that can be recognized as a drag (0: unlimited ~ 1: Screen.width [when widthReference=true]). Not recognize more than this width (to distinguish it from swipe). //ドラッグとして認識できる幅(0 のとき制限なし ~ 1 のとき画面幅)。この幅以上は認識しない(スワイプと区別するため)。
- }
- public AngleOperation angleOperation;
-
-
- //Turn operation (constant angle rotation)
- //旋回(一定角度回転)
- [Serializable]
- public class TurnOperation
- {
- public float angle = 90f; //Angle of turn //旋回の角度
-
- //Key input //キー入力
- public bool keyEnable = true; //ON/OFF of rotation key operation //旋回キーの ON/OFF
- public KeyCode keyLeft = KeyCode.KeypadMinus; //Left rotation key //左旋回キー
- public KeyCode keyRight = KeyCode.KeypadPlus; //Right rotation key //右旋回キー
-
- //Swipe //スワイプ
- public bool swipeEnable = true; //ON/OFF of rotation swipe operation //スワイプで旋回の ON/OFF
- }
- public TurnOperation turnOperation;
-
-
- //Height operation
- //高さの操作
- [Serializable]
- public class HeightOperation
- {
- public float damping = 2.0f; //Smooth moving speed of height //上下高さのスムーズ移動速度
-
- //Key input //キー入力
- public bool keyEnable = true; //ON/OFF of height key operation //高さのキー操作の ON/OFF
- public float keySpeed = 1.5f; //Speed by key operation //キー操作での移動速度
- public KeyCode keyUp = KeyCode.C; //Key height up //高さ上へキー
- public KeyCode keyDown = KeyCode.V; //Keys height down //高さ下へキー
-
- //Drag //ドラッグ
- public bool dragEnable = true; //ON/OFF of height drag operation //高さのドラッグ操作での ON/OFF
- public float dragSpeed = 0.5f; //Speed by drag operation //ドラッグ操作での高さ移動速度
- }
- public HeightOperation heightOperation;
-
-
- //Distance operation
- //距離の操作
- [Serializable]
- public class DistanceOperation
- {
- public float damping = 1.0f; //Smooth moving speed of distance //距離のスムーズ移動速度(キーとホイール)
- public float min = 1.0f; //Minimum distance on XZ plane //XZ平面での最小距離
-
- //キー入力
- public bool keyEnable = true; //ON/OFF of distance key operation //距離のキー操作の ON/OFF
- public float keySpeed = 0.5f; //Speed by key operation //距離の移動速度
- public KeyCode keyNear = KeyCode.B; //Key distance near //近くへキー
- public KeyCode keyFar = KeyCode.N; //Key distance far //遠くへキー
-
- //ホイール
- public bool wheelEnable = true; //ON/OFF of distance wheel operation //距離のホイール操作の ON/OFF
- public float wheelSpeed = 7f; //Speed by wheel operation //ホイール1目盛りの速度
-
- //ピンチ
- public bool pinchEnable = true; //ON/OFF of distance pinch operation //ピンチで距離を操作する
- public float pinchDamping = 5f; //Smooth moving speed of distance at pinch //ピンチでの距離のスムーズ移動速度(キーとホイールでの操作と分けるため)
- public float pinchSpeed = 40f; //Speed by pinch operation //ピンチでの距離の変化速度
- }
- public DistanceOperation distanceOperation;
-
-
- //Initial reset operation
- //初期状態リセット操作
- [Serializable]
- public class ResetOperation
- {
- public bool keyEnable = true; //ON/OFF of reset key operation //初期状態リセットキーの ON/OFF
- public KeyCode key = KeyCode.KeypadPeriod; //Key reset //初期状態リセットキー
- }
- public ResetOperation resetOperation;
-
-#endregion Inspector settings Section
-
-#region Properties and Local values Section
-
- //Local Values
- float angle; //Camera angle (XZ plane) //カメラアングル(XZ平面)
- Vector3 startPos; //Mouse movement start point //マウス移動始点
- float wantedDistance; //Destination distance //変化先距離
- float resetDistance; //For initial distance //初期距離保存用
- float resetHeight; //For initial height //初期位置高さ保存用
- bool pinched = false; //Flag operated with pinch (switch between distanceDamping and pinchDistanceDamping) //ピンチで操作したフラグ(distanceDamping と pinchDistanceDamping を切り替える)
- bool dragging = false; //Drag operation flag //ドラッグの操作中フラグ
-
-
- //Initial reset
- //状態リセット(初期状態に戻す)
- public void ResetOperations()
- {
- height = resetHeight;
- distance = wantedDistance = resetDistance;
- angle = preAngle;
- }
-
-#endregion Properties and Local values Section
-
-#region Unity life cycle Section
-
- // Use this for initialization
- void Start()
- {
- if (autoInitOnPlay && target != null)
- {
- height = transform.position.y - target.position.y;
- Vector3 dir = Vector3.ProjectOnPlane(target.position - transform.position, Vector3.up);
- distance = dir.magnitude;
- preAngle = AngleXZWithSign(target.forward, dir);
- }
-
- angle = preAngle;
- resetDistance = wantedDistance = distance;
- resetHeight = height;
- }
-
- // Update is called once per frame
- void Update()
- {
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch //タッチで取得したいプラットフォームのみ(モバイル等)
- if (Input.touchCount != 1 || Input.touches[0].fingerId != 0) //Limit to operation of the first finger //最初の指1本の操作に限定する
- {
- dragging = false;
- return;
- }
-#endif
- //Rotation operation
- //回転のキー操作
- if (angleOperation.keyEnable)
- {
- if (Input.GetKey(angleOperation.keyLeft))
- angle = Mathf.Repeat(angle + angleOperation.keySpeed * Time.deltaTime, 360f);
-
- if (Input.GetKey(angleOperation.keyRight))
- angle = Mathf.Repeat(angle - angleOperation.keySpeed * Time.deltaTime, 360f);
- }
-
- //Turn operation (constant angle rotation)
- //旋回(一定角度回転)キー操作
- if (turnOperation.keyEnable)
- {
- if (Input.GetKeyDown(turnOperation.keyLeft))
- TurnLeft();
-
- if (Input.GetKeyDown(turnOperation.keyRight))
- TurnRight();
- }
-
- //Height operation
- //高さのキー操作
- if (heightOperation.keyEnable)
- {
- if (Input.GetKey(heightOperation.keyUp))
- height += heightOperation.keySpeed * Time.deltaTime;
-
- if (Input.GetKey(heightOperation.keyDown))
- height -= heightOperation.keySpeed * Time.deltaTime;
- }
-
- //Rotation or height operation by drag
- //ドラッグ操作
- if (angleOperation.dragEnable || heightOperation.dragEnable)
- {
- Vector3 movePos = Vector3.zero;
-
- if (!dragging && Input.GetMouseButtonDown(0))
- {
- startPos = Input.mousePosition;
- if (validArea.xMin * Screen.width <= startPos.x && startPos.x <= validArea.xMax * Screen.width &&
- validArea.yMin * Screen.height <= startPos.y && startPos.y <= validArea.yMax * Screen.height)
- {
- dragging = true;
- }
- }
- else if (dragging)
- {
- if (Input.GetMouseButton(0))
- {
- movePos = Input.mousePosition - startPos;
- startPos = Input.mousePosition;
-
- //Restrict by drag width (to separate from swipe)
- //ドラッグ幅で制限する(スワイプと分別するため)
- if (angleOperation.dragWidthLimit > 0)
- {
- float limit = (widthReference ? Screen.width : Screen.height) * angleOperation.dragWidthLimit;
- float d = Mathf.Max(Mathf.Abs(movePos.x), Mathf.Abs(movePos.y)); //大きい方で判定
- if (d > limit)
- {
- movePos = Vector3.zero; //To disable drag //操作を無効にする
- dragging = false;
- }
- }
- }
- else //Input.GetMouseButtonUp(0), exit
- {
- dragging = false;
- }
- }
-
- if (movePos != Vector3.zero)
- {
- //Rotation drag operation
- //回転のドラッグ操作
- if (angleOperation.dragEnable)
- angle = Mathf.Repeat(angle + movePos.x * angleOperation.dragSpeed * Time.deltaTime, 360f);
-
- //Heigh drag operation
- //高さのドラッグ操作
- if (heightOperation.dragEnable)
- height -= movePos.y * heightOperation.dragSpeed * Time.deltaTime;
- }
- }
-
- //Distance operation
- //距離のキー操作
- if (distanceOperation.keyEnable)
- {
- if (Input.GetKey(distanceOperation.keyNear))
- {
- wantedDistance = Mathf.Max(distanceOperation.min, distance - distanceOperation.keySpeed);
- pinched = false;
- }
-
- if (Input.GetKey(distanceOperation.keyFar))
- {
- wantedDistance = distance + distanceOperation.keySpeed;
- pinched = false;
- }
- }
-
- //Distance operation by wheel
- //距離のホイール遠近
- if (distanceOperation.wheelEnable)
- {
- float mw = Input.GetAxis("Mouse ScrollWheel"); //-0.1f, 0f, 0.1f
- if (mw != 0)
- {
- wantedDistance = Mathf.Max(distanceOperation.min, distance - mw * distanceOperation.wheelSpeed); //0.1 x n times
- pinched = false;
- }
- }
-
- //Initial reset operation
- //初期状態リセット
- if (resetOperation.keyEnable)
- {
- if (Input.GetKeyDown(resetOperation.key))
- ResetOperations();
- }
- }
-
- void LateUpdate()
- {
- if (target == null)
- return;
-
- //Follower position
- //追従先位置
- float wantedRotationAngle = target.eulerAngles.y + angle;
- float wantedHeight = target.position.y + height;
-
- //Current position
- //現在位置
- float currentRotationAngle = transform.eulerAngles.y;
- float currentHeight = transform.position.y;
-
- //Smooth movement distance (direction) to following destination
- //追従先へのスムーズ移動距離(方向)
- currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle,
- angleOperation.damping * Time.deltaTime);
- currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightOperation.damping * Time.deltaTime);
- distance = Mathf.Lerp(distance, wantedDistance,
- (pinched ? distanceOperation.pinchDamping : distanceOperation.damping) * Time.deltaTime);
-
- //Camera movement
- //カメラの移動
- var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
- Vector3 pos = target.position - currentRotation * Vector3.forward * distance;
- pos.y = currentHeight;
- transform.position = pos;
-
- transform.LookAt(target);
- }
-
-#endregion Unity life cycle Section
-
-#region Pinch, Swipe operation Section
-
- //width: distance of two fingers of pinch
- //center: The coordinates of the center of two fingers of a pinch
- //
- //width: ピンチ幅
- //center: ピンチの2本指の中心の座標
- public void OnPinchStart(float width, Vector2 center)
- {
- //Not used
- }
-
-
- //Pinch to operate distance (for mobile)
- //(*) use PinchInput.OnPinch callback handler
- //http://fantom1x.blog130.fc2.com/blog-entry-288.html
- //width: distance of two fingers of pinch
- //delta: The difference in pinch width just before
- //ratio: Stretch ratio from the start of pinch width (1:At the start of pinch, Expand by 1 or more, lower than 1 (1/2, 1/3, ...)
- //
- //ピンチで距離を操作(モバイル等)
- //http://fantom1x.blog130.fc2.com/blog-entry-288.html
- //・PinchInput.OnPinch のコールバックハンドラ
- //width: ピンチ幅
- //delta: 直前のピンチ幅の差
- //ratio: ピンチ幅の開始時からの伸縮比 (1:ピンチ開始時, 1以上拡大, 1より下(1/2,1/3,...)縮小)
- public void OnPinch(float width, float delta, float ratio)
- {
- if (!distanceOperation.pinchEnable)
- return;
-
- if (delta != 0)
- {
- wantedDistance = Mathf.Max(distanceOperation.min, distance - delta * distanceOperation.pinchSpeed);
- pinched = true;
- }
- }
-
-
- //Swipe to operate turn
- //(*) SwipeInput.OnSwipe callback handler
- //http://fantom1x.blog130.fc2.com/blog-entry-250.html
- //
- //スワイプで旋回
- //・SwipeInput.OnSwipe のコールバックハンドラ
- //http://fantom1x.blog130.fc2.com/blog-entry-250.html
- public void OnSwipe(Vector2 dir)
- {
- if (!turnOperation.swipeEnable)
- return;
-
- if (dir == Vector2.left)
- TurnLeft();
- else if (dir == Vector2.right)
- TurnRight();
- }
-
-
- //Turn left operation (constant angle rotation)
- //左旋回(一定角度旋回)
- public void TurnLeft()
- {
- angle = Mathf.Repeat(MultipleCeil(angle - turnOperation.angle, turnOperation.angle), 360f);
- }
-
- //Turn right operation (constant angle rotation)
- //右旋回(一定角度旋回)
- public void TurnRight()
- {
- angle = Mathf.Repeat(MultipleFloor(angle + turnOperation.angle, turnOperation.angle), 360f);
- }
-
-#endregion Pinch, Swipe operation Section
-
-#region Other static method Section
-
- //Calculate a smaller multiple
- //より小さい倍数を求める(倍数で切り捨てられるような値)
- //http://fantom1x.blog130.fc2.com/blog-entry-248.html
- static float MultipleFloor(float value, float multiple)
- {
- return Mathf.Floor(value / multiple) * multiple;
- }
-
- //Calculate a larger multiple
- //より大きい倍数を求める(倍数で繰り上がるような値)
- static float MultipleCeil(float value, float multiple)
- {
- return Mathf.Ceil(value / multiple) * multiple;
- }
-
- //Angle between direction vectors in 2D (XY plane) with sign (degrees)
- //2D(XY平面)での方向ベクトル同士の角度を符号付きで返す(度)
- //http://fantom1x.blog130.fc2.com/blog-entry-253.html#AngleWithSign
- static float AngleXZWithSign(Vector3 from, Vector3 to)
- {
- Vector3 projFrom = from;
- Vector3 projTo = to;
- projFrom.y = projTo.y = 0; //Ignore y axis (project on XZ plane) //y軸を無視する(XZ平面に投影する)
- float angle = Vector3.Angle(projFrom, projTo);
- float cross = CrossXZ(projFrom, projTo);
- return (cross != 0) ? angle * -Mathf.Sign(cross) : angle; //Invert the sign of the 2D outer product //2D外積の符号を反転する
- }
-
- //Outer product in 2D (XY plane)
- //2Dでの外積を求める(XY平面)
- //http://fantom1x.blog130.fc2.com/blog-entry-253.html#Cross2D
- static float CrossXZ(Vector3 a, Vector3 b)
- {
- return a.x * b.z - a.z * b.x;
- }
-
-#endregion Other static method Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example.meta
deleted file mode 100644
index 43842924..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: b5b64dd232706bd4f8dc183d09c1d3ac
-folderAsset: yes
-timeCreated: 1530438043
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example/EasyMusicPlayer.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example/EasyMusicPlayer.cs
deleted file mode 100644
index 2760489a..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Example/EasyMusicPlayer.cs
+++ /dev/null
@@ -1,1762 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-using UnityEngine.Networking;
-using UnityEngine.UI;
-using Random = UnityEngine.Random;
-
-namespace FantomLib.Example
-{
- ///
- /// Easy Music Player
- ///
- /// A sample that realizes simple music player function by using information acquisition of audio file and dialogs.
- ///·For 'Next()', 'Prev()', the playback mode is 'one song loop' / 'continuous playback' is list order, and when it is 'shuffle' it is randomly arranged.
- ///·Shuffle table is initialized when there are changes such as playback mode, setting options, song deletion etc.
- ///·Preset songs are not included in saving playlist. Preset songs are added to the playlist at startup.
- ///
- /// オーディオファイルの情報取得とダイアログを利用して、簡単な音楽プレイヤー機能を実現するサンプル。
- ///・Next(), Prev() は再生モード(mode)が1曲ループ/連続再生はリスト順、シャッフルのときはランダムな並びになる。
- ///・再生モード、設定オプション、曲の削除など変化があった場合、シャッフルテーブルは初期化される。
- ///・プレイリスト保存にはプリセット曲は含まれない。プリセット曲は起動時にプレイリストに追加される。
- ///
- public class EasyMusicPlayer : MonoBehaviour, ILocalizable
- {
-#region Inspector settings Section
-
- //Inspector Settings
- [Serializable]
- public enum Mode
- {
- Loop, //1 song loop //1曲ループ
- Next, //Sequentially in the playlist //連続再生
- Shuffle, //Shuffle order in the playlist //シャッフル
- }
-
- [SerializeField] private Mode mode = Mode.Loop; //Playback mode
-
- [SerializeField] private bool exceptPresets = false; //When Next or Shuffle mode, exclude preset songs. //連続再生、シャッフルモードのとき、プリセット曲を含める。
- [SerializeField] private bool autoPlaylistOnError = true; //Automatically remove from playlist when song errors. //曲のエラー時にリストから自動的に削除する。
- [SerializeField] private bool autoSettingOnError = true; //Automatically correct setting errors. //設定のエラーを自動的に修正する。
-
- public bool playOnAwake = false; //Play song at startup
-
- public Text displayTitle; //Display song title
- public string titlePrefix = "♪ "; //Dispalay "Prefix + Title"
- public Text displayArtist; //Display song artist
- public string artistUnknown = ""; //Alternate name when empty
-
- [SerializeField] private string[] mimeTypes; //MIME types for storage
-
- //Key operation (Mainly for debug)
- public bool useKey = false; //Use key operation
- public KeyCode nextKey = KeyCode.PageUp; //Play next song in playlist
- public KeyCode prevKey = KeyCode.PageDown; //Play prev song in playlist
-
-
- public bool saveSetting = true; //Save setting
- public bool savePlaylist = true; //Save playlist
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key.
-
- public AudioSource audioSource;
-
- [Serializable]
- public class PlayItem
- {
- public AudioClip clip;
- public string path; //also key ("#~" = preset song, "/storage/~" = added song)
- public string title;
- public string artist;
-
- public PlayItem() { }
-
- public PlayItem(string path, string title, string artist)
- : this (null, path, title, artist) { }
-
- public PlayItem(AudioClip clip, string path, string title, string artist)
- {
- this.clip = clip;
- this.path = path;
- this.title = title;
- this.artist = artist;
- }
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //For debug
- }
- }
-
- public List presets; //Preset songs (internal songs)
- private List playlist; //Customizable playlist at runtime (including preset songs at startup)
-
-
- //Callbacks
- [Serializable] public class SongChangedHandler : UnityEvent { }
- public SongChangedHandler OnSongChanged;
-
- [Serializable] public class SongIntChangedHandler : UnityEvent { }
- public SongIntChangedHandler OnSongIntChanged;
-
- [Serializable] public class PlaybackModeChangedHandler : UnityEvent { }
- public PlaybackModeChangedHandler OnPlaybackModeChanged;
-
- [Serializable] public class PlaybackModeIntChangedHandler : UnityEvent { } //Converted 'Mode' to int type
- public PlaybackModeIntChangedHandler OnPlaybackModeIntChanged;
-
- //Callback when error. //エラー時のコールバック
- [Serializable] public class ErrorHandler : UnityEvent { } //error message
- public ErrorHandler OnError;
-
-#endregion Inspector settings Section
-
-#region PlayerPrefs Section
-
- const string SETTING_PREF = "_setting";
- const string PLAYLIST_PREF = "_playlist";
-
- public string SaveSettingKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + SETTING_PREF : saveKey + SETTING_PREF; }
- }
-
- public string SavePlaylistKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + PLAYLIST_PREF : saveKey + PLAYLIST_PREF; }
- }
-
- //設定のロード
- public void LoadSetting()
- {
- Param param = Param.GetPlayerPrefs(SaveSettingKey);
- if (param != null)
- {
- index = Mathf.Clamp(param.GetInt(KEY_SONG, index), 0, Mathf.Max(0, playlist.Count - 1)); //(*) It needs to be initialized with InitPlaylist() first. //※先に InitPlaylist() で初期化されている必要がある。
- exceptPresets = param.GetBool(KEY_EXCEPT_PRESETS, exceptPresets);
- autoPlaylistOnError = param.GetBool(KEY_AUTO_PLAYLIST, autoPlaylistOnError);
- autoSettingOnError = param.GetBool(KEY_AUTO_SETTING, autoSettingOnError);
- SetMode(param.GetString(KEY_MODE, mode.ToString())); //(*) Here the state is updated. //※ここで状態が更新される。
- }
- }
-
- //設定の保存
- public void SaveSetting()
- {
- Param param = new Param();
- param.Set(KEY_SONG, index);
- param.Set(KEY_MODE, mode); //to string
- param.Set(KEY_EXCEPT_PRESETS, exceptPresets);
- param.Set(KEY_AUTO_PLAYLIST, autoPlaylistOnError);
- param.Set(KEY_AUTO_SETTING, autoSettingOnError);
- Param.SetPlayerPrefs(SaveSettingKey, param);
- PlayerPrefs.Save();
- }
-
- //Save the playlist as an array (JSON data are saved).
- //プレイリストを配列として保存する(保存されるのはJSONデータ)
- private void SavePlaylist()
- {
- XPlayerPrefs.SetArray(SavePlaylistKey, playlist.Where((e, i) => i >= presets.Count).ToArray()); //Exclude preset songs
- PlayerPrefs.Save();
- }
-
- //Loading and initializing playlists
- //・Internal songs (presets) have "#key" in place of path.)
- //・If the original data is empty, the key is prefixed with '#' + index number or '#' at the beginning of the existing character string (keys can not be duplicated).
- //・Internal songs (presets) are always added to the playlist.
- //・Something with a "#" at the beginning of the saved path is always ignored (because it is confused with the preset song, not usually).
- //
- //プレイリストのロードと初期化
- //・内部の楽曲(presets)は path の代わりに "#key" を持たせておく。
- //・キーは元のデータが空の場合、'#'+インデクス番号、または既存の文字列の先頭に '#' が付加される(キーは重複不可)。
- //・常に内部の楽曲(presets)はプレイリストに追加される。
- //・保存されているパスの頭に"#"が付いているものは常に無視される(プリセット曲と混同するため。通常は無い)。
- private void InitPlaylist()
- {
- if (playlist == null)
- playlist = new List();
-
- playlist.Clear();
-
- //Add preset songs
- for (int i = 0; i < presets.Count; i++)
- {
- string key = presets[i].path;
- if (string.IsNullOrEmpty(key))
- key = "#" + i; //like "#0", "#1", ...
- if (key[0] != '#')
- key = "#" + key; //like "#key"
-
- playlist.Add(new PlayItem(presets[i].clip, key, presets[i].title, presets[i].artist));
- }
-
- //Add saved playlist
- PlayItem[] items = XPlayerPrefs.GetArray(SavePlaylistKey);
- if (items != null)
- {
- for (int i = 0; i < items.Length; i++)
- {
- string path = items[i].path;
- if (!string.IsNullOrEmpty(path) && path[0] != '#') //Ignore "#~" songs in the saved playlist (Normaly not)
- {
- items[i].clip = null;
- playlist.Add(items[i]);
- }
- }
- }
- }
-
-#endregion PlayerPrefs Section
-
-#region Properties and Local values Section
-
- private string DefaultMimeType {
- get { return AndroidMimeType.Audio.All; }
- }
-
- //Multiple MIME type specifications.
- //(*) Note that valid MIME type by provider (storage) is different and may not apply.
- //
- //複数の MIME type 指定。
- //※プロバイダ(ストレージ)によって有効な MIME type は異なり、適用されない場合もあるので注意。
- public string[] MimeTypes {
- get {
- if (mimeTypes == null || mimeTypes.Length == 0)
- mimeTypes = new string[] { DefaultMimeType };
-
- return mimeTypes;
- }
- set {
- if (value != null && value.Length > 0)
- mimeTypes = value;
- else
- mimeTypes = new string[] { DefaultMimeType };
- }
- }
-
- //Set up as a single MIME type. However, it is internally managed by array.
- //(*) Acquisition returns [0]. When multiple MIME types are set, it is desirable that [0] is the main one.
- //(*) Note that valid MIME type by provider (storage) is different and may not apply.
- //
- //単一で MIME type 設定。ただし、内部では配列で管理される。
- //※取得は [0] が返される。複数の MIME type がセットされてる場合、[0] が主要なものであることが望ましい。
- //※プロバイダ(ストレージ)によって有効な MIME type は異なり、適用されない場合もあるので注意。
- public string MimeType {
- get {
- return MimeTypes[0];
- }
- set {
- string mimeType = value;
- if (string.IsNullOrEmpty(mimeType))
- mimeType = DefaultMimeType;
-
- if (mimeTypes != null && mimeTypes.Length == 1)
- mimeTypes[0] = mimeType;
- else
- mimeTypes = new string[]{ mimeType };
- }
- }
-
-
- //Current index in playlist (When illegal = -1)
- private int index = 0;
-
- //Current index in playlist (When illegal = -1)
- //現在のプレイリスト内でのインデクス(不正のとき = -1)
- public int CurrentIndex {
- get { return index; }
- set {
- Play(value);
- }
- }
-
- //Is it playing?
- //再生中かどうか?
- public bool IsPlaying {
- get { return (audioSource != null && audioSource.isPlaying); }
- }
-
- //Whether the index is in a valid range for the playlist.
- //インデクスがプレイリストの有効な範囲にあるか?
- private bool IsValidIndex(int idx) {
- return (playlist != null && 0 <= idx && idx < playlist.Count);
- }
-
- //Whether the index is in a valid range for the presets.
- //インデクスがプリセットの有効な範囲にあるか?
- private bool IsPresetIndex(int idx) {
- return (presets != null && 0 <= idx && idx < presets.Count);
- }
-
- //Whether the AudioClip of the index is valid (Not null? Mainly used for preset song judgment)
- //インデクスの AudioClip が有効(null 以外)か?(主にプリセット曲判別に使う)
- private bool IsValidClip(int idx)
- {
- return (IsValidIndex(idx) && playlist[idx].clip != null);
- }
-
- //Get index by the path (key) from 'playlist'. (Forward sequential search)
- //・"/storage/~" (Preset songs have "#~" in place of path.)
- //
- //プレイリストから、パス(キー)でインデクス取得(前方逐次検索)
- //・プリセット曲は path の代わりに "#~" を持たせてある。
- private int IndexOfPlaylist(string path)
- {
- if (playlist == null)
- return -1; //nothing
-
- for (int i = 0; i < playlist.Count; i++) //(*) Because it is a sequential search, when there are a large number, efficiency is not good, attention. //※逐次検索のため、大量にある場合は効率が良くないので注意。
- {
- if (path == playlist[i].path)
- return i;
- }
- return -1; //not found
- }
-
- //Get index by the path (key) from 'playlist'. (Backward sequential search)
- //・"/storage/~" (Preset songs have "#~" in place of path.)
- //
- //プレイリストから、パス(キー)でインデクス取得(後方逐次検索)
- //・プリセット曲は path の代わりに "#~" を持たせてある。
- private int LastIndexOfRangePlaylist(string path, int from = -1, int to = -1) //It must be 'from >= to'.
- {
- if (playlist == null)
- return -1; //nothing
-
- int sidx = (0 <= from && from < playlist.Count) ? from : playlist.Count - 1;
- int eidx = (0 <= to && to < playlist.Count) ? to : 0;
- for (int i = sidx; i >= eidx; i--) //(*) Because it is a sequential search, when there are a large number, efficiency is not good, attention. //※逐次検索のため、大量にある場合は効率が良くないので注意。
- {
- if (path == playlist[i].path)
- return i;
- }
- return -1; //not found
- }
-
- //Generate arrays of keys and titles from 'playlist'.
- //プレイリストからキーとタイトルの配列を生成する
- private void GetPlaylistKeyAndTitleArrays(out string[] keys, out string[] titles, bool addPresets = true)
- {
- int len = addPresets ? playlist.Count : (playlist.Count - presets.Count);
- keys = new string[len]; //path
- titles = new string[len];
-
- int sidx = addPresets ? 0 : presets.Count;
- for (int i = sidx, p = 0; i < playlist.Count; i++, p++)
- {
- keys[p] = playlist[i].path;
- titles[p] = playlist[i].title;
- }
- }
-
- //'Next' or 'Shuffle' mode also includes preset songs [* Update only when there is change and save setting]
- //連続再生, シャッフルモードのときプリセット曲も含む [※変化があったときのみ更新と設定保存]
- public bool IsExceptPresets {
- get { return exceptPresets; }
- set {
- if (exceptPresets != value)
- {
- exceptPresets = value;
- InitShuffleTable();
-
- if (saveSetting)
- SaveSetting();
- }
- }
- }
-
- //First index to be played back (Mainly used in 'Next' or 'Shuffle' mode)
- //再生対象の最初のインデクス(主に 'Next' または 'Shuffle' モードで使う)
- private int TargetSongFirstIndex
- {
- get { return exceptPresets ? presets.Count : 0; }
- }
-
- //Number of songs to be played back (Mainly used in 'Next' or 'Shuffle' mode)
- //再生対象の曲数(主に 'Next' または 'Shuffle' モードで使う)
- private int TargetSongCount
- {
- get { return exceptPresets ? Mathf.Max(0, playlist.Count - presets.Count) : playlist.Count; }
- }
-
-
- //Playback mode setting (Property) [* Update only when there is a change]
- //再生モードの設定(プロパティ)[※変化があったときのみ更新]
- public Mode PlaybackMode {
- get { return mode; }
- set {
- if (mode != value)
- SetMode(value);
- }
- }
-
- //Playback mode setting (Specify by int type [index]) [* Update only when there is a change]
- //再生モードの設定(int 型 [インデクス] で指定する)[※変化があったときだけ更新]
- public void SetPlaybackMode(int idx)
- {
- PlaybackMode = (Mode)Enum.ToObject(typeof(Mode), idx);
- }
-
- //Playback mode setting (Specify by string type) [* Update only when there is a change]
- //再生モードの設定(文字列型で指定する)[※変化があったときだけ更新]
- private void SetPlaybackMode(string str)
- {
- PlaybackMode = (Mode)Enum.Parse(typeof(Mode), str);
- }
-
- //Playback mode setting [* Always update]
- //再生モードの設定 [※常に更新]
- private void SetMode(Mode md)
- {
- if (mode != md)
- {
- mode = md;
-
- if (OnPlaybackModeChanged != null)
- OnPlaybackModeChanged.Invoke(mode);
- if (OnPlaybackModeIntChanged != null)
- OnPlaybackModeIntChanged.Invoke((int)mode);
-
- if (saveSetting)
- SaveSetting();
- }
-
- if (mode == Mode.Loop)
- {
- StopSongFinishCheck();
-
- if (audioSource != null)
- audioSource.loop = true;
- }
- else
- {
- if (audioSource != null)
- audioSource.loop = false;
-
- StartSongFinishCheck();
- }
-
- InitShuffleTable();
- }
-
- //Playback mode setting (string character overload)
- //再生モードの設定(文字列のオーバーロード)
- private void SetMode(string str)
- {
- SetMode((Mode)Enum.Parse(typeof(Mode), str));
- }
-
-
- //Reset settings and delete saved data (*'index' remains as it is)
- //設定のリセットと保存データの削除(※ただし index はそのまま)
- private void ResetSetting()
- {
- exceptPresets = initExceptPresets;
- autoPlaylistOnError = initAutoPlaylistOnError;
- autoSettingOnError = initAutoSettingOnError;
- SetMode(initMode); //Update here
- PlayerPrefs.DeleteKey(SaveSettingKey);
- }
-
- //Reset playlist and delete saved data
- //プレイリストのリセットと保存データの削除
- private void ResetPlaylist()
- {
- if (!IsPresetIndex(index))
- Stop();
-
- PlayerPrefs.DeleteKey(SavePlaylistKey);
- InitPlaylist();
- InitShuffleTable();
-
- Play(IsPresetIndex(index) ? index : 0);
- }
-
- //Reset playlist and settings (use this when both resetting)
- //プレイリストと設定のリセット(両方リセットする時にはこれを使う)
- private void ResetPlaylistAndSetting()
- {
- if (!IsPresetIndex(index))
- Stop();
-
- PlayerPrefs.DeleteKey(SavePlaylistKey);
- InitPlaylist();
- ResetSetting(); //Update here
-
- Play(IsPresetIndex(index) ? index : 0);
- }
-
- //The values for reset.
- private Mode initMode;
- private bool initExceptPresets;
- private bool initAutoPlaylistOnError;
- private bool initAutoSettingOnError;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initMode = mode;
- initExceptPresets = exceptPresets;
- initAutoPlaylistOnError = autoPlaylistOnError;
- initAutoSettingOnError = autoSettingOnError;
- }
-
-
- //Check empty or other errors.
- private void CheckForErrors()
- {
- if (!exceptPresets && presets.Count == 0)
- {
- //Since it is reset to preset songs, such as file reading failed / setting error etc.
- //ファイルの読み込み失敗/設定エラーのときなどプリセット曲に再設定されることがあるため
- Debug.LogWarning("Preset songs is empty (It is better to have one song as possible).");
- }
- else
- {
- HashSet set = new HashSet(); //duplicate check
- for (int i = 0; i < playlist.Count; i++)
- set.Add(playlist[i].path);
-
- if (set.Count != playlist.Count)
- Debug.LogError("There are duplicate keys (path) in the 'presets' or 'playlist'.");
- }
- }
-
-#endregion Properties and Local values Section
-
-#region Unity life cycle section
-
- private void OnApplicationPause(bool pause)
- {
- if (pause)
- SaveSetting();
- }
-
- private void OnApplicationQuit()
- {
- SaveSetting();
- }
-
-
- // Use this for initialization
- private void Awake()
- {
- if (localize == null)
- localize = new LocalizeData();
-
- StoreInitValue();
-
- if (audioSource == null)
- {
- audioSource = GetComponent();
- if (audioSource == null)
- audioSource = gameObject.AddComponent();
- }
- audioSource.playOnAwake = false;
-
- if (mimeTypes == null || mimeTypes.Length == 0)
- MimeType = DefaultMimeType;
- }
-
- private void Start()
- {
- InitPlaylist();
-
- if (saveSetting)
- LoadSetting();
-
- if (playOnAwake)
- Play();
-
-#if UNITY_EDITOR
- CheckForErrors(); //Check empty or other errors (Editor only)
-#endif
- }
-
- // Update is called once per frame
- private void Update()
- {
- if (useKey)
- {
- if (Input.GetKeyUp(nextKey))
- {
- Next();
- return;
- }
- if (Input.GetKeyUp(prevKey))
- {
- Prev();
- return;
- }
- }
-
- switch (mode)
- {
- case Mode.Loop:
- break;
-
- case Mode.Next:
- case Mode.Shuffle:
- if (IsSongFinished())
- {
- StopSongFinishCheck();
- Next();
- }
- break;
- }
- }
-
-#endregion Unity life cycle section
-
-#region Music Player Section
-
- bool isFinishChecking = false; //Checking end of song
-
- //Note that it can not be detected unless audioSource.loop = false.
- //※audioSource.loop = false でないと検出できないことに注意。
- private bool IsSongFinished()
- {
- return (isFinishChecking && audioSource.clip != null
- && !audioSource.isPlaying && audioSource.timeSamples == 0);
- }
-
- //Start of music end detection (* music must already be played)
- //楽曲終了検出開始(※曲が既に再生されている必要がある)
- private void StartSongFinishCheck()
- {
- if (IsPlaying)
- isFinishChecking = true;
- }
-
- //Stop detection of song completion
- //楽曲終了検出停止
- private void StopSongFinishCheck()
- {
- isFinishChecking = false;
- }
-
- //Index of shuffled songs (Index only for playback target range).
- //シャッフルされた曲のインデクス(再生対象のみのインデクス)
- List shuffleTable;
-
- //Position in the current shuffle table (Shuffle again when you go to the end).
- //現在のシャッフルテーブルでの位置(最後まで行くと再度シャッフルされる)
- int shufflePtr = 0;
-
- //Initialize the music sequence table (index number) for shuffling
- //(*) When adding / deleting a song, changing play mode, etc., it is necessary to regenerate.
- //シャッフル用の曲順テーブル(インデクス番号)を初期化する
- //※曲の追加・削除、再生モードの変更されたときなどは、必ず再生成する必要がある。
- private void InitShuffleTable(int idx = -1) //idx: Search inside the shuffleTable and set shufflePtr / -1: Search the current index / int.MinValue: Not search (to be shufflePtr = -1)
- {
- if (mode != Mode.Shuffle)
- {
- shuffleTable = null;
- return;
- }
-
- if (shuffleTable == null)
- shuffleTable = new List();
-
- shuffleTable.Clear();
-
- for (int i = TargetSongFirstIndex; i < playlist.Count; i++)
- shuffleTable.Add(i);
-
- Shuffle(shuffleTable);
- if (idx == int.MinValue) //Do not search the current index
- shufflePtr = -1; //next to be always 0
- else
- shufflePtr = shuffleTable.IndexOf(idx >= 0 ? idx : index); //not found = -1 (next to be always 0)
- }
-
- //Move the 'shufflePtr' forward in the 'shuffleTable' (shuffle the table again when it goes to the end)
- //shuffleTable 内で、shufflePtr を次へ進ませる(最後まで行ったら、再度テーブルをシャッフルする)
- private void ShuffleNext()
- {
- if (AutoSettingCheckAndExecute())
- return;
-
- if (shuffleTable == null || shuffleTable.Count == 0)
- return;
-
- shufflePtr = Mathf.Max(0, ++shufflePtr);
- if (shufflePtr >= shuffleTable.Count)
- {
- int last = shuffleTable.Last();
- Shuffle(shuffleTable);
-
- //If the end of the previous table and the beginning of the table shuffled become the same song, change it randomly (so that it does not repeat).
- //以前のテーブルの最後とシャッフルしたテーブルの先頭が同じ曲になった場合、ランダムで入れ替える(繰り返しに聴こえないように)
- if (shuffleTable.Count > 2 && last == shuffleTable[0]) //Only when there are 3 or more songs //3曲以上あるときのみ
- {
- int r = Random.Range(1, shuffleTable.Count); //[1]~[n-1]
- Swap(shuffleTable, 0, r);
- }
-
- shufflePtr = 0;
- }
-
- Play(shuffleTable[shufflePtr], 1);
- }
-
- //Move the 'shufflePtr' backward in the 'shuffleTable'
- //shuffleTable 内で、shufflePtr を前へ進ませる
- private void ShufflePrev()
- {
- if (AutoSettingCheckAndExecute())
- return;
-
- if (shuffleTable == null || shuffleTable.Count == 0)
- return;
-
- shufflePtr = Repeat(--shufflePtr, 0, shuffleTable.Count);
- Play(shuffleTable[shufflePtr], -1);
- }
-
-
- //Mainly from the outside "Forward" operation
- //主に外部からの「次へ」操作
- public void Next()
- {
- if (AutoSettingCheckAndExecute())
- return;
-
- if (mode == Mode.Shuffle)
- ShuffleNext();
- else
- Next(index);
- }
-
- //Specify index + 1 in the playlist range (Beyond the last, go to the first).
- //(*) It does not come here when shuffling.
- //
- //プレイリスト範囲内で指定インデクス +1 する(最後の次は最初に戻る)
- //※シャッフル時はここには来ない
- private void Next(int idx) //idx: current index
- {
- Play(Repeat(idx + 1, mode == Mode.Loop ? 0 : TargetSongFirstIndex, playlist.Count), 1);
- }
-
- //Mainly from the outside "Backward" operation
- //主に外部からの「前へ」操作
- public void Prev()
- {
- if (AutoSettingCheckAndExecute())
- return;
-
- if (mode == Mode.Shuffle)
- ShufflePrev();
- else
- Prev(index);
- }
-
- //Specify index - 1 in the playlist range (Below the first, go to the last).
- //(*) It does not come here when shuffling.
- //
- //プレイリスト範囲内で指定インデクス -1 する(最初の次は最後になる)
- //※シャッフル時はここには来ない
- private void Prev(int idx) //idx: current index
- {
- Play(Repeat(idx - 1, mode == Mode.Loop ? 0 : TargetSongFirstIndex, playlist.Count), -1);
- }
-
-
- //Mainly from the outside "Playback" operation
- //主に外部からの「再生」操作
- public void Play()
- {
- Play(index);
- }
-
- private void Play(string key, int dir = 0) //key is same as path
- {
- Play(IndexOfPlaylist(key), dir);
- }
-
- public void Play(int idx, int dir = 0) //dir: 1=next, 0=stay, -1:prev (Mainly next direction at error occurrence)
- {
- if (!IsValidIndex(idx))
- return;
-
- if (playlist[idx].clip == null)
- StartCoroutine(LoadAudio(playlist[idx].path, idx, LoadAudioComplete, dir));
- else
- PlayClip(idx);
- }
-
- int retry = 0; //load fail count
-
- //When Load is successful, play AudioClip
- //ロードが成功したとき、AudioClipを再生する
- private void PlayClip(int idx)
- {
- if (!IsValidIndex(idx))
- return;
-
- if (playlist[idx].clip == null || audioSource == null)
- return;
-
- if (!audioSource.isPlaying || audioSource.clip != playlist[idx].clip)
- {
- Stop(); //Here 'StopSongFinishCheck()' is executed //ここで StopSongFinishCheck() が実行される
- audioSource.clip = playlist[idx].clip;
- audioSource.Play();
-
- if (mode != Mode.Loop)
- StartSongFinishCheck();
-
- index = idx; //For callback sync
- if (OnSongChanged != null)
- OnSongChanged.Invoke(playlist[index]);
- if (OnSongIntChanged != null)
- OnSongIntChanged.Invoke(index);
- }
-
- index = idx;
- retry = 0;
- DisplayInfo();
-
- if (saveSetting)
- SaveSetting(); //save index
-#if UNITY_EDITOR
- Debug.Log("PlayClip : index = " + index + ", title = " + playlist[index].title + ", artist = " + playlist[index].artist);
-#endif
- }
-
- //Stop playback
- public void Stop()
- {
- if (IsPlaying)
- {
- StopSongFinishCheck();
- audioSource.Stop();
-
- if (IsValidIndex(index))
- {
- PlayItem data = playlist[index];
- if (data != null && data.path[0] != '#') //Added song ("#~" is preset song)
- data.clip = null;
- }
- }
- }
-
- //Check current status and settings and correct them
- //現在の状態と設定のチェックと自動修正
- private bool AutoSettingCheckAndExecute()
- {
- //When the preset song is not included and there are no additional songs etc.
- //プリセット曲を含まず、追加曲がないとき等
- if (TargetSongCount == 0)
- {
- string mes;
- if (autoSettingOnError)
- {
- IsExceptPresets = false; //Ignored when there is no change //変化がないときには無視される
- mes = localize.Text(localize.errorSongNotFound)
- + "\n" + localize.Text(localize.optionalAutoExceptPresets);
- }
- else
- {
- mes = localize.Text(localize.errorSongNotFound)
- + "\n" + localize.Text(localize.confirmSetting);
- }
- ShowToast(mes);
-
- Play(IsPresetIndex(index) ? index : 0);
-
- return true;
- }
- return false;
- }
-
-#endregion Music Player Section
-
-#region Load AudioClip Section
-
- enum LoadedState
- {
- None,
- Success, //Load success //ロード成功
- NotExist, //File not found //ファイルが存在しない
- LoadFailure, //Read failed //読み込み失敗
- }
-
- LoadedState loadedState = LoadedState.None; //Loaded status //読み込み状態ステータス
- AudioClip loadedClip; //Loaded AudioClip //読み込まれた AudioClip
-
- //Load song from file into AudioClip
- //ファイルから楽曲を AudioClip にロードする
- IEnumerator LoadAudio(string path, int idx, Action completeCallback, int dir = 0)
- {
- loadedClip = null;
- loadedState = LoadedState.None;
-
- if (!File.Exists(path)) {
- string mes = localize.Text(localize.errorNotExist)
- + "\n" + path;
- if (autoPlaylistOnError)
- {
- RemoveSongOnError(idx);
- mes += "\n" + localize.Text(localize.optionalAutoPlaylist);
- }
- ShowToast(mes, true);
-
- loadedState = LoadedState.NotExist;
- completeCallback(idx, dir);
- yield break;
- }
-
- yield return StartCoroutine(LoadToAudioClip(path));
-
- if (loadedClip == null || loadedClip.loadState != AudioDataLoadState.Loaded)
- {
- string mes = localize.Text(localize.errorLoadFailure)
- + "\n" + path;
- if (autoPlaylistOnError)
- {
- RemoveSongOnError(idx);
- mes += "\n" + localize.Text(localize.optionalAutoPlaylist);
- }
- ShowToast(mes, true);
-
- loadedState = LoadedState.LoadFailure;
- loadedClip = null;
- completeCallback(idx, dir);
- yield break;
- }
-
- loadedState = LoadedState.Success;
- completeCallback(idx, dir);
- }
-
- //Download the file as AudioClip
- //ファイルを AudioClip としてダウンロードする
- IEnumerator LoadToAudioClip(string path)
- {
- UnityWebRequest request =
- UnityWebRequestMultimedia.GetAudioClip(
- "file://" + path, AudioType.UNKNOWN);
- yield return request.SendWebRequest();
- loadedClip = DownloadHandlerAudioClip.GetContent(
- request);
- }
-
- //Load processing complete callback handler
- //ロード処理完了コールバックハンドラ
- private void LoadAudioComplete(int idx, int dir = 1)
- {
- if (loadedState == LoadedState.Success)
- {
- if (IsValidIndex(idx))
- {
- playlist[idx].clip = loadedClip;
- PlayClip(idx);
- }
- }
- else
- {
- //NotExist, LoadFailure //パス取得失敗, ロード失敗
- bool overLimit = autoPlaylistOnError ? (TargetSongCount == 0) : (++retry >= TargetSongCount);
- if (overLimit)
- {
- //If the number of tracks to be played fails, forcibly set to preset or stop.
- //再生対象曲数の回数失敗したら、強制的にプリセット曲または停止する
- if (IsPresetIndex(index) || IsValidClip(0)) //preset song exists
- {
- if (autoSettingOnError) //Automatic correction of setting error //設定エラーの自動修正
- {
- IsExceptPresets = false; //Ignored when there is no change //変化がないときには無視される
- }
-
- Play(IsPresetIndex(index) ? index : 0);
- }
- else
- {
- Stop();
- }
- }
- else
- {
- switch (mode)
- {
- case Mode.Loop:
- case Mode.Next:
- if (dir != 0)
- Stop(); //Release current
-
- //When 'autoPlaylistOnError = true', 'idx' is automatically deleted with an error.
- //autoPlaylistOnError = true のとき、'idx'はエラーで自動削除されている。
- if (autoPlaylistOnError)
- {
- if (dir > 0)
- Next(index);
- else if (dir < 0)
- Prev(index);
- }
- else
- {
- if (dir > 0)
- Next(idx);
- else if (dir < 0)
- Prev(idx);
- }
- break;
-
- case Mode.Shuffle:
- if (dir != 0)
- Stop(); //Release current
-
- //If deleted due to an error, a new shuffle table is generated.
- //エラーで削除された場合、新たなシャッフルテーブルが生成されている。
- if (dir > 0)
- ShuffleNext();
- else if (dir < 0)
- ShufflePrev();
- break;
- }
- }
- }
- }
-
- //Delete songs from playlist on file error
- //ファイルエラー時にプレイリストから曲を削除
- private void RemoveSongOnError(int idx)
- {
- if (!IsValidIndex(idx))
- return;
-
- if (idx == index) //Current song
- Stop();
-
- string key = IsValidIndex(index) ? playlist[index].path : ""; //same as path
-
- playlist.RemoveAt(idx);
-
- index = string.IsNullOrEmpty(key) ? -1 : IndexOfPlaylist(key); //Not found = -1
- InitShuffleTable(IsValidIndex(index) ? index : int.MinValue); //-1 -> Do not search the current index
-
- if (savePlaylist)
- SavePlaylist();
- }
-
-#endregion Load AudioClip Section
-
-#region Android Dialog Section
-
- const string KEY_SONG = "song";
- const string KEY_MODE = "mode";
- const string KEY_EXCEPT_PRESETS = "exceptPresets";
- const string KEY_AUTO_PLAYLIST = "autoPlaylist";
- const string KEY_AUTO_SETTING = "autoSetting";
- const string KEY_RESET_SETTING = "resetSetting";
- const string KEY_RESET_PLAYLIST = "resetPlaylist";
-
-#pragma warning disable 0219 //'items' is never used. But it is used at runtime.
-
- //Open playlist and setting dialog
- public void OpenSongDialog()
- {
-#if UNITY_ANDROID
- string[] songKeys; string[] songTitles;
- GetPlaylistKeyAndTitleArrays(out songKeys, out songTitles);
- ToggleItem toggleItem = new ToggleItem(
- songTitles,
- KEY_SONG,
- songKeys,
- index,
- 0,
- "PreviewSong");
-
- DivisorItem divisorItem = new DivisorItem(1);
-
- ToggleItem toggleMode = new ToggleItem(
- localize.GetPlaybackCaptionArray(),
- KEY_MODE,
- Enum.GetNames(typeof(Mode)),
- mode.ToString(),
- 0);
-
-
- CheckItem checkExceptPresets = new CheckItem(localize.Text(localize.exceptPresetsCaption), KEY_EXCEPT_PRESETS, exceptPresets, 0);
- TextItem textExceptPresets = new TextItem(localize.Text(localize.exceptPresetsExplanation), Color.red);
-
- CheckItem checkAutoPlaylist = new CheckItem(localize.Text(localize.autoPlaylistCaption), KEY_AUTO_PLAYLIST, autoPlaylistOnError, 0);
- CheckItem checkAutoSetting = new CheckItem(localize.Text(localize.autoSettingCaption), KEY_AUTO_SETTING, autoSettingOnError, 0);
-
- SwitchItem switchResetPlaylist = new SwitchItem(localize.Text(localize.resetPlaylistCaption), KEY_RESET_PLAYLIST, false, Color.blue);
- SwitchItem switchResetSetting = new SwitchItem(localize.Text(localize.resetSettingCaption), KEY_RESET_SETTING, false, Color.blue);
-
- TextItem textReset = new TextItem(localize.Text(localize.resetExplanation), Color.red);
-
- DialogItem[] items = new DialogItem[] {
- toggleItem,
- divisorItem,
- toggleMode,
- checkExceptPresets,
- textExceptPresets,
- divisorItem,
- checkAutoPlaylist,
- checkAutoSetting,
- divisorItem,
- switchResetPlaylist,
- switchResetSetting,
- textReset,
- };
-#endif
-
-#if UNITY_ANDROID && !UNITY_EDITOR
- AndroidPlugin.ShowCustomDialog(
- localize.Text(localize.songDialogTitle), "",
- items, gameObject.name, "OnReceiveResult", false,
- localize.Text(localize.songDialogOK),
- localize.Text(localize.songDialogCancel));
-#endif
- }
-
-#pragma warning restore 0219 //'items' is never used. But it is used at runtime.
-
- //「決定」時のコールバックハンドラ(主に設定を反映する)
- private void OnReceiveResult(string message)
- {
- if (!string.IsNullOrEmpty(message))
- {
- Param param = Param.Parse(message);
- if (param != null)
- {
- bool resetSetting = param.GetBool(KEY_RESET_SETTING, false); //Reset settings //設定のリセット
- bool resetPlaylist = param.GetBool(KEY_RESET_PLAYLIST, false); //Reset playlist //プレイリストのリセット
-
- if (resetSetting && resetPlaylist)
- {
- ResetPlaylistAndSetting();
- ShowToast(localize.Text(localize.messageResetBoth));
- }
- else if (resetSetting)
- {
- ResetSetting();
- ShowToast(localize.Text(localize.messageResetSetting));
- }
- else
- {
- if (resetPlaylist)
- {
- ResetPlaylist();
- ShowToast(localize.Text(localize.messageResetPlaylist));
- }
-
- IsExceptPresets = param.GetBool(KEY_EXCEPT_PRESETS, exceptPresets);
- autoPlaylistOnError = param.GetBool(KEY_AUTO_PLAYLIST, autoPlaylistOnError);
- autoSettingOnError = param.GetBool(KEY_AUTO_SETTING, autoSettingOnError);
- SetPlaybackMode(param.GetString(KEY_MODE, mode.ToString()));
-
- if (saveSetting)
- SaveSetting();
- }
- }
- }
- }
-
- //Song preview playback callback handler (Mainly apply songs to be played).
- //楽曲プレビュー再生コールバックハンドラ(主に再生する曲を反映する)
- private void PreviewSong(string message)
- {
- if (!string.IsNullOrEmpty(message))
- {
- Param param = Param.Parse(message);
- if (param != null)
- {
- string path = param.GetString(KEY_SONG); //"song=path"
- if (!string.IsNullOrEmpty(path))
- {
- int idx = IndexOfPlaylist(path);
- if (idx >= 0)
- {
- Play(path);
-
- if (mode == Mode.Shuffle)
- shufflePtr = shuffleTable.IndexOf(idx);
- }
- else
- ShowToast(localize.Text(localize.errorNotExist));
- }
- }
- }
- }
-
-
- //(*) Call the Storage Access Framework (API 19 [Android 4.4] or higher).
- //Open storage to add song
- public void OpenStorageToAdd()
- {
-#if UNITY_EDITOR
- Debug.Log("OpenStorageToAdd called.");
-#elif UNITY_ANDROID
- AndroidPlugin.OpenStorageAudio(MimeTypes, gameObject.name, "ReceiveAddResult", "ReceiveAddError"); //Always json
-#endif
- }
-
- const string ErrorNotGetPathMessage = "Failed to get path.";
-
- //Callback handler when receive result
- private void ReceiveAddResult(string result)
- {
- if (result[0] == '{') //Json
- {
- AudioInfo info = JsonUtility.FromJson(result);
- if (!string.IsNullOrEmpty(info.path))
- AddSong(info);
- else
- ReceiveAddError(ErrorNotGetPathMessage);
- }
- else
- ReceiveAddError(result);
- }
-
- //Callback handler when receive error
- private void ReceiveAddError(string message)
- {
- if (OnError != null)
- OnError.Invoke(message);
- }
-
-
- //Extension that can be played
- HashSet availableExtType = new HashSet()
- {
- ".mp3", ".ogg", ".wav"
- };
-
- //==========================================================
- //(*) Callback handler from 'StorageOpenAudioController.OnResultInfo'
- //==========================================================
- //Add a new song file
- //新しく楽曲ファイルを追加する
- public void AddSong(AudioInfo info)
- {
- //Check if the path is not empty
- //パスが空でないかをチェック
- if (string.IsNullOrEmpty(info.path))
- {
- ShowToast(localize.Text(localize.errorNotGetPath));
- return;
- }
-
- //Available extension check
- //利用できる拡張子チェック
- string ext = Path.GetExtension(info.path).ToLower();
- if (!availableExtType.Contains(ext))
- {
- ShowToast(localize.Text(localize.errorNotAvailableType));
- return;
- }
-
- //Registered file (path) check
- //登録済みファイル(パス)チェック
- int idx = IndexOfPlaylist(info.path);
- if (idx >= 0)
- {
- ShowToast(localize.Text(localize.errorDuplicateSong));
- return;
- }
-
- AddToPlaylist(info); //Add at the end
- SavePlaylist();
- InitShuffleTable(playlist.Count - 1);
-
- StartCoroutine(LoadAudio(info.path, playlist.Count - 1, LoadAudioComplete));
- }
-
- //Add to playlist as data (Add at the end)
- //プレイリストにデータとして追加する(最後に追加)
- private void AddToPlaylist(AudioInfo info)
- {
- PlayItem data = new PlayItem(
- info.path, string.IsNullOrEmpty(info.title) ? info.name : info.title, info.artist);
- playlist.Add(data);
- }
-
- //Open a dialog for deletion
- //削除用のダイアログを開く
- public void OpenRemoveDialog()
- {
- string[] songKeys; string[] songTitles;
- GetPlaylistKeyAndTitleArrays(out songKeys, out songTitles, false);
-
- if (songKeys.Length > 0)
- {
-#if UNITY_EDITOR
- Debug.Log("OpenRemoveDialog called.");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowMultiChoiceDialog(
- localize.Text(localize.removeDialogTitle),
- songTitles, null,
- gameObject.name, "ReceiveRemoveResult", songKeys,
- localize.Text(localize.removeDialogOK),
- localize.Text(localize.removeDialogCancel));
-#endif
- }
- else
- {
- ShowToast(localize.Text(localize.errorRemoveNotFound));
- }
- }
-
- //Callback handler for deletion dialog
- //削除用のダイアログのコールバックハンドラ
- private void ReceiveRemoveResult(string result)
- {
- if (string.IsNullOrEmpty(result))
- return;
-
- string[] paths = result.Split('\n');
- if (paths.Length > 0)
- RemoveSong(paths);
- }
-
- //Remove songs from playlist (* Preset songs are ignored)
- //プレイリストから複数曲を削除(※プリセット曲は無視される)
- public void RemoveSong(string[] paths)
- {
- string key = IsValidIndex(index) ? playlist[index].path : "";
- int lastIdx = -1;
- int moveIdx = index; //Destination index when the number smaller than the original number is deleted
- int deleted = 0; //Deleted count
-
- for (int i = paths.Length - 1; i >= 0; i--)
- {
- string path = paths[i];
- if (!string.IsNullOrEmpty(path) && path[0] != '#')
- {
- int idx = LastIndexOfRangePlaylist(path, lastIdx, presets.Count); //Range of added songs
- if (idx >= 0)
- {
- if (idx == index) //Current song
- Stop();
- else if (idx < index) //'presets.Count <= idx' is known.
- moveIdx--;
-
- playlist.RemoveAt(idx);
- lastIdx = idx - 1;
- deleted++;
- }
- }
- }
-
- int toIndex = string.IsNullOrEmpty(key) ? -1 : IndexOfPlaylist(key); //not found = -1 (Normally not)
- InitShuffleTable(IsValidIndex(toIndex) ? toIndex : int.MinValue); //Do not search the current index
-
- if (savePlaylist)
- SavePlaylist();
-
- if (deleted > 0)
- ShowToast(string.Format(localize.Text(localize.messageRemoved), deleted));
-
- switch (mode)
- {
- case Mode.Loop:
- case Mode.Next:
- if (IsValidIndex(toIndex))
- Play(toIndex); //for update index and SaveSetting
- else
- Play(Mathf.Clamp(moveIdx, TargetSongCount > 0 ? TargetSongFirstIndex : 0, playlist.Count - 1));
- break;
-
- case Mode.Shuffle:
- if (IsValidIndex(toIndex))
- Play(toIndex); //for update index and SaveSetting
- else
- ShuffleNext();
- break;
- }
- }
-
-#endregion Android Dialog Section
-
-#region UI etc. Section
-
- //Display message on Toast
- private void ShowToast(string message, bool longDuration = false)
- {
- if (string.IsNullOrEmpty(message))
- return;
-#if UNITY_EDITOR
- Debug.Log("ShowToast called : " + message);
-#elif UNITY_ANDROID
- AndroidPlugin.ShowToast(message, longDuration);
-#endif
- }
-
- //Display song title etc.
- private void DisplayInfo()
- {
- if (IsValidIndex(index) && playlist[index] != null)
- {
- if (displayTitle != null)
- {
- string title = playlist[index].title;
- if (string.IsNullOrEmpty(title) && playlist[index].clip != null)
- title = playlist[index].clip.name;
- displayTitle.text = titlePrefix + title;
- }
-
- if (displayArtist != null)
- {
- string artist = string.IsNullOrEmpty(playlist[index].artist) ? artistUnknown : playlist[index].artist;
- displayArtist.text = artist;
- }
- }
- }
-
-#endregion UI etc. Section
-
-#region Other static method etc. Section
-
- //Shuffle list elements (Fisher-Yates shuffle)
- //リスト要素のシャッフル
- static void Shuffle(List list)
- {
- for (int i = list.Count - 1; i > 0; i--) {
- int j = Random.Range(0, i + 1); //[0]~[i]
- Swap(list, i, j);
- }
- }
-
- //Element swap
- //要素のスワップ
- static void Swap(List list, int i, int j)
- {
- if (i != j)
- {
- T tmp = list[i];
- list[i] = list[j];
- list[j] = tmp;
- }
- }
-
- //Apply lower limit (inclusive) to upper limit (exclusive) to Mathf.Repeat().
- //Mathf.Repeat() に下限(含む)~上限(除く)を付ける
- static int Repeat(int value, int min, int max) //min: inclusive, max: exclusive
- {
- return (int)Mathf.Repeat(value - min, max - min) + min;
- }
-
-#endregion Other static method etc. Section
-
-#region Localize Section
-
- [Serializable]
- public class LocalizeData
- {
- public SystemLanguage language = SystemLanguage.Unknown; //Current localize language
-
- //==========================================================
- //Dialog captions
-
- public LocalizeString songDialogTitle = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Song selection and setting options"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "曲の選択と設定オプション"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "乐曲选择和设置选项"),
- new LocalizeString.Data(SystemLanguage.Korean, "곡 선택 및 설정 옵션"),
- });
-
- public LocalizeString songDialogOK = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Apply"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "決定"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "应用"),
- new LocalizeString.Data(SystemLanguage.Korean, "대다"),
- });
-
- public LocalizeString songDialogCancel = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Cancel"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "キャンセル"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "取消"),
- new LocalizeString.Data(SystemLanguage.Korean, "취소"),
- });
-
- public LocalizeString exceptPresetsCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "All song play / shuffle, except for preset songs"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "連続再生/シャッフルのとき、プリセット曲を除く"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "所有歌曲播放/随机播放,除了预设歌曲"),
- new LocalizeString.Data(SystemLanguage.Korean, "전곡 재생 / 셔플 때 프리셋 곡을 제외"),
- });
-
- public LocalizeString exceptPresetsExplanation = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "* If there are no additional songs, it will be invalid."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "※追加曲がない場合は無効になります。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "*如果没有其他歌曲,它将无效。"),
- new LocalizeString.Data(SystemLanguage.Korean, "※ 추가 곡이없는 경우는 무효가됩니다."),
- });
-
- public LocalizeString autoPlaylistCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "If not find a song, delete it from the playlist automatically"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "曲が見つからない場合、自動でプレイリストから削除する"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "如果您找不到歌曲,请自动将其从播放列表中删除"),
- new LocalizeString.Data(SystemLanguage.Korean, "곡이 없으면 자동으로 재생 목록에서 삭제"),
- });
-
- public LocalizeString autoSettingCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Automatically modify options on error"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "エラー時にオプションを自動で修正する"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "自动修改错误选项"),
- new LocalizeString.Data(SystemLanguage.Korean, "오류시 옵션을 자동으로 수정"),
- });
-
- public LocalizeString resetPlaylistCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Reset playlist"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "プレイリストのリセット"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "重置播放列表"),
- new LocalizeString.Data(SystemLanguage.Korean, "재생 목록 재설정"),
- });
-
- public LocalizeString resetSettingCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Reset settings"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "設定のリセット"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "重置设置"),
- new LocalizeString.Data(SystemLanguage.Korean, "설정 재설정"),
- });
-
- public LocalizeString resetExplanation = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "* All saved settings will be erased when reset."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "※リセットすると保存された設定が全て消去されます。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "*所有保存的设置将在复位时被删除。"),
- new LocalizeString.Data(SystemLanguage.Korean, "※ 재설정하면 저장된 설정이 모두 삭제됩니다."),
- });
-
-
- public LocalizeString oneSongCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "1 song"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "1曲再生"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "1首歌曲播放"),
- new LocalizeString.Data(SystemLanguage.Korean, "1 곡 재생"),
- });
-
- public LocalizeString allSongCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "All songs"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "連続再生"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "所有歌曲播放"),
- new LocalizeString.Data(SystemLanguage.Korean, "전곡 재생"),
- });
-
- public LocalizeString shuffleCaption = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Shuffle"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "シャッフル"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "拖曳"),
- new LocalizeString.Data(SystemLanguage.Korean, "셔플"),
- });
-
- public string[] GetPlaybackCaptionArray()
- {
- return new string[] {
- oneSongCaption.TextByLanguage(language),
- allSongCaption.TextByLanguage(language),
- shuffleCaption.TextByLanguage(language),
- };
- }
-
-
- public LocalizeString removeDialogTitle = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Select songs to delete from the playlist"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "プレイリストから削除する曲を選択"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "选择要从播放列表中删除的歌曲"),
- new LocalizeString.Data(SystemLanguage.Korean, "재생 목록에서 삭제하는 곡을 선택"),
- });
-
- public LocalizeString removeDialogOK = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Delete"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "削除"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "删除"),
- new LocalizeString.Data(SystemLanguage.Korean, "삭제"),
- });
-
- public LocalizeString removeDialogCancel = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Cancel"), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "キャンセル"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "取消"),
- new LocalizeString.Data(SystemLanguage.Korean, "취소"),
- });
-
-
- //==========================================================
- //Toast messages
-
- public LocalizeString messageResetSetting = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "The setting was reset."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "設定がリセットされました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "该设置被重置。"),
- new LocalizeString.Data(SystemLanguage.Korean, "설정이 초기화되었습니다."),
- });
-
- public LocalizeString messageResetPlaylist = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "The playlist has been reset."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "プレイリストがリセットされました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "该列表已被重置。"),
- new LocalizeString.Data(SystemLanguage.Korean, "목록이 재설정되었습니다."),
- });
-
- public LocalizeString messageResetBoth = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Playlist and settings reset."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "プレイリストと設定がリセットされました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "播放列表和设置重置。"),
- new LocalizeString.Data(SystemLanguage.Korean, "재생 목록 설정이 재설정되었습니다."),
- });
-
- public LocalizeString messageRemoved = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "The file of {0} song(s) has been deleted from the playlist."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "{0}曲のファイルがプレイリストから削除されました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "已从播放列表中删除{0}首歌曲的文件。"),
- new LocalizeString.Data(SystemLanguage.Korean, "{0} 음악 파일이 재생 목록에서 삭제되었습니다."),
- });
-
- public LocalizeString errorNotGetPath = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Path acquisition failed.\nFor cloud storage, please download it."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "パスの取得に失敗しました。\nクラウドストレージの場合、ダウンロードして下さい。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "路径获取失败。\n对于云存储,请下载。"),
- new LocalizeString.Data(SystemLanguage.Korean, "경로의 취득에 실패했습니다.\n클라우드 스토리지의 경우 다운로드하십시오."),
- });
-
- public LocalizeString errorDuplicateSong = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "It is already registered in the playlist."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "既にプレイリストに登録されています。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "它已经在播放列表中注册。"),
- new LocalizeString.Data(SystemLanguage.Korean, "이미 재생 목록에 등록되어 있습니다."),
- });
-
- public LocalizeString errorNotAvailableType = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Audio format is not available."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "利用できないオーディオ形式です。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "音频格式不可用。"),
- new LocalizeString.Data(SystemLanguage.Korean, "사용할 수없는 오디오 형식입니다."),
- });
-
- public LocalizeString errorNotExist = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "File not found.\nIt may have been moved or deleted."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "ファイルが見つかりません。\n移動または削除された可能性があります。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "未找到文件。\n它可能已被移动或删除。"),
- new LocalizeString.Data(SystemLanguage.Korean, "파일을 찾을 수 없습니다.\n이동 또는 삭제 된 수 있습니다."),
- });
-
- public LocalizeString errorLoadFailure = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Failed to read the file.\nAudio data is invalid."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "ファイルの読み込みに失敗しました。\nオーディオデータが不正です。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "无法读取文件。\n音频数据无效。"),
- new LocalizeString.Data(SystemLanguage.Korean, "파일의 읽기에 실패했습니다.\n오디오 데이터가 잘못되었습니다."),
- });
-
- public LocalizeString errorRemoveNotFound = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "There are no songs that can be deleted."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "削除可能な楽曲がありません。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "没有可以删除的歌曲。"),
- new LocalizeString.Data(SystemLanguage.Korean, "제거 가능한 악곡이 없습니다."),
- });
-
- public LocalizeString errorSongNotFound = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "There is no song that can be played."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "再生可能な楽曲がありません。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "没有音乐可以播放。"),
- new LocalizeString.Data(SystemLanguage.Korean, "재생 가능한 악곡이 없습니다."),
- });
-
- public LocalizeString confirmSetting = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "Please check the current setting."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "現在の設定を確認して下さい。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "请检查当前设置。"),
- new LocalizeString.Data(SystemLanguage.Korean, "현재 설정을 확인하십시오."),
- });
-
- public LocalizeString optionalAutoPlaylist = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "It was deleted automatically from the playlist."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "自動でプレイリストから削除されました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "它已从播放列表中自动删除。"),
- new LocalizeString.Data(SystemLanguage.Korean, "자동으로 재생 목록에서 삭제되었습니다."),
- });
-
- public LocalizeString optionalAutoExceptPresets = new LocalizeString(SystemLanguage.English,
- new List()
- {
- new LocalizeString.Data(SystemLanguage.English, "The exclusion setting of the preset songs was turned off."), //default language
- new LocalizeString.Data(SystemLanguage.Japanese, "プリセット曲の除外設定をオフに修正しました。"),
- new LocalizeString.Data(SystemLanguage.ChineseSimplified, "预设歌曲的排除设置已关闭。"),
- new LocalizeString.Data(SystemLanguage.Korean, "프리셋 곡의 제외 설정을 해제 수정했습니다."),
- });
-
- //Text according to 'language' field
- public string Text(LocalizeString localizeString)
- {
- return localizeString.TextByLanguage(language);
- }
- }
- public LocalizeData localize;
-
- //ILocalizable implementation
- public void ApplyLocalize(SystemLanguage language)
- {
- if (localize == null)
- localize = new LocalizeData();
-
- localize.language = language;
- }
-
-#endregion Localize Section
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics.meta
deleted file mode 100644
index d0e9f07e..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: aa1539497a833db4392bf4a6f7d992fd
-folderAsset: yes
-timeCreated: 1510763038
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/AndroidColor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/AndroidColor.cs
deleted file mode 100644
index c20c6e67..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/AndroidColor.cs
+++ /dev/null
@@ -1,24 +0,0 @@
-namespace FantomLib
-{
- ///
- /// Android Colors (AARRGGBB format: int32)
- ///
- /// Android の色定数(ARGB 形式の int 値)
- /// https://developer.android.com/reference/android/graphics/Color.html#BLACK
- ///
- public static class AndroidColor
- {
- public const int BLACK = 0x000000 | (0xff << 24);
- public const int BLUE = 0x0000ff | (0xff << 24);
- public const int CYAN = 0x00ffff | (0xff << 24);
- public const int DKGRAY = 0x444444 | (0xff << 24);
- public const int GRAY = 0x888888 | (0xff << 24);
- public const int GREEN = 0x00ff00 | (0xff << 24);
- public const int LTGRAY = 0xcccccc | (0xff << 24);
- public const int MAGENTA = 0xff00ff | (0xff << 24);
- public const int RED = 0xff0000 | (0xff << 24);
- public const int TRANSPARENT = 0x000000 | (0xff << 24);
- public const int WHITE = 0xffffff | (0xff << 24);
- public const int YELLOW = 0xffff00 | (0xff << 24);
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/Screenshot.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/Screenshot.cs
deleted file mode 100644
index d08b8ca0..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/Screenshot.cs
+++ /dev/null
@@ -1,150 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-using UnityEngine.UI;
-
-namespace FantomLib
-{
- ///
- /// Create Screenshot (full screen) and save file (png)
- ///
- public class Screenshot : MonoBehaviour
- {
- //Inspector Settings
- public string filePrefix = "screenshot_"; //Prefix of filename to be saved.
- public bool toExternalStorageOnAndroid = true; //Save to external storage (for Android)
-
-
- //Callbacks
- [Serializable] public class CompleteHandler : UnityEvent { } //path
- public CompleteHandler OnComplete;
-
- [Serializable] public class ErrorHandler : UnityEvent { } //error state message
- public ErrorHandler OnError;
-
-
-#region Properties and Local values Section
-
- //Busy flag. Ignore while saving.
- public bool IsSaving {
- get; private set;
- }
-
-#endregion
-
- // Use this for initialization
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Run screenshot with automatic path
- public void StartScreenshot()
- {
- string fileName = filePrefix + DateTime.Now.ToString("yyMMdd_HHmmss") + ".png";
- string dir = Application.persistentDataPath;
-
- //I think that you may add processing for each platform here.
-#if UNITY_EDITOR
- dir = Application.dataPath + "/..";
-#elif UNITY_ANDROID
- if (toExternalStorageOnAndroid)
- {
- if (!AndroidPlugin.CheckPermission("android.permission.WRITE_EXTERNAL_STORAGE"))
- {
- if (OnError != null)
- OnError.Invoke("'WRITE_EXTERNAL_STORAGE' permission denied.");
- return;
- }
-
- dir = AndroidPlugin.GetExternalStorageDirectoryPictures();
- if (string.IsNullOrEmpty(dir))
- dir = AndroidPlugin.GetExternalStorageDirectory();
- }
-#endif
- string path = dir + "/" + fileName;
- StartScreenshot(path);
- }
-
- //Run screenshot with specified path
- public void StartScreenshot(string path)
- {
- if (IsSaving)
- {
- if (OnError != null)
- OnError.Invoke("Screenshot is currently busy.");
- return; //Ignore while saving.
- }
-
- StartCoroutine(RunScreenshot(path));
- }
-
-
- //Hide the UI and execute the screenshot. If save the screenshot successfully, run MeidaScanner.
- private IEnumerator RunScreenshot(string path)
- {
- IsSaving = true;
-
- yield return StartCoroutine(SaveScreenshotPng(path));
-
- if (IsSaving) //If an error occurs, it is false on 'SaveScreenshotPng()'.
- {
- if (OnComplete != null)
- OnComplete.Invoke(path);
- }
-
- IsSaving = false;
- }
-
-
- //(*)To write to External Storage on Android, you need permission in the 'AndroidManifest.xml' file.
- //※Android で External Storage に書き込みをするには、「AndroidManifest.xml」にパーミッションが必要。
- //Required: '' in 'AndroidManifest.xml'
- //
- //・The script referred to the following.
- // https://docs.unity3d.com/jp/540/ScriptReference/Texture2D.EncodeToPNG.html
- private IEnumerator SaveScreenshotPng(string path)
- {
- // We should only read the screen buffer after rendering is complete
- yield return new WaitForEndOfFrame();
-
- // Create a texture the size of the screen, RGB24 format
- int width = Screen.width;
- int height = Screen.height;
- Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);
-
- // Read screen contents into the texture
- tex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
- tex.Apply();
-
- // Encode texture into PNG
- byte[] bytes = tex.EncodeToPNG();
- DestroyImmediate(tex);
-
- //For testing purposes, also write to a file in the project folder
- try
- {
- File.WriteAllBytes(path, bytes);
- }
- catch (Exception e)
- {
- IsSaving = false; //It also serves as an error flag
- if (OnError != null)
- OnError.Invoke(e.ToString());
- }
-
- yield return new WaitForEndOfFrame();
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs
deleted file mode 100644
index f396a693..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs
+++ /dev/null
@@ -1,379 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Text.RegularExpressions;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// Color format conversion of Unity and Android (AARRGGBB: int32)
- /// [Unity.Color] https://docs.unity3d.com/ja/current/ScriptReference/Color.html
- /// [Android Color(=int32)] https://developer.android.com/reference/android/graphics/Color.html
- ///
- public static class XColor
- {
- ///
- /// Unity Color -> AARRGGBB format: int32
- ///
- /// UnityEngine.Color
- /// AARRGGBB format: int32
- public static int ToIntARGB(this Color color)
- {
- //string htmlColor = ColorUtility.ToHtmlStringRGBA(color); //"RRGGBBAA"
- //int r = RedValue(htmlColor);
- //int g = GreenValue(htmlColor);
- //int b = BlueValue(htmlColor);
- //int a = AlphaValue(htmlColor);
- int r = RedValue(color);
- int g = GreenValue(color);
- int b = BlueValue(color);
- int a = AlphaValue(color);
- return (a << 24) | (r << 16) | (g << 8) | b; //AARRGGBB
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.) -> AARRGGBB format: int32
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// UnityEngine.Color
- /// AARRGGBB format: int32
- public static int ToIntARGB(string htmlString)
- {
- int r = RedValue(htmlString);
- int g = GreenValue(htmlString);
- int b = BlueValue(htmlString);
- int a = AlphaValue(htmlString);
- return (a << 24) | (r << 16) | (g << 8) | b; //AARRGGBB
- }
-
-
- ///
- /// Each color part(0~255) -> AARRGGBB format: int32
- ///
- /// Red part (0~255)
- /// Green part (0~255)
- /// Blue part (0~255)
- /// Alpha part (0~255)
- /// AARRGGBB format: int32
- public static int ToIntARGB(int r, int g, int b, int a = 255)
- {
- return ((a & 0xff) << 24) | ((r & 0xff) << 16) | ((g & 0xff) << 8) | (b & 0xff); //AARRGGBB
- }
-
-
- ///
- /// Unity Color -> extract Red part: int
- ///
- /// UnityEngine.Color
- /// Red part: int (0~255)
- public static int RedValue(this Color color)
- {
- //string htmlColor = ColorUtility.ToHtmlStringRGBA(color); //"RRGGBBAA"
- //return RedValue(htmlColor);
- return Mathf.RoundToInt(color.r * 255);
- }
-
-
- ///
- /// Unity Color -> extract Green part: int
- ///
- /// UnityEngine.Color
- /// Green part: int (0~255)
- public static int GreenValue(this Color color)
- {
- //string htmlColor = ColorUtility.ToHtmlStringRGBA(color); //"RRGGBBAA"
- //return GreenValue(htmlColor);
- return Mathf.RoundToInt(color.g * 255);
- }
-
-
- ///
- /// Unity Color -> extract Blue part: int
- ///
- /// UnityEngine.Color
- /// Blue part: int (0~255)
- public static int BlueValue(this Color color)
- {
- //string htmlColor = ColorUtility.ToHtmlStringRGBA(color); //"RRGGBBAA"
- //return BlueValue(htmlColor);
- return Mathf.RoundToInt(color.b * 255);
- }
-
-
- ///
- /// Unity Color > extract Alpha part: int
- ///
- /// UnityEngine.Color
- /// Alpha part: int (0~255)
- public static int AlphaValue(this Color color)
- {
- //string htmlColor = ColorUtility.ToHtmlStringRGBA(color); //"RRGGBBAA"
- //return AlphaValue(htmlColor);
- return Mathf.RoundToInt(color.a * 255);
- }
-
-
-
- ///
- /// Extract the Color part
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// HTML Color
- /// Extracted color part ("ffffffff", "ffffff", "ffff", "fff" etc.) / nothing -> ""
- public static string GetColorCodeString(string htmlString)
- {
- if (htmlString.ToLower().StartsWith("0x"))
- htmlString = htmlString.Substring(2);
- else if (htmlString.StartsWith("#"))
- htmlString = htmlString.Substring(1);
-
- if (!Regex.IsMatch(htmlString, "^[0-9a-fA-F]{3,8}$"))
- return "";
- if (htmlString.Length == 5 || htmlString.Length == 7)
- return "";
-
- return htmlString;
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.) -> extract Red part: int
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// HTML Color
- /// Red part: int (0~255) / nothing -> 0
- public static int RedValue(string htmlString)
- {
- htmlString = GetColorCodeString(htmlString);
- if (string.IsNullOrEmpty(htmlString))
- return 0;
-
- if (htmlString.Length == 8 || htmlString.Length == 6) //"RRGGBBAA" or "RRGGBB"
- {
- string hex = htmlString.Substring(0, 2);
- return Convert.ToInt32(hex, 16);
- }
- if (htmlString.Length == 4 || htmlString.Length == 3) //"RGBA" or "RGB"
- {
- string hex = htmlString.Substring(0, 1);
- return Convert.ToInt32(hex + hex, 16);
- }
- return 0;
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.)-> extract Green part: int
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// HTML Color
- /// Green part: int (0~255)/nothing -> 0
- public static int GreenValue(string htmlString)
- {
- htmlString = GetColorCodeString(htmlString);
- if (string.IsNullOrEmpty(htmlString))
- return 0;
-
- if (htmlString.Length == 8 || htmlString.Length == 6) //"RRGGBBAA" or "RRGGBB"
- {
- string hex = htmlString.Substring(2, 2);
- return Convert.ToInt32(hex, 16);
- }
- if (htmlString.Length == 4 || htmlString.Length == 3) //"RGBA" or "RGB"
- {
- string hex = htmlString.Substring(1, 1);
- return Convert.ToInt32(hex + hex, 16);
- }
- return 0;
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.)-> extract Blue part: int
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// HTML Color
- /// Blue part: int (0~255) / nothing -> 0
- public static int BlueValue(string htmlString)
- {
- htmlString = GetColorCodeString(htmlString);
- if (string.IsNullOrEmpty(htmlString))
- return 0;
-
- if (htmlString.Length == 8 || htmlString.Length == 6) //"RRGGBBAA" or "RRGGBB"
- {
- string hex = htmlString.Substring(4, 2);
- return Convert.ToInt32(hex, 16);
- }
- if (htmlString.Length == 4 || htmlString.Length == 3) //"RGBA" or "RGB"
- {
- string hex = htmlString.Substring(2, 1);
- return Convert.ToInt32(hex + hex, 16);
- }
- return 0;
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.)-> extract Alpha part: int
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff" (8, 4文字) / "ffff", "fff" (6, 3 characters -> 255)
- ///
- /// HTML Color
- /// Alpha part: int (0~255) / nothing -> 0
- public static int AlphaValue(string htmlString)
- {
- htmlString = GetColorCodeString(htmlString);
- if (string.IsNullOrEmpty(htmlString))
- return 0;
-
- if (htmlString.Length == 6 || htmlString.Length == 3) //"RRGGBB", "RGB"
- {
- return 0xff;
- }
- if (htmlString.Length == 8) //"RRGGBBAA"
- {
- string hex = htmlString.Substring(6, 2);
- return Convert.ToInt32(hex, 16);
- }
- if (htmlString.Length == 4) //"RGBA"
- {
- string hex = htmlString.Substring(3, 1);
- return Convert.ToInt32(hex + hex, 16);
- }
- return 0;
- }
-
-
-
- ///
- /// AARRGGBB format: int32 -> Unity Color
- ///
- /// AARRGGBB format: int32
- /// Unity Color format (Conversion failure -> Color.clear)
- public static Color ToColor(int argb)
- {
- //string htmlString = ToHtmlString(argb);
- //Color color;
- //if (ColorUtility.TryParseHtmlString(htmlString, out color))
- // return color;
- //return Color.clear;
-
- int r = RedValue(argb);
- int g = GreenValue(argb);
- int b = BlueValue(argb);
- int a = AlphaValue(argb);
- return new Color(r / 255f, g / 255f, b / 255f, a / 255f);
- }
-
-
- ///
- /// Each color part(0~255) -> Unity Color
- ///
- /// Red part (0~255)
- /// Green part (0~255)
- /// Blue part (0~255)
- /// Alpha part (0~255)
- /// Unity Color format
- public static Color ToColor(int r, int g, int b, int a = 255)
- {
- //return ToColor(ToIntARGB(r, g, b, a));
- return new Color(r / 255f, g / 255f, b / 255f, a / 255f);
- }
-
-
- ///
- /// HTML Color ("#RRGGBBAA" etc.)-> Unity Color
- /// (Format)
- /// [StartsWith] "0x~", "#~", (nothing)
- /// [Color part] "ffffffff", "ffffff", "ffff", "fff" (8, 6, 4, 3 characters)
- ///
- /// AARRGGBB format: int32
- /// Unity Color format
- public static Color ToColor(string htmlString)
- {
- //return ToColor(ToIntARGB(htmlString));
-
- int r = RedValue(htmlString);
- int g = GreenValue(htmlString);
- int b = BlueValue(htmlString);
- int a = AlphaValue(htmlString);
- return new Color(r / 255f, g / 255f, b / 255f, a / 255f);
- }
-
-
- ///
- /// AARRGGBB format: int32 -> HTML Color
- ///
- /// AARRGGBB format: int32
- /// Add '#' to the head and return it (default)
- /// HTML Color ("#ffffffff", "ffffffff" etc.)
- public static string ToHtmlString(int argb, bool addSharp = true)
- {
- int r = RedValue(argb);
- int g = GreenValue(argb);
- int b = BlueValue(argb);
- int a = AlphaValue(argb);
- string htmlString = r.ToString("x2") + g.ToString("x2") + b.ToString("x2") + a.ToString("x2"); //"RRGGBBAA"
- return addSharp ? ("#" + htmlString) : htmlString;
- }
-
-
- ///
- /// AARRGGBB format: int32 -> extract Red part: int
- ///
- /// AARRGGBB format: int32
- /// Red part: int (0~255)
- public static int RedValue(int argb)
- {
- return ((argb & 0x00ff0000) >> 16);
- }
-
-
- ///
- /// AARRGGBB format: int32 -> extract Green part: int
- ///
- /// AARRGGBB format: int32
- /// Green part: int (0~255)
- public static int GreenValue(int argb)
- {
- return ((argb & 0x0000ff00) >> 8);
- }
-
-
- ///
- /// AARRGGBB format: int32-> extract Blue part: int
- ///
- /// AARRGGBB format: int32
- /// Blue part: int (0~255)
- public static int BlueValue(int argb)
- {
- return (argb & 0x000000ff);
- }
-
-
- ///
- /// AARRGGBB format: int32-> extract Alpha part: int
- ///
- /// AARRGGBB format: int32
- /// Alpha part: int (0~255)
- public static int AlphaValue(int argb)
- {
- return ((argb >> 24) & 0x000000ff);
- }
-
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs.meta
deleted file mode 100644
index c92d35f9..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Graphics/XColor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: bdf0a0a0255181e4884625d32e7a10dd
-timeCreated: 1510763054
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input.meta
deleted file mode 100644
index ddbcd876..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 261a53f5feb3ae044a4feeb9abb502b5
-folderAsset: yes
-timeCreated: 1515335047
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs
deleted file mode 100644
index c00cafb8..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs
+++ /dev/null
@@ -1,144 +0,0 @@
-using System;
-using UnityEngine;
-using UnityEngine.Events;
-using UnityEngine.EventSystems;
-
-namespace FantomLib
-{
- ///
- /// Get long press and call back (Suitable for judgment on UI, 'EventSystem' and 'Graphics Raycaster' are required)
- /// http://fantom1x.blog130.fc2.com/blog-entry-251.html
- /// (Usage)
- ///・You can use it by attaching to a GameObject that has a UI such as Image, Text, Button, etc. and registering a function callback to 'OnLongClick' (no argument) from the inspector.
- ///・There is an 'EventSystem' in the scene, and 'Graphics Raycaster' is attached to the (root) Canvas.
- /// (Specification)
- ///・Events (OnPointerDown, OnPointerUp, OnPointerExit) from the EventSystem are acquired, and if it is kept pressed for a certain time (Valid Time), long press is recognized.
- ///・It is invalid when going out of the effective area (out of the UI) or releasing your finger on the way.
- ///・Only the first finger recognition (In the case of multiple fingers, it is invalid because there is a possibility of pinching).
- ///・Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add the device to the '#if' conditional statement (only those that can be acquired by 'Input.touchCount').
- ///(*) If it is a smartphone, it is not possible to recognize well when UI is transparent, so be careful (opaque image is as good as possible).
- ///
- ///
- /// 長押しを取得してコールバックする(UI上での判定に向いている。EventSystem と Graphics Raycaster が必要)
- /// http://fantom1x.blog130.fc2.com/blog-entry-251.html
- ///(使い方)
- ///・Image や Text, Button などの UI を持つ GameObject にアタッチして、インスペクタから OnLongClick(引数なし)にコールバックする関数を登録すれば使用可。
- ///・シーンに EventSystem、(ルート)Canvas に Graphics Raycaster がアタッチされている必要がある。
- ///(仕様説明)
- ///・EventSystem からのイベント(OnPointerDown, OnPointerUp, OnPointerExit)を取得し、一定時間(Valid Time)押下され続けていたら長押しと認識する。
- ///・途中で有効領域外(UIから外れる)へ出たり、指を離したりしたときは無効。
- ///・はじめの指のみ認識(複数指の場合、ピンチの可能性があるため無効とする)。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///※スマホだとUIを透過にしていると、上手く認識できないようなので注意(なるべく不透明画像が良い)。
- ///
- public class LongClickEventTrigger : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
- {
-#region Inspector settings and Local values Section
-
- //Inspector Settings
- public float validTime = 1.0f; //Time to recognize as long press (to recognize it as a long press with longer time) //長押しとして認識する時間(これより長い時間で長押しとして認識する)
-
-
- //Long press event occurred call back
- //長押しイベント発生コールバック
- public UnityEvent OnLongClick;
-
- //Long press/progress start event callback
- //長押し進捗開始のイベントコールバック
- public UnityEvent OnStart;
-
- //Progress event callback
- //進捗中のイベントコールバック
- [Serializable] public class ProgressHandler : UnityEvent { } //Progress 0 to 1f (0~100%) //進捗 0~1f(0~100%)
- public ProgressHandler OnProgress;
-
- //Progress interrupted event callback
- //進捗中断のイベントコールバック
- public UnityEvent OnCancel;
-
-
- //Local Values
- float requiredTime; //Long press recognition time (recognize it as long press after this time) //長押し認識時刻(この時刻を超えたら長押しとして認識する)
- bool pressing = false; //Pressing flag (also used for acquiring only a single finger) //押下中フラグ(単一指のみの取得としても利用)
-
-#endregion Inspector settings and Local values Section
-
-#region LongClick operation Section
-
- //When it becomes active, initialize (reset when the application interrupt etc.)
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- pressing = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- if (pressing) //Only the finger that pushed first //はじめに押した指のみとなる
- {
- if (requiredTime < Time.time) //Recognized after a certain period of time //一定時間過ぎたら認識
- {
- if (OnLongClick != null)
- OnLongClick.Invoke(); //UnityEvent
-
- pressing = false; //Invalid after long press //長押し完了したら無効にする
- }
- else
- {
- if (OnProgress != null)
- {
- float amount = Mathf.Clamp01(1f - (requiredTime - Time.time) / validTime); //0~1f
- OnProgress.Invoke(amount);
- }
- }
- }
- }
-
- //Press in the UI area
- //UI領域内で押下
- public void OnPointerDown(PointerEventData data)
- {
- if (!pressing) //To make it unique //ユニークにするため
- {
- pressing = true;
- requiredTime = Time.time + validTime;
-
- if (OnStart != null)
- OnStart.Invoke(); //UnityEvent
- }
- else
- {
- pressing = false; //In the case of two or more fingers, since there is a possibility of pinching, it is made ineffective //2本以上の指の場合、ピンチの可能性があるため無効にする
- }
- }
-
- //(*) If it is a smartphone and it is transparent to the UI, it will react even if you move your finger a little.
- //※スマホだとUIを透過にしていると、指を少し動かしただけでも反応してしまうので注意
- public void OnPointerUp(PointerEventData data)
- {
- if (pressing) //Only the finger that pushed first //はじめに押した指のみとなる
- {
- if (OnCancel != null)
- OnCancel.Invoke(); //UnityEvent
-
- pressing = false;
- }
- }
-
- //Invalid it if it is outside the UI area
- //UI領域から外れたら無効にする
- public void OnPointerExit(PointerEventData data)
- {
- if (pressing) //Only the finger that pushed first //はじめに押した指のみとなる
- {
- if (OnCancel != null)
- OnCancel.Invoke(); //UnityEvent
-
- pressing = false; //Invalid it when it is out of the area //領域から外れたら無効にする
- }
- }
-
-#endregion LongClick operation Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs.meta
deleted file mode 100644
index 1f2561b2..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickEventTrigger.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-guid: 0022a3950109f9d41b08b9aea53682ab
-timeCreated: 1515227633
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-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs
deleted file mode 100644
index b0e70f35..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs
+++ /dev/null
@@ -1,161 +0,0 @@
-using System;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Get long press and call back (Suitable for judgment in whole screen area and partial area of screen)
- /// http://fantom1x.blog130.fc2.com/blog-entry-251.html
- /// (Usage)
- ///・You can use it by attaching to an appropriate GameObject and registering a function callback to 'OnLongClick' (no argument) from the inspector.
- ///・Or you can monitor the property 'LongClickInput.IsLongClick' on per frame (including false in this case).
- /// (Specification)
- ///・Let the entire screen be (0,0)-(1,1) and recognize it when it is pressed for a certain time (Valid Time) within the valid area (Valid Area).
- ///・It is invalid when going out of the effective area on the way or releasing your finger.
- ///・Only the first finger recognition (In the case of multiple fingers, it is invalid because there is a possibility of pinching).
- ///・Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add the device to the '#if' conditional statement (only those that can be acquired by 'Input.touchCount').
- ///
- ///
- /// 長押しを取得してコールバックする(画面全域や画面の一部領域などでの判定に向いている)
- /// http://fantom1x.blog130.fc2.com/blog-entry-251.html
- ///(使い方)
- ///・適当な GameObject にアタッチして、インスペクタから OnLongClick(引数なし)にコールバックする関数を登録すれば使用可。
- ///・またはプロパティ LongClickInput.IsLongClick をフレーム毎監視しても良い(こちらの場合は false も含まれる)。
- ///(仕様説明)
- ///・画面全体を(0,0)-(1,1)とし、有効領域内(Valid Area)で一定時間(Valid Time)押下されていたら認識する。
- ///・途中で有効領域外へ出たり、指を離したりしたときは無効。
- ///・はじめの指のみ認識(複数の指の場合、ピンチの可能性があるため無効とする)。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///
- public class LongClickInput : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Inspector Settings
-
- //Time to recognize as long press (to recognize it as a long press with longer time)
- //長押しとして認識する時間(これより長い時間で長押しとして認識する)
- public float validTime = 1.0f;
-
- //Area on screen to recognize: 0.0~1.0 [(0,0):Bottom left of screen, (1,1):Upper right of screen]
- //長押しとして認識する画面領域(0.0~1.0)[(0,0):画面左下, (1,1):画面右上]
- public Rect validArea = new Rect(0, 0, 1, 1);
-
-
- //Long press event callback
- //長押しイベントコールバック(インスペクタ用)
- public UnityEvent OnLongClick; //no arguments //引数なし
-
- //Long press/progress start event callback
- //長押し・進捗開始のイベントコールバック
- public UnityEvent OnStart;
-
- //Progress event callback
- //進捗のイベントコールバック
- [Serializable] public class ProgressHandler : UnityEvent { } //Amount at progress: 0~1f //進捗 0~1f
- public ProgressHandler OnProgress;
-
- //Progress interrupted event callback
- //進捗中断のイベントコールバック
- public UnityEvent OnCancel;
-
-#endregion Inspector settings Section
-
-#region Properties and Local values Section
-
- //Long press detection property (For each frame acquisition)
- //長押検出プロパティ(フレーム毎取得用)
- public bool IsLongClick {
- get; private set;
- }
-
-
- //Local Values
- Vector2 minPos = Vector2.zero; //Long press recognition pixel minimum coordinate. //長押し認識ピクセル最小座標
- Vector2 maxPos = Vector2.one; //Long press recognition pixel maximum coordinate. //長押し認識ピクセル最大座標
- float requiredTime; //Long press recognition time (recognize it as long press after this time). //長押し認識時刻(この時刻を超えたら長押しとして認識する)
- bool pressing; //Pressing flag (also used for acquiring only one finger) //押下中フラグ(単一指のみの取得にするため)
-
-#endregion Properties and Local values Section
-
-#region LongClick operation Section
-
- //When it becomes active, initialize (reset when the application interrupt etc.)
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- pressing = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- IsLongClick = false; //Reset per frame //フレーム毎にリセット
-
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- if (Input.touchCount == 1) //Multiple fingers are impossible (because there is a possibility of pinching in case of two or more fingers). //複数の指は不可とする(※2つ以上の指の場合はピンチの可能性もあるため)
-#endif
- {
- if (!pressing && Input.GetMouseButtonDown(0)) //When pressed (left click / touch can be acquired). //押したとき(左クリック/タッチが取得できる)
- {
- Vector2 pos = Input.mousePosition;
- minPos.Set(validArea.xMin * Screen.width, validArea.yMin * Screen.height);
- maxPos.Set(validArea.xMax * Screen.width, validArea.yMax * Screen.height);
- if (minPos.x <= pos.x && pos.x <= maxPos.x && minPos.y <= pos.y && pos.y <= maxPos.y) //Within recognition area //認識エリア内
- {
- pressing = true;
- requiredTime = Time.time + validTime;
-
- if (OnStart != null)
- OnStart.Invoke();
- }
- }
- if (pressing) //When already pressed //既に押されている
- {
- if (Input.GetMouseButton(0)) //Continue pressing (* This function can not distinguish which finger when touching two or more) //押下継続(※この関数は2つ以上タッチの場合、どの指か判別できない)
- {
- if (requiredTime < Time.time) //Recognized after a certain period of time //一定時間過ぎたら認識
- {
- Vector2 pos = Input.mousePosition;
- if (minPos.x <= pos.x && pos.x <= maxPos.x && minPos.y <= pos.y && pos.y <= maxPos.y) //認識エリア内
- {
- IsLongClick = true;
-
- if (OnLongClick != null)
- OnLongClick.Invoke();
- }
-
- pressing = false; //Invalid after long press //長押し完了したら無効にする
- }
- else
- {
- if (OnProgress != null)
- {
- float amount = Mathf.Clamp01(1f - (requiredTime - Time.time) / validTime); //0~1f
- OnProgress.Invoke(amount);
- }
- }
- }
- else //MouseButtonUp, MouseButtonDown
- {
- if (pressing)
- {
- if (OnCancel != null)
- OnCancel.Invoke();
- }
-
- pressing = false;
- }
- }
- }
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- else //Invalid it when there is not one touch (since there is also a possibility of pinching in case of two or more fingers). //タッチが1つでないときは無効にする(※2つ以上の指の場合はピンチの可能性もあるため)
- {
- pressing = false;
- }
-#endif
- }
-#endregion LongClick operation Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs.meta
deleted file mode 100644
index bef4c5e4..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongClickInput.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 2c8c9ec0e6b7a78409122059591bf826
-timeCreated: 1515227633
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- executionOrder: 0
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs
deleted file mode 100644
index 6868d460..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs
+++ /dev/null
@@ -1,105 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Get long key press and call back
- ///
- public class LongKeyInput : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Inspector Settings
- public KeyCode targetKey = KeyCode.Escape; //target key code
-
- public float validTime = 1.5f; //Time to recognize as long press (to recognize it as a long press with longer time) //長押しとして認識する時間(これより長い時間で長押しとして認識する)
-
- //Callbacks
- //Long press complete event callback //長押し完了イベントコールバック
- public UnityEvent OnLongPress;
-
- //Long press/progress start event callback //長押し/進捗開始のイベントコールバック
- public UnityEvent OnStart;
-
- //Progress event callback //進捗のイベントコールバック
- [Serializable] public class ProgressHandler : UnityEvent { } //Amount at progress: 0~1f //進捗 0~1f
- public ProgressHandler OnProgress;
-
- //Progress interrupted event callback //進捗中断のイベントコールバック
- public UnityEvent OnCancel;
-
-#endregion Inspector settings Section
-
-#region Properties and Local values Section
-
- //Local Values
- float requiredTime; //Long press recognition time (recognize it as long press after this time) //長押し認識時刻(この時刻を超えたら長押しとして認識する)
- bool pressing; //Pressing flag (also used for acquiring only one press) //押下中フラグ(単一のみの取得にするため)
-
- //Long press detection property (For each frame acquisition)
- //長押検出プロパティ(フレーム毎取得用)
- public bool IsLongPress {
- get; private set;
- }
-
-#endregion
-
-#region LongPress operation Section
-
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- pressing = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- IsLongPress = false; //Reset per frame
-
- if (!pressing && Input.GetKeyDown(targetKey))
- {
- pressing = true;
- requiredTime = Time.time + validTime;
-
- if (OnStart != null)
- OnStart.Invoke(); //progress start event
- }
- if (pressing)
- {
- if (Input.GetKey(targetKey))
- {
- if (requiredTime < Time.time)
- {
- IsLongPress = true;
- pressing = false;
-
- if (OnLongPress != null)
- OnLongPress.Invoke(); //complete event
- }
- else
- {
- if (OnProgress != null)
- {
- float amount = Mathf.Clamp01(1f - (requiredTime - Time.time) / validTime); //0~1f
- OnProgress.Invoke(amount); //progress event
- }
- }
- }
- if (Input.GetKeyUp(targetKey))
- {
- pressing = false;
-
- if (OnCancel != null)
- OnCancel.Invoke(); //progress cancel event
- }
- }
- }
-
-#endregion LongPress operation Section
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs.meta
deleted file mode 100644
index cbc1ae26..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/LongKeyInput.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs
deleted file mode 100644
index 3780bc94..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs
+++ /dev/null
@@ -1,186 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Get pinch and call back
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- /// (Usage)
- ///·You can use it by attaching to an appropriate GameObject and registering functions callback from inspector to 'OnPinchStart' and 'OnPinch'.
- ///·The property IsPinching, Width, Delta, Ratio may be monitored on a frame-by-frame basis (In this case, it is also not used (IsPinching = false, Width = 0, Delta = 0, Ratio = 1)).
- /// (Specification)
- ///·Internally acquire the interval between two fingers touched on the screen in pixel units. However, you can choose whether to return the return value by normalized value divided by screen width and pixel itself (isNormalized).
- ///·Pinch operation is recognized only when 1 -> 2. Invalid when 3 or more -> 2.
- ///・Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add the device to the '#if' conditional statement (only those that can be acquired by 'Input.touchCount').
- ///
- ///
- /// ピンチ操作を取得してコールバックする
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- ///(使い方)
- ///・適当な GameObject にアタッチして、インスペクタから OnPinchStart, OnPinch にコールバックする関数を登録すれば使用可。
- ///・またはプロパティ IsPinching, Width, Delta, Ratio をフレーム毎監視しても良い(こちらの場合は使用してない状態(IsPinching=false, Width=0, Delta=0, Ratio=1)も含まれる)。
- ///(仕様説明)
- ///・内部的には画面でタッチされた2本の指の間隔をピクセル単位で取得する。ただし戻り値は画面幅で割った正規化された値とピクセルそのもので返すかを選べる(isNormalized)。
- ///・ピンチの操作は1本→2本となったときのみ認識する。3本以上→2本になったときは無効。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///
- public class PinchInput : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Call back with the normalized value with screen width (or height) (false = returned in pixels)
- //画面幅(or 高さ)で正規化した値でコールバックする(false=ピクセル単位で返す)
- public bool isNormalized = true;
-
- //When isNormalized=true, based on the screen width (Screen.width) (when false based on height (Screen.height)) [unit becomes like px/Screen.width]
- //isNormalized=true のとき、画面幅(Screen.width)を基準にする(false=高さ(Screen.height)を基準)[単位が px/Screen.width のようになる]
- public bool widthReference = true;
-
- //Area on screen to recognize: 0.0~1.0 [(0,0):Bottom left of screen, (1,1):Upper right of screen]
- //認識する画面上の領域(0.0~1.0)[(0,0):画面左下, (1,1):画面右上]
- public Rect validArea = new Rect(0, 0, 1, 1);
-
-
- //Pinch start callback
- //ピンチ開始コールバック
- [Serializable]
- public class PinchStartHandler : UnityEvent { } //Width, center (Center coordinates between two fingers) //(2指間の中心座標)
- public PinchStartHandler OnPinchStart;
-
- //Pinching callback (expansion ratio and difference)
- //ピンチ中コールバック(伸縮率とその差分)
- [Serializable]
- public class PinchHandler : UnityEvent { } //Width, Delta, Ratio
- public PinchHandler OnPinch;
-
-#endregion Inspector settings Section
-
-#region Properties and Local values Section
-
- //Pinching detection properties (For each frame acquisition)
- //·Pinch operation in progress flag (only 2 fingers, 3 ~ disabled).
- //
- //ピンチ検出プロパティ(フレーム毎取得用)
- //・ピンチ操作中フラグ(指2本のみ。3~は無効)。
- public bool IsPinching {
- get; private set;
- }
-
- //Pinch width (distance) property (For each frame acquisition)
- //·When isNormalized=true, it is normalized with the screen width, and when it is false, it becomes px unit.
- //
- //ピンチ幅(距離) プロパティ(フレーム毎取得用)
- //・isNormalized=true のときは画面幅で正規化した値で、false のときは px 単位になる。
- public float Width {
- get; private set;
- }
-
- //Difference property from just before pinch width (distance) (For each frame acquisition)
- //·When isNormalized=true, it is normalized with the screen width, and when it is false, it becomes px unit.
- //·It becomes like a linear relative quantity (good for relative movement operation etc).
- //
- //ピンチ幅(距離)の直前との差分 プロパティ(フレーム毎取得用)
- //・isNormalized=true のときは画面幅で正規化した値で、false のときは px 単位になる。
- //・線形的な相対量のようになる(相対移動操作などに良い)。
- public float Delta {
- get; private set;
- }
-
- //Change ratio property of pinching width (distance) property (For each frame acquisition)
- //·Open the finger -> 1.0 or more (1, 2, 3, ...[including decimal] / finger closing -> lower than 1.0 (1/2, 1/3, 1/4, ... [not negative]))
- //(*) Note that closing fingers is easier than opening fingers physically (good for scale operation etc).
- //
- //ピンチ幅(距離)の変化比 プロパティ(フレーム毎取得用)
- //・ピンチ開始時の幅(距離)を1とし、現在の幅の比を返す(指を開く→ 1.0以上(1,2,3,...倍[小数含む]/指を閉じる→ 1.0より下(1/2, 1/3, 1/4,...倍[負にはならない]))
- //※物理的に指を開くより指を閉じる方が変化しやすいので注意(スケール操作などに良い)。
- public float Ratio {
- get; private set;
- }
-
-#pragma warning disable 0169 //'startDistance', 'oldDistance' is never used. (However, it is used in the Android platform)
-
- //Local Values
- float startDistance; //ピンチ開始時の指の距離(px)
- float oldDistance; //直前の伸縮距離(px)
-
-#endregion Properties and Local values Section
-
-#region Pinch operation Section
-
- //When it becomes active, initialize (reset when the application interrupt etc.)
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- IsPinching = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- //Property reset for each frame
- //プロパティはフレーム毎にリセット
- Width = 0; Delta = 0; Ratio = 1;
-
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch //タッチで取得したいプラットフォームのみ
- if (Input.touchCount == 2) //Operation with pinch (2 fingers only) //ピンチでの操作(2本指のみ)
- {
- //(*) The index of fingerId and touches[] does not necessarily match, so get fingerId = 1 (to make it possible when 1 finger -> 2)
- //※fingerId と touches[] のインデクスは必ずしも一致しないらしいので fingerId=1 となっている方を取得(指1本→2本になったとき可能とするため)
- Touch touch = (Input.touches[1].fingerId == 1) ? Input.touches[1] : Input.touches[0];
- if (!IsPinching && touch.phase == TouchPhase.Began) //Only when newly recognized //新しく認識したときのみ
- {
- //Is it within the area on the screen to recognize? (Based on the coordinates of the center of two fingers)
- //認識する画面上の領域内か?(2本の指の中心の座標を基準にする)
- Vector2 center = (Input.touches[0].position + Input.touches[1].position) / 2;
- if (validArea.xMin * Screen.width <= center.x && center.x <= validArea.xMax * Screen.width &&
- validArea.yMin * Screen.height <= center.y && center.y <= validArea.yMax * Screen.height)
- {
- IsPinching = true; //Pinch start //ピンチ開始
-
- //fingerId = 0 to 1 only (always the first and second fingers). 3 fingers -> 2 (0 - 2 etc.) are not allowed.
- //fingerId=0~1 のみ(必ず最初と2本目の指)。指3本→2本(0-2 など)は不可とする。
- Width = startDistance = oldDistance = Vector2.Distance(Input.touches[0].position, Input.touches[1].position);
- if (isNormalized)
- {
- float unit = widthReference ? Screen.width : Screen.height;
- Width /= unit; //If it is normalized by screen width, it becomes independent of resolution. //画面幅で正規化すれば、解像度に依存しなくなる
- center /= unit;
- }
-
- if (OnPinchStart != null)
- OnPinchStart.Invoke(Width, center); //Delta = 0 and Ratio = 1 at the start. //開始時は必ず Delta=0, Ratio=1 となる
- }
- }
- else if (IsPinching) //Only when it is already recognized: When 3 -> 2, it becomes invalid. //既に認識されているときのみ:3本→2本になったときは無効になる
- {
- float endDistance = Vector2.Distance(Input.touches[0].position, Input.touches[1].position);
- Width = endDistance;
- Delta = endDistance - oldDistance; //Difference from immediately before //直前との差分
- Ratio = endDistance / startDistance; //The magnification is based on the pinch width at the start (px distance). //開始時のピンチ幅(px距離)を基準にした倍率になる
- oldDistance = endDistance;
-
- if (isNormalized)
- {
- float unit = widthReference ? Screen.width : Screen.height;
- Width /= unit; //If it is normalized by screen width, it becomes independent of resolution. //画面幅で正規化すれば、解像度に依存しなくなる
- Delta /= unit;
- }
-
- if (OnPinch != null)
- OnPinch.Invoke(Width, Delta, Ratio);
- }
- }
- else //Invalid all when there are not two touch. //タッチが2つでないときは全て無効にする
-#endif
- {
- IsPinching = false;
- }
- }
-
-#endregion Pinch operation Section
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs.meta
deleted file mode 100644
index 3bdb8eb5..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchInput.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-timeCreated: 1515227633
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- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs
deleted file mode 100644
index 8998a35c..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs
+++ /dev/null
@@ -1,107 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// Pinch to operate distance
- /// (*) use PinchInput callbacks
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- /// (Usage)
- ///·You can use it by attaching to a GameObject such as a camera and registering PinchInput callbacks from the inspector.
- ///·Distance is a straight line distance from target.
- ///
- /// ピンチで距離を操作する
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- ///(使い方)
- ///・カメラなどの GameObject にアタッチして、インスペクタから PinchInput のコールバックを登録すれば使用可。
- ///・距離は target からの直線距離となる。
- ///
- public class PinchToDistance : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Inspector Settings
- public Transform target; //Object to be a viewpoint //視点となるオブジェクト
- public float speed = 2f; //Rate of change //変化速度
- public float minDistance = 1.0f; //Minimum distance to approach //近づける最小距離
- public bool lookAt = true; //Look at the object //オブジェクトの方を向く
-
- //LocalValues
- float initDistance; //Initial distance (for reset) //起動初期距離(リセット用)
-
-#endregion Inspector settings Section
-
-#region Unity life cycle Section
-
- // Use this for initialization
- private void Start()
- {
- if (target != null)
- {
- Vector3 dir = target.position - transform.position;
- initDistance = dir.magnitude;
- if (lookAt)
- transform.LookAt(target.position);
- }
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-#endregion Unity life cycle Section
-
-#region Pinch operation Section
-
- //width: distance of two fingers of pinch
- //center: The coordinates of the center of two fingers of pinch
- //
- //width: ピンチ幅
- //center: ピンチの2本指の中心の座標
- public void OnPinchStart(float width, Vector2 center)
- {
- //Not used
- }
-
- //width: distance of two fingers of pinch
- //delta: The difference in pinch width just before
- //ratio: Stretch ratio from the start of pinch width (1:At the start of pinch, Expand by 1 or more, lower than 1 (1/2, 1/3, ...)
- //
- //width: ピンチ幅
- //delta: 直前のピンチ幅の差
- //ratio: ピンチ幅の開始時からの伸縮比(1:ピンチ開始時, 1以上拡大, 1より下(1/2,1/3,...)縮小)
- public void OnPinch(float width, float delta, float ratio)
- {
- if (target == null)
- return;
-
- Vector3 dir = target.position - transform.position;
- float distance = Math.Max(minDistance, dir.magnitude - delta * speed);
- Vector3 pos = target.position - dir.normalized * distance;
- transform.position = pos;
- if (lookAt)
- transform.LookAt(target.position);
- }
-
- //Restore the initial distance
- //初期の距離に戻す
- public void ResetDistance()
- {
- if (target == null)
- return;
-
- Vector3 dir = target.position - transform.position;
- Vector3 pos = target.position - dir.normalized * initDistance;
- transform.position = pos;
- if (lookAt)
- transform.LookAt(target.position);
- }
-
-#endregion Pinch operation Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs.meta
deleted file mode 100644
index 5038c0b3..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToDistance.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: beba68f025ba1474b8c06ea9f0752ca0
-timeCreated: 1515227633
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs
deleted file mode 100644
index cfad1920..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs
+++ /dev/null
@@ -1,86 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// Change the scale with a pinch (local scale)
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- /// (Usage)
- ///・Attach to the GameObject that you want to stretch and then use it if you register PinchInput callbacks from the inspector
- ///
- /// ピンチでスケールを変化させる(ローカルスケール)
- /// http://fantom1x.blog130.fc2.com/blog-entry-288.html
- ///(使い方)
- ///・伸縮したい GameObject にアタッチして、インスペクタから PinchInput のコールバックを登録すれば使用可。
- ///
- public class PinchToScale : MonoBehaviour
- {
-#region Inspector settings and Local values Section
-
- //Inspector Settings
- public Transform target; //Object to be changed in scale //スケール変化させるオブジェクト
-
- //Local Values
- Vector3 startScale; //Scale at pinch start //ピンチ開始時スケール
- Vector3 initScale; //Initial scale (for reset) //起動初期スケール(リセット用)
-
-#endregion Inspector settings and Local values Section
-
-#region Unity life cycle Section
-
- // Use this for initialization
- private void Start()
- {
- if (target == null)
- target = gameObject.transform; //指定がないときは自身を対象とする
-
- initScale = target.localScale;
- }
-
- // Update is called once per frame
- //private void Update () {
-
- //}
-
-#endregion Unity life cycle Section
-
-#region Pinch operation Section
-
- //width: distance of two fingers of pinch
- //center: The coordinates of the center of two fingers of pinch
- //
- //width: ピンチ幅
- //center: ピンチの2本指の中心の座標
- public void OnPinchStart(float width, Vector2 center)
- {
- if (target != null)
- startScale = target.localScale;
- }
-
- //width: distance of two fingers of pinch
- //delta: The difference in pinch width just before
- //ratio: Stretch ratio from the start of pinch width (1:At the start of pinch, Expand by 1 or more, lower than 1 (1/2, 1/3, ...)
- //
- //width: ピンチ幅
- //delta: 直前のピンチ幅の差
- //ratio: ピンチ幅の開始時からの伸縮比(1:ピンチ開始時, 1以上拡大, 1より下(1/2,1/3,...)縮小)
- public void OnPinch(float width, float delta, float ratio)
- {
- if (target != null)
- target.localScale = startScale * ratio;
- }
-
- //Restore the initial scale
- //スケールを元に戻す
- public void ResetScale()
- {
- if (target != null)
- target.localScale = initScale;
- }
-
-#endregion Pinch operation Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs.meta
deleted file mode 100644
index 75cc32e9..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/PinchToScale.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs
deleted file mode 100644
index ef5ef599..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-using System;
-using UnityEngine;
-using UnityEngine.Events;
-using UnityEngine.EventSystems;
-
-namespace FantomLib
-{
- ///
- /// Get swipe direction and call back (Suitable for judgment on UI, 'EventSystem' and 'Graphics Raycaster' are required)
- /// http://fantom1x.blog130.fc2.com/blog-entry-250.html
- /// (Usage)
- ///・You can use it by attaching to a GameObject that has a UI such as Image, Text, Button, etc. and registering a function callback to OnSwipe (Vector 2 as one argument) from the inspector.
- ///・There is an 'EventSystem' in the scene, and 'Graphics Raycaster' is attached to the (root) Canvas.
- /// (Specification)
- ///・It is judged by the movement amount of the touch started from UI (a mouse in the case of editor or other than smartphone).
- /// When moving more than the screen width Valid Width (%), it is recognized as a swipe.
- ///・However, ignore it when the movement exceeds the time limit (Timeout).
- ///・Can not recognize with multiple fingers (* In case of two or more fingers, it is invalid because there is possibility of pinching).
- ///・Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add the device to the '#if' conditional statement (only those that can be acquired by 'Input.touchCount').
- ///(*) If it is a smartphone, it is not possible to recognize well when UI is transparent, so be careful (opaque image is as good as possible).
- ///
- ///
- /// スワイプ方向を取得してコールバックする(UI上での判定に向いている。EventSystem と Graphics Raycaster が必要)
- /// http://fantom1x.blog130.fc2.com/blog-entry-250.html
- ///(使い方)
- ///・Image や Text, Button などの UI を持つ GameObject にアタッチして、インスペクタから OnSwipe(Vector2 を1つ引数にとる)にコールバックする関数を登録すれば使用可。
- ///・シーンに EventSystem、(ルート)Canvas に Graphics Raycaster がアタッチされている必要がある。
- ///(仕様説明)
- ///・UI 上から開始されたタッチの移動量(エディタやスマホ以外の場合はマウス)で判定する。画面幅の Valid Width(%)以上移動したときスワイプとして認識する。
- ///・ただし、移動が制限時間(Timeout)を超えた時は無視する。
- ///・複数の指では認識できない(※2つ以上の指の場合はピンチの可能性もあるため無効とする)。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///※スマホだとUIを透過にしていると、上手く認識できないようなので注意(なるべく不透明画像が良い)。
- ///
- public class SwipeEventTrigger : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
- {
-#region Inspector settings and Local values Section
-
- //Inspector Settings
- //Make the screen width (Screen.width) size the standard of the ratio (based on false = height (Screen.height))
- //画面幅(Screen.width)サイズを比率の基準にする(false=高さ(Screen.height)を基準)
- public bool widthReference = true;
-
- //Screen ratio of movement amount recognized as swipe [Ratio to screen width] (0.0~1.0 : Width of entire screen ratio, recognize it as a swipe with a movement amount longer than this value)
- //スワイプとして認識する移動量の画面比[画面幅に対する比率](0.0~1.0:1.0で端から端まで。この値より長い移動量でスワイプとして認識する)
- public float validWidth = 0.25f;
-
- //Time to recognize as a swipe (to recognize it as a swipe in less time)
- //スワイプとして認識する時間(これより短い時間でスワイプとして認識する)
- public float timeout = 0.5f;
-
-
- //Swipe event callback (for inspector)
- //スワイプイベントコールバック(インスペクタ用)
- [Serializable]
- public class SwipeHandler : UnityEvent { } //Swipe direction //スワイプ方向
- public SwipeHandler OnSwipe;
-
-
- //Local Values
- Vector2 startPos; //Swipe start coordinates. //スワイプ開始座標
- Vector2 endPos; //Swipe end coordinates. //スワイプ終了座標
- float limitTime; //Swipe time limit (Do not recognize it as swipe beyond this time. //スワイプ時間制限(この時刻を超えたらスワイプとして認識しない)
- bool pressing; //Pressing flag (to obtain only a single finger). //押下中フラグ(単一指のみの取得にするため)
-
- //The acquired swipe direction (for each frame judgment) [zero, no left, right, up, down direction]
- //取得したスワイプ方向(フレーム毎判定用)[zeroがなしで、left, right, up, downが方向]
- Vector2 swipeDir = Vector2.zero;
-
-#endregion Inspector settings and Local values Section
-
-#region Swipe operation Section
-
- //When it becomes active, initialize (reset when the application interrupt etc.)
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- pressing = false;
- }
-
- // Update is called once per frame
- private void Update () {
- swipeDir = Vector2.zero; //Reset per frame //フレーム毎にリセット
-
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- if (Input.touchCount != 1) //Multiple fingers are impossible (because there is a possibility of pinching in case of two or more fingers). //複数の指は不可とする(※2つ以上の指の場合はピンチの可能性もあるため)
-#else
- if (!Input.GetMouseButton(0))
-#endif
- {
- pressing = false;
- }
- }
-
- public void OnPointerDown(PointerEventData eventData)
- {
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- if (Input.touchCount == 1) //Multiple fingers are impossible (because there is a possibility of pinching in case of two or more fingers). //複数の指は不可とする(※2つ以上の指の場合はピンチの可能性もあるため)
-#endif
- {
- if (!pressing)
- {
- startPos = Input.mousePosition;
- pressing = true;
- limitTime = Time.time + timeout;
- }
- }
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //タッチで取得したいプラットフォームのみ
- else //Invalid it when there is not one touch (since there is also a possibility of pinching in case of two or more fingers). //タッチが1つでないときは無効にする(※2つ以上の指の場合はピンチの可能性もあるため)
- {
- pressing = false;
- }
-#endif
- }
-
- public void OnPointerUp(PointerEventData eventData)
- {
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- if (Input.touchCount == 1) //Multiple fingers are impossible (because there is a possibility of pinching in case of two or more fingers). //複数の指は不可とする(※2つ以上の指の場合はピンチの可能性もあるため)
-#endif
- {
- if (pressing)
- {
- pressing = false;
-
- if (Time.time < limitTime) //Recognize before time limit //時間制限前なら認識
- {
- endPos = Input.mousePosition;
- Vector2 dist = endPos - startPos;
- float dx = Mathf.Abs(dist.x);
- float dy = Mathf.Abs(dist.y);
- float requiredPx = widthReference ? Screen.width * validWidth : Screen.height * validWidth;
-
- if (dy < dx) //Recognized as horizontal direction //横方向として認識
- {
- if (requiredPx < dx) //Recognize if it exceeds length //長さを超えていたら認識
- swipeDir = Mathf.Sign(dist.x) < 0 ? Vector2.left : Vector2.right;
- }
- else //Recognized as vertical direction //縦方向として認識
- {
- if (requiredPx < dy) //Recognize if it exceeds length //長さを超えていたら認識
- swipeDir = Mathf.Sign(dist.y) < 0 ? Vector2.down : Vector2.up;
- }
-
- if (swipeDir != Vector2.zero)
- {
- if (OnSwipe != null)
- OnSwipe.Invoke(swipeDir);
- }
- }
- }
- }
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //タッチで取得したいプラットフォームのみ
- else //Invalid it when there is not one touch (since there is also a possibility of pinching in case of two or more fingers). //タッチが1つでないときは無効にする(※2つ以上の指の場合はピンチの可能性もあるため)
- {
- pressing = false;
- }
-#endif
- }
-
-#endregion Swipe operation Section
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs.meta
deleted file mode 100644
index 25ce9ab1..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeEventTrigger.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs
deleted file mode 100644
index ed1e2945..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs
+++ /dev/null
@@ -1,149 +0,0 @@
-using System;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Get swipe direction and call back
- /// http://fantom1x.blog130.fc2.com/blog-entry-250.html
- /// (Usage)
- ///・You can use it by attaching to an appropriate GameObject and registering a function callback to 'OnSwipe' (take a Vector2 argument) from the inspector.
- ///・Or you can monitor the property 'SwipeInput.Direction' on per frame (including not move (Vector2.zero) in this case).
- /// (Specification)
- ///・It is judged by the movement amount of the touch (a mouse in the case of editor or other than smartphone).
- /// When moving more than the screen width Valid Width (%), it is recognized as a swipe.
- ///・However, ignore it when the movement exceeds the time limit (Timeout).
- ///・Can not recognize with multiple fingers (* In case of two or more fingers, it is invalid because there is possibility of pinching).
- ///・Since the touch device is UNITY_ANDROID, UNITY_IOS, if you want to add other devices, add the device to the '#if' conditional statement (only those that can be acquired by 'Input.touchCount').
- ///
- ///
- /// スワイプ方向を取得してコールバックする
- /// http://fantom1x.blog130.fc2.com/blog-entry-250.html
- ///(使い方)
- ///・適当な GameObject にアタッチして、インスペクタから OnSwipe(Vector2 を1つ引数にとる)にコールバックする関数を登録すれば使用可。
- ///・またはプロパティ SwipeInput.Direction をフレーム毎監視しても良い(こちらの場合は無し(Vector2.zero)も含まれる)。
- ///(仕様説明)
- ///・タッチの移動量(エディタやスマホ以外の場合はマウス)で判定する。画面幅の Valid Width(%)以上移動したときスワイプとして認識する。
- ///・ただし、移動が制限時間(Timeout)を超えた時は無視する。
- ///・複数の指では認識できない(※2つ以上の指の場合はピンチの可能性もあるため無効とする)。
- ///・タッチデバイスを UNITY_ANDROID, UNITY_IOS としているので、他のデバイスも加えたい場合は #if の条件文にデバイスを追加する(Input.touchCount が取得できるもののみ)。
- ///
- public class SwipeInput : MonoBehaviour
- {
-#region Inspector settings Section
-
- //Inspector Settings
-
- //Make the screen width (Screen.width) size the standard of the ratio (based on false = height (Screen.height))
- //画面幅(Screen.width)サイズを比率の基準にする(false=高さ(Screen.height)を基準)
- public bool widthReference = true;
-
- //Screen ratio of movement amount recognized as swipe [Ratio to screen width] (0.0~1.0 : Width of entire screen ratio, recognize it as a swipe with a movement amount longer than this value)
- //スワイプとして認識する移動量の画面比[画面幅に対する比率](0.0~1.0:1.0で端から端まで。この値より長い移動量でスワイプとして認識する)
- public float validWidth = 0.25f;
-
- //Time to recognize as a swipe (to recognize it as a swipe in less time)
- //スワイプとして認識する時間(これより短い時間でスワイプとして認識する)
- public float timeout = 0.5f;
-
- //Area on screen to recognize: 0.0~1.0 [(0,0):Bottom left of screen, (1,1):Upper right of screen]
- //スワイプとして認識する画面領域(0.0~1.0)[(0,0):画面左下, (1,1):画面右上]
- public Rect validArea = new Rect(0, 0, 1, 1);
-
-
- //Swipe event callback (for inspector)
- //スワイプイベントコールバック(インスペクタ用)
- [Serializable]
- public class SwipeHandler : UnityEvent { } //Swipe direction //スワイプ方向
- public SwipeHandler OnSwipe;
-
-#endregion Inspector settings Section
-
-#region Properties and Local values Section
-
- //Swipe direction acquisition property (for each frame acquisition)
- //スワイプ方向取得プロパティ(フレーム毎取得用)
- public Vector2 Direction {
- get; private set;
- }
-
-
- //Local Values
- Vector2 startPos; //Swipe start coordinates. //スワイプ開始座標
- Vector2 endPos; //Swipe end coordinates. //スワイプ終了座標
- float limitTime; //Swipe time limit (Do not recognize it as swipe beyond this time. //スワイプ時間制限(この時刻を超えたらスワイプとして認識しない)
- bool pressing; //Pressing flag (to obtain only a single finger). //押下中フラグ(単一指のみの取得にするため)
-
-#endregion Properties and Local values Section
-
-#region Swipe operation Section
-
- //When it becomes active, initialize (reset when the application interrupt etc.)
- //アクティブになったら、初期化する(アプリの中断などしたときはリセットする)
- void OnEnable()
- {
- pressing = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- Direction = Vector2.zero; //Reset per frame //フレーム毎にリセット
-
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //Only platforms you want to obtain with touch. //タッチで取得したいプラットフォームのみ
- if (Input.touchCount == 1) //Multiple fingers are impossible (because there is a possibility of pinching in case of two or more fingers). //複数の指は不可とする(※2つ以上の指の場合はピンチの可能性もあるため)
-#endif
- {
- if (!pressing && Input.GetMouseButtonDown(0)) //When pressed (left click / touch can be acquired). //押したとき(左クリック/タッチが取得できる)
- {
- startPos = Input.mousePosition;
- if (validArea.xMin * Screen.width <= startPos.x && startPos.x <= validArea.xMax * Screen.width &&
- validArea.yMin * Screen.height <= startPos.y && startPos.y <= validArea.yMax * Screen.height) //Within recognition area //認識エリア内
- {
- pressing = true;
- limitTime = Time.time + timeout;
- }
- }
- else if (pressing && Input.GetMouseButtonUp(0)) //Only when it is already pressed (Note that this function can not distinguish which finger when touching 2 or more). //既に押されているときのみ(※この関数は2つ以上タッチの場合、どの指か判別できないので注意)
- {
- pressing = false;
-
- if (Time.time < limitTime) //Recognize before time limit //時間制限前なら認識
- {
- endPos = Input.mousePosition;
- Vector2 dist = endPos - startPos;
- float dx = Mathf.Abs(dist.x);
- float dy = Mathf.Abs(dist.y);
- float requiredPx = widthReference ? Screen.width * validWidth : Screen.height * validWidth;
-
- if (dy < dx) //Recognized as horizontal direction //横方向として認識
- {
- if (requiredPx < dx) //Recognize if it exceeds length //長さを超えていたら認識
- Direction = Mathf.Sign(dist.x) < 0 ? Vector2.left : Vector2.right;
- }
- else //Recognized as vertical direction //縦方向として認識
- {
- if (requiredPx < dy) //Recognize if it exceeds length //長さを超えていたら認識
- Direction = Mathf.Sign(dist.y) < 0 ? Vector2.down : Vector2.up;
- }
-
- if (Direction != Vector2.zero)
- {
- if (OnSwipe != null)
- OnSwipe.Invoke(Direction);
- }
- }
- }
- }
-#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IOS) //タッチで取得したいプラットフォームのみ
- else //Invalid it when there is not one touch (since there is also a possibility of pinching in case of two or more fingers). //タッチが1つでないときは無効にする(※2つ以上の指の場合はピンチの可能性もあるため)
- {
- pressing = false;
- }
-#endif
- }
-
-#endregion Swipe operation Section
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs.meta
deleted file mode 100644
index d6cf7cc1..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Input/SwipeInput.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-guid: d1ba0e164e7576941bdd322b6fcae977
-timeCreated: 1515227633
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module.meta
deleted file mode 100644
index f52458ee..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 407d1371f1ee8ab4f990490314103376
-folderAsset: yes
-timeCreated: 1506501032
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs
deleted file mode 100644
index e5452fbc..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs
+++ /dev/null
@@ -1,7107 +0,0 @@
-using System;
-using System.Linq;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using Random = UnityEngine.Random;
-
-namespace FantomLib
-{
- ///
- /// Call the Android native plugin
- /// http://fantom1x.blog130.fc2.com/blog-entry-293.html
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html
- ///(*) "fantomPlugin.aar" is required 'Minimum API Level:Android 4.2 (API 17)' or higher.
- ///(*) When using text file reading / writing to storage, it is necessary to make it more than Android 4.4 (API 19).
- ///(*) In order to acquire the value of the sensor it is necessary to set it above the necessary API Level of each sensor.
- /// For details, refer to official document or comments such as sensor related method & constant values.
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///・When using Hardware Volume Control, Speech Recognize with dialog, Wifi Settings open, Bluetooth request enable,
- /// Text file read/write to External Storage, Gallery open, Media Scanner, Screen orientation change event, Sensor values, Confirm Device Credentials, QR Code Scanner,
- /// Rename "AndroidManifest-FullPlugin~.xml" to "AndroidManifest.xml".
- ///・Permission is necessary for AndroidManifest.xml (It is summarized in Permission_ReadMe.txt) depending on the function to use.
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///・Text to Speech is required the reading engine and voice data must be installed on the device.
- /// (Google Play)
- /// https://play.google.com/store/apps/details?id=com.google.android.tts
- /// https://play.google.com/store/apps/details?id=jp.kddilabs.n2tts (Japanese)
- /// (Installation Text To Speech)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech_install
- ///·If ZXing's QR Code Scanner application is not in the device, a dialog prompting installation will be displayed.
- /// (Google Play)
- /// https://play.google.com/store/apps/details?id=com.google.zxing.client.android
- /// (ZXing open source project)
- /// https://github.com/zxing/zxing
- /// ==========================================================
- ///・License of use library. etc
- /// This plugin includes deliverables distributed under the license of Apache License, Version 2.0.
- /// http://www.apache.org/licenses/LICENSE-2.0
- /// ZXing ("Zebra Crossing") open source project (google). [ver.3.3.2] (QR Code Scan)
- /// https://github.com/zxing/zxing
- /// ==========================================================
- ///
- ///
- /// Android のネイティブプラグインを呼び出すクラス
- /// http://fantom1x.blog130.fc2.com/blog-entry-293.html
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html
- ///※Assets/Plugins/Android/fantomPlugin.aar を置く。
- ///※Minimum API Level:Android 4.2 (API 17) 以上にする。
- ///※ストレージへのテキストファイル読み書きを利用する場合は、Android 4.4 (API 19) 以上にする必要がある。
- ///※ハードウェア音量キーのイベント取得、ダイアログ付きの音声認識、WIFIの設定を開く、Bluetooth接続要求(ダイアログ)、ストレージのテキストファイルの読み書き、
- /// ギャラリーの画像パス取得、MediaScannerの更新機能、バッテリーステータスの取得、画面回転イベントの取得、デバイス認証、QRコードスキャナを利用する場合には、
- /// 「FullPluginOnUnityPlayerActivity」を「AndroidManifest.xml」で使う必要がある(「AndroidManifest-FullPlugin~.xml」をリネームして使う)。
- ///※利用する機能によっては AndroidManifest.xml にパーミッションが必要(Permission_ReadMe.txt にまとめてある)。
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///・テキスト読み上げを使用するには端末に音声データがインストールされている必要がある。
- /// (Google Play)
- /// https://play.google.com/store/apps/details?id=com.google.android.tts
- /// https://play.google.com/store/apps/details?id=jp.kddilabs.n2tts
- /// (テキスト読み上げのインストール)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech_install
- ///・QRコード読み取りを利用するには端末に ZXing(googleのオープンソースプロジェクト)のQRコードスキャナアプリがインストールされている必要がある。
- /// インストールされていない場合、インストールを促すダイアログが表示される(Google Play へ誘導される)。
- /// (Google Play)
- /// https://play.google.com/store/apps/details?id=com.google.zxing.client.android
- /// (ZXing オープンソースプロジェクト)
- /// https://github.com/zxing/zxing
- /// ==========================================================
- ///・使用ライブラリのライセンス等
- /// このプラグインには Apache License, Version 2.0 のライセンスで配布されている成果物を含んでいます。
- /// http://www.apache.org/licenses/LICENSE-2.0
- /// ZXing ("Zebra Crossing") open source project (google). [ver.3.3.2] (QR Code Scan)
- /// https://github.com/zxing/zxing
- /// ==========================================================
- ///
-#if UNITY_ANDROID
- public static class AndroidPlugin
- {
-
- //Class full path of plug-in in Java
- public const string ANDROID_PACKAGE = "jp.fantom1x.plugin.android.fantomPlugin";
- public const string ANDROID_SYSTEM = ANDROID_PACKAGE + ".AndroidSystem";
-
-
-
- //==========================================================
- // etc functions
-
- ///
- /// Release of cashe etc.
- ///(*) When using "FullPluginOnUnityPlayerActivity", it is always invoked inside the plugin at the end of the application.
- ///
- /// すべての機能、キャッシュなどのリリース
- ///※「FullPluginOnUnityPlayerActivity」を利用しているときはアプリ終了時に必ずプラグイン内部で呼ばれる。
- ///
- public static void Release()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "release"
- );
- }
-
- HardKey.ReleaseCache();
- }
-
-
-
-
- ///
- /// Get API Level (Build.VERSION.SDK_INT) of the device
- /// https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels
- /// https://developer.android.com/reference/android/os/Build.VERSION.html#SDK_INT
- ///
- ///
- /// デバイスの API Level (Build.VERSION.SDK_INT) を取得する
- ///
- /// API Level
- public static int GetAPILevel()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getBuildVersion"
- );
- }
- }
-
-
-
- ///
- /// Check if the application is installed
- ///・Application is specified by package name (= Returns whether the package name exists on the device).
- ///(*) You can not get packages that are not published to the Android system (always return false).
- ///
- ///
- /// アプリケーションがインストールされているを調べる
- ///・アプリケーションはパッケージ名で指定する(=端末にパッケージ名が存在しているかを返す)。
- ///※Androidシステムに公開されてないパッケージは取得できない(常にfalseが返る)。
- ///
- /// Package name (Application ID)
- /// true = exist
- public static bool IsExistApplication(string packageName)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExistPackage",
- context,
- packageName
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Get the label name (localized name) of the application (only if set in the application)
- ///
- /// アプリケーション名(ローカライズされた名前)を取得する(アプリで設定されてる場合のみ)
- ///
- /// Package name (Application ID)
- /// Application name
- public static string GetApplicationName(string packageName)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getApplicationName",
- context,
- packageName
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Get version code of the application (Internal number that always increments [integer value])
- /// https://developer.android.com/studio/publish/versioning.html#appversioning
- ///
- /// アプリのバージョン番号(常にインクリメントする内部番号[整数値])を取得する
- /// https://developer.android.com/studio/publish/versioning.html#appversioning
- ///
- /// Package name (Application ID)
- /// Version Code / failure = 0
- public static int GetVersionCode(string packageName)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getVersionCode",
- context,
- packageName
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Get the version name of the application (Character string used as the version [number] to be displayed to the user)
- /// https://developer.android.com/studio/publish/versioning.html#appversioning
- ///
- /// アプリのバージョン名(ユーザーに表示するバージョン[番号]として使用される文字列)を取得する
- /// https://developer.android.com/studio/publish/versioning.html#appversioning
- ///
- /// Package name (Application ID)
- /// Version Name / failure = ""(empty)
- public static string GetVersionName(string packageName)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getVersionName",
- context,
- packageName
- );
- }
- }
- }
- }
-
-
-
-
- //==========================================================
- //·Permissions used in fantomPlugin are as follows:
- // プラグインで利用するパーミッションは以下の通り:
- // android.permission.RECORD_AUDIO
- // android.permission.WRITE_EXTERNAL_STORAGE (or android.permission.READ_EXTERNAL_STORAGE : When read only)
- // android.permission.BLUETOOTH
- // android.permission.VIBRATE
- // android.permission.BODY_SENSORS
- //==========================================================
-
- ///
- /// Returns whether permission is granted.
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///·Use "Constant Value" in the developer manual for the permission string (eg: "android.permission.RECORD_AUDIO").
- ///
- /// パーミッションが許可(付与)されているかどうかを返す
- ///・パーミッションの文字列はデベロッパーマニュアルの「Constant Value」を使う(例:"android.permission.RECORD_AUDIO")。
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///
- /// permission string (eg: "android.permission.RECORD_AUDIO")
- /// true = granted / false = denied (nothing)
- public static bool CheckPermission(string permission)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "checkPermission",
- context,
- permission
- );
- }
- }
- }
- }
-
-
- //==========================================================
- //(*) API 23 (Android 6.0) or higher
- //※API 23 (Android 6.0) 以上のみ。
- //==========================================================
- ///
- /// Check permission, if not allowed (granted), give explanation of the rationale dialog and request
- ///·Result is sent to the callback with granted ("PERMISSION_GRANTED") or denied ("PERMISSION_DENIED").
- ///·Requestable permissions need to be written in "AndroidManifest.xml" in advance.
- ///·There is no request on the device before API 23 (Android 6.0), always callback only the result.
- ///·The explanation dialog of the rationale will not always appear if the user checks "Don't ask again" on request.
- ///·Use "Constant Value" in the developer manual for the permission string (eg: "android.permission.WRITE_EXTERNAL_STORAGE").
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///
- /// パーミッションをチェックし、許可(付与)されていない場合、根拠の説明と要求ダイアログを出す
- ///・結果はコールバックに許可("PERMISSION_GRANTED")または拒否("PERMISSION_DENIED")で送られてくる。
- ///・要求できるパーミッションはあらかじめ「AndroidManifest.xml」に書かれている必要がある。
- ///・API 23 (Android 6.0) より前のデバイスでは要求は出ず、常に結果のみをコールバックする。
- ///・根拠の説明ダイアログは、要求のときユーザーが「今後表示しない」をチェックすると常に出なくなる。
- ///・パーミッションの文字列はデベロッパーマニュアルの「Constant Value」を使う(例:"android.permission.WRITE_EXTERNAL_STORAGE")。
- /// https://developer.android.com/reference/android/Manifest.permission.html
- ///
- /// permission string (eg: "android.permission.WRITE_EXTERNAL_STORAGE")
- /// Rationale dialog title
- /// Rationale dialog message
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Style applied to rationale dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void CheckPermissionAndRequest(string permission, string title, string message,
- string callbackGameObject, string callbackMethod, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "checkPermissionAndRequest",
- context,
- permission,
- title,
- message,
- callbackGameObject,
- callbackMethod,
- style
- );
- }));
- }
-
-
-
-
- //==========================================================
- // Anrdoid Widget etc.
- // Anrdoid ウィジェットなど
- //==========================================================
-
- ///
- /// Call Android Toast
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Toast
- /// (Toast)
- /// https://developer.android.com/reference/android/widget/Toast.html#LENGTH_LONG
- ///
- /// Android の Toast を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Toast
- /// (Toast)
- /// https://developer.android.com/reference/android/widget/Toast.html#LENGTH_LONG
- ///
- /// Message string
- /// Display length : true = 3.5s / false = 2.0s
- public static void ShowToast(string message, bool longDuration = false)
- {
- if (string.IsNullOrEmpty(message))
- return;
-
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showToast",
- context,
- message,
- longDuration ? 1 : 0
- );
- }));
- }
-
-
-
- ///
- /// Cancel if there is "Android Toast" being displayed. Ignored when not displayed.
- ///・Even when "AndroidPlugin.Release()" is called, it is executed on the native side.
- ///
- /// 表示している Toast がある場合中断する。無いときは何もしない(エラーにはならない)
- ///・AndroidPlugin.Release() が呼ばれたときも、ネイティブ側で実行される。
- ///
- public static void CancelToast()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "cancelToast"
- );
- }
- }
-
-
-
- //==========================================================
- // Android Dialogs
- // ダイアログ
- // https://developer.android.com/guide/topics/ui/dialogs.html
- // (AlertDialog)
- // https://developer.android.com/reference/android/app/AlertDialog.html
- //==========================================================
-
-
- ///
- /// Call Android "Yes/No" Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_AlertDialogYN
- ///・"Yes" -> yesValue / "No" -> noValue is returned as the argument of the callback.
- ///・When neither is pressed (clicking outside the dialog -> back to application),
- /// nothing is returned (not doing anything).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// "Yes"/"No" ダイアログ:Android の AlertDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_AlertDialogYN
- ///・「Yes」→ yesValue / 「No」→ noValue がコールバックの引数で返される。
- ///・どちらも押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "Yes" button
- /// Return value when "Yes" button
- /// String of "No" button
- /// Return value when "No" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialog(string title, string message, string callbackGameObject, string callbackMethod,
- string yesCaption, string yesValue, string noCaption, string noValue, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showDialog",
- context,
- title,
- message,
- callbackGameObject,
- callbackMethod,
- yesCaption,
- yesValue,
- noCaption,
- noValue,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android "OK" Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_AlertDialogOK
- ///・When pressed the "OK" button or clicked outside the dialog (-> back to application)
- /// return the same value (resultValue).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// "OK" ダイアログ:Android の AlertDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_AlertDialogOK
- ///・ボタン押下、ダイアログ外クリック(元の画面に戻った)ともに同じ戻値(resultValue)を返す。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// Return value when "OK" button or closed dialog
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialog(string title, string message, string callbackGameObject, string callbackMethod,
- string okCaption, string resultValue, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showDialog",
- context,
- title,
- message,
- callbackGameObject,
- callbackMethod,
- okCaption,
- resultValue,
- style
- );
- }));
- }
-
-
-
- ///
- /// Call Android "Yes/No" Dialog with CheckBox
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogYNwithCheck
- ///・The check status is returned as a callback argument with ", CHECKED_TRUE" or ", CHECKED_FALSE"
- /// concatenated with the return value (yesValue / noValue).
- ///・When neither is pressed (clicking outside the dialog -> back to application),
- /// nothing is returned (not doing anything).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// チェックボックス付きの "Yes"/"No" ダイアログ:Android の AlertDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogYNwithCheck
- ///・チェック状態は戻り値(yesValue/noValue)に ", CHECKED_TRUE" または ", CHECKED_FALSE" が結合されてコールバックの引数で返される。
- ///・どちらも押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Text string of check box
- /// Text color of check box (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// Initial state of check box (true = On / false = Off)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "Yes" button
- /// Return value when "Yes" button
- /// String of "No" button
- /// Return value when "No" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialogWithCheckBox(string title, string message,
- string checkBoxText, int checkBoxTextColor, bool defaultChecked,
- string callbackGameObject, string callbackMethod,
- string yesCaption, string yesValue, string noCaption, string noValue, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showDialogWithCheckBox",
- context,
- title,
- message,
- checkBoxText,
- checkBoxTextColor,
- defaultChecked,
- callbackGameObject,
- callbackMethod,
- yesCaption,
- yesValue,
- noCaption,
- noValue,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android "Yes/No" Dialog with CheckBox (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogYNwithCheck
- ///・The check status is returned as a callback argument with ", CHECKED_TRUE" or ", CHECKED_FALSE"
- /// concatenated with the return value (yesValue / noValue).
- ///・When neither is pressed (clicking outside the dialog -> back to application),
- /// nothing is returned (not doing anything).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// チェックボックス付きの "Yes"/"No" ダイアログ:Android の AlertDialog を使用する(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogYNwithCheck
- ///・チェック状態は戻り値(yesValue/noValue)に ", CHECKED_TRUE" または ", CHECKED_FALSE" が結合されてコールバックの引数で返される。
- ///・どちらも押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Text string of check box
- /// Text color of check box (Color.clear = not specified: Not clear color)
- /// Initial state of check box (true = On / false = Off)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "Yes" button
- /// Return value when "Yes" button
- /// String of "No" button
- /// Return value when "No" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialogWithCheckBox(string title, string message,
- string checkBoxText, Color checkBoxTextColor, bool defaultChecked,
- string callbackGameObject, string callbackMethod,
- string yesCaption, string yesValue, string noCaption, string noValue, string style = "")
- {
- ShowDialogWithCheckBox(title, message, checkBoxText, checkBoxTextColor.ToIntARGB(), defaultChecked,
- callbackGameObject, callbackMethod, yesCaption, yesValue, noCaption, noValue, style);
- }
-
-
-
- ///
- /// Call Android "OK" Dialog with CheckBox
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogOKwithCheck
- ///・The check status is returned as a callback argument with ", CHECKED_TRUE" or ", CHECKED_FALSE"
- /// concatenated with the return value (resultValue).
- ///・When pressed the "OK" button or clicked outside the dialog (-> back to application)
- /// return the same value (resultValue).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// チェックボックス付きの "OK" ダイアログ:Android の AlertDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogOKwithCheck
- ///・チェック状態は戻り値(resultValue)に ", CHECKED_TRUE"または", CHECKED_FALSE"が結合されてコールバックの引数で返される。
- ///・ボタン押下、ダイアログ外クリック(元の画面に戻った)共に同じ戻値を返す。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Text string of check box
- /// Text color of check box (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// Initial state of check box (true = On / false = Off)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// Return value when "OK" button or the dialog is closed
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialogWithCheckBox(string title, string message,
- string checkBoxText, int checkBoxTextColor, bool defaultChecked,
- string callbackGameObject, string callbackMethod,
- string okCaption, string resultValue, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showDialogWithCheckBox",
- context,
- title,
- message,
- checkBoxText,
- checkBoxTextColor,
- defaultChecked,
- callbackGameObject,
- callbackMethod,
- okCaption,
- resultValue,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android "OK" Dialog with CheckBox (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogOKwithCheck
- ///・The check status is returned as a callback argument with ", CHECKED_TRUE" or ", CHECKED_FALSE"
- /// concatenated with the return value (resultValue).
- ///・When pressed the "OK" button or clicked outside the dialog (-> back to application)
- /// return the same value (resultValue).
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// チェックボックス付きの "OK" ダイアログ:Android の AlertDialog を使用する(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-279.html#fantomPlugin_AlertDialogOKwithCheck
- ///・チェック状態は戻り値(resultValue)に ", CHECKED_TRUE"または", CHECKED_FALSE"が結合されてコールバックの引数で返される。
- ///・ボタン押下、ダイアログ外クリック(元の画面に戻った)共に同じ戻値を返す。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Text string of check box
- /// Text color of check box (Color.clear = not specified: Not clear color)
- /// Initial state of check box (true = On / false = Off)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// Return value when "OK" button or closed dialog
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDialogWithCheckBox(string title, string message,
- string checkBoxText, Color checkBoxTextColor, bool defaultChecked,
- string callbackGameObject, string callbackMethod,
- string okCaption, string resultValue, string style = "")
- {
- ShowDialogWithCheckBox(title, message, checkBoxText, checkBoxTextColor.ToIntARGB(), defaultChecked,
- callbackGameObject, callbackMethod, okCaption, resultValue, style);
- }
-
-
-
- //==========================================================
- // Select Dialog (selection list)
-
- ///
- /// Call Android Selection list Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SelectDialog
- ///・There is no confirmation button.
- ///・When "OK", the string of the choice (items) is returned as it is as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///・When clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 選択リストダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SelectDialog
- ///・選択肢の文字列がそのままコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSelectDialog(string title, string[] items,
- string callbackGameObject, string callbackMethod, bool resultIsIndex = false, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSelectDialog",
- context,
- title,
- items,
- callbackGameObject,
- callbackMethod,
- resultIsIndex,
- style
- );
- }));
- }
-
-
- //(*) Return result value for each item
- //※アイテムごとの結果文字列を返す
- ///
- /// Call Android Selection list Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SelectDialog
- ///・There is no confirmation button.
- ///・An element of the result array (resultValues) corresponding to the sequence of choices (items)
- /// is returned as the argument of the callback.
- ///・When clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 選択リストダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SelectDialog
- ///・選択肢の並びに対応した結果配列(resultValues)の要素がコールバックの引数で返される。
- ///・何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSelectDialog(string title, string[] items,
- string callbackGameObject, string callbackMethod, string[] resultValues, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSelectDialog",
- context,
- title,
- items,
- callbackGameObject,
- callbackMethod,
- resultValues,
- style
- );
- }));
- }
-
-
-
- //==========================================================
- // Single Choice Dialog
-
- ///
- /// Call Android Single Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the string of the choice (items) is returned as it is as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の文字列がそのままコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- bool resultIsIndex, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSingleChoiceDialog",
- context,
- title,
- items,
- checkedItem,
- callbackGameObject,
- resultCallbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- resultIsIndex,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) No cancel callback overload
- //※キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Single Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the string of the choice (items) is returned as it is as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の文字列がそのままコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod,
- bool resultIsIndex, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSingleChoiceDialog(title, items, checkedItem,
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- resultIsIndex, okCaption, cancelCaption, style);
- }
-
- //(*) Argument omission overload
- //※引数省略 オーバーロード
- ///
- /// Call Android Single Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the string of the choice (items) is returned as it is as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の文字列がそのままコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string callbackMethod, bool resultIsIndex = false,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSingleChoiceDialog(title, items, checkedItem,
- callbackGameObject, callbackMethod, "", "",
- resultIsIndex, okCaption, cancelCaption, style);
- }
-
-
- //(*) Return result value for each item
- //※アイテムごとの結果文字列を返す
- ///
- /// Call Android Single Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the element of the result array (resultValues) corresponding to the sequence of choices (items)
- /// is returned as the argument of the callback.
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素がコールバックの引数で返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string[] resultValues, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSingleChoiceDialog",
- context,
- title,
- items,
- checkedItem,
- callbackGameObject,
- resultCallbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- resultValues,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) Return result value for each item
- //(*) No cancel callback overload
- //※アイテムごとの結果文字列を返す
- //※キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Single Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the element of the result array (resultValues) corresponding to the sequence of choices (items)
- /// is returned as the argument of the callback.
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素がコールバックの引数で返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod,
- string[] resultValues, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSingleChoiceDialog(title, items, checkedItem,
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- resultValues, okCaption, cancelCaption, style);
- }
-
- //(*) Return result value for each item
- //(*) Argument omission overload
- //※アイテムごとの結果文字列を返す
- //※引数省略 オーバーロード
- ///
- /// Call Android Single Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・When "OK", the element of the result array (resultValues) corresponding to the sequence of choices (items)
- /// is returned as the argument of the callback.
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_SingleChoiceDialog
- ///・ShowSelectDialog() と基本的に変わらないがデフォルトを持ち、"OK/Cancel" ボタンがある。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素がコールバックの引数で返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial value of index (0~n-1)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleChoiceDialog(string title, string[] items, int checkedItem,
- string callbackGameObject, string callbackMethod, string[] resultValues,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSingleChoiceDialog(title, items, checkedItem,
- callbackGameObject, callbackMethod, "", "",
- resultValues, okCaption, cancelCaption, style);
- }
-
-
-
- //==========================================================
- // Multi Choice Dialog
-
- ///
- /// Call Android Multi Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the string of the choice is concatenated with a line feed ("\n") and returned as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の文字列が改行("\n")で連結されてコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string callbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- bool resultIsIndex, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showMultiChoiceDialog",
- context,
- title,
- items,
- checkedItems,
- callbackGameObject,
- callbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- resultIsIndex,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) No cancel callback overload
- //※キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Multi Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the string of the choice is concatenated with a line feed ("\n") and returned as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の文字列が改行("\n")で連結されてコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string callbackMethod, string changeCallbackMethod,
- bool resultIsIndex, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowMultiChoiceDialog(title, items, checkedItems,
- callbackGameObject, callbackMethod, changeCallbackMethod, "",
- resultIsIndex, okCaption, cancelCaption, style);
- }
-
- //(*) Argument omission overload
- //※引数省略 オーバーロード
- ///
- /// Call Android Multi Choice Dialog (Return index or items string)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the string of the choice is concatenated with a line feed ("\n") and returned as the argument of the callback
- /// (or return index ([*]string type) with resultIsIndex=true).
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムの文字列 または インデクスを返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の文字列が改行("\n")で連結されてコールバックの引数で返される(resultIsIndex=true でインデクス(※文字列型)で返す)。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Flag to set return value as index ([*]string type)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string callbackMethod, bool resultIsIndex = false,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowMultiChoiceDialog(title, items, checkedItems,
- callbackGameObject, callbackMethod, "", "",
- resultIsIndex, okCaption, cancelCaption, style);
- }
-
-
- //(*) Return result value for each item
- //※アイテムごとの結果文字列を返す
- ///
- /// Call Android Multi Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the elements of the result array (resultValues) corresponding to the sequence of choices (items)
- /// are concatenated with line feed ("\n") and returned as arguments of the callback.
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素が改行("\n")で連結されてコールバックの引数で返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string[] resultValues, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showMultiChoiceDialog",
- context,
- title,
- items,
- checkedItems,
- callbackGameObject,
- resultCallbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- resultValues,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) Return result value for each item, No cancel callback overload
- //※アイテムごとの結果文字列を返す, キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Multi Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the elements of the result array (resultValues) corresponding to the sequence of choices (items)
- /// are concatenated with line feed ("\n") and returned as arguments of the callback.
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素が改行("\n")で連結されてコールバックの引数で返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod,
- string[] resultValues, string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowMultiChoiceDialog(title, items, checkedItems,
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- resultValues, okCaption, cancelCaption, style);
- }
-
- //(*) Return result value for each item, Argument omission overload
- //※アイテムごとの結果文字列を返す, 引数省略 オーバーロード
- ///
- /// Call Android Multi Choice Dialog (Return result value for each item)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・Return only those checked from multiple choices.
- ///・When "OK", the elements of the result array (resultValues) corresponding to the sequence of choices (items)
- /// are concatenated with line feed ("\n") and returned as arguments of the callback.
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数選択肢ダイアログ:Android の AlertDialog を使用する(アイテムごとの結果文字列を返す)
- /// http://fantom1x.blog130.fc2.com/blog-entry-274.html#fantomPlugin_MultiChoiceDialog
- ///・複数の選択肢の中からチェックされているものだけを返すダイアログ。スイッチダイアログ(ShowSwitchDialog())と異なり、オフになっているものは返ってこない。
- ///・"OK" のとき、選択肢の並びに対応した結果配列(resultValues)の要素が改行("\n")で連結されてコールバックの引数で返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Choice strings (Array)
- /// Initial state of checked (Array) (null = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// The element of the selected index (items) becomes the return value
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiChoiceDialog(string title, string[] items, bool[] checkedItems,
- string callbackGameObject, string callbackMethod, string[] resultValues,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowMultiChoiceDialog(title, items, checkedItems,
- callbackGameObject, callbackMethod, "", "",
- resultValues, okCaption, cancelCaption, style);
- }
-
-
-
- //==========================================================
- // Switch Dialog
-
- ///
- /// Call Android Switch Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、アイテムの並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, int itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSwitchDialog",
- context,
- title,
- message,
- items,
- itemKeys,
- checkedItems,
- itemsTextColor,
- callbackGameObject,
- resultCallbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) No cancel callback overload
- //※キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Switch Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、アイテムの並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, int itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- ShowSwitchDialog(title, message, items, itemKeys, checkedItems, itemsTextColor,
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- okCaption, cancelCaption, style);
- }
-
- //(*) Argument omission overload
- //※引数省略 オーバーロード
- ///
- /// Call Android Switch Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、アイテムの並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, int itemsTextColor,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSwitchDialog(title, message, items, itemKeys, checkedItems, itemsTextColor,
- callbackGameObject, callbackMethod, "", "",
- okCaption, cancelCaption, style);
- }
-
-
- //(*) Unity.Color overload
- ///
- /// Call Android Switch Dialog (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、選択肢の並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (Color.clear = not specified: Not clear color)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, Color itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- ShowSwitchDialog(title, message, items, itemKeys, checkedItems, itemsTextColor.ToIntARGB(),
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, cancelCallbackMethod,
- okCaption, cancelCaption, style);
- }
-
- //※Unity.Color, キャンセルコールバック無し オーバーロード
- //(*) Unity.Color, No cancel callback overload
- ///
- /// Call Android Switch Dialog (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、選択肢の並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (Color.clear = not specified: Not clear color)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback of value chaged (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, Color itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- ShowSwitchDialog(title, message, items, itemKeys, checkedItems, itemsTextColor.ToIntARGB(),
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- okCaption, cancelCaption, style);
- }
-
- //(*) Unity.Color, Argument omission overload
- //※Unity.Color, 引数省略 オーバーロード
- ///
- /// Call Android Switch Dialog (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・Depending on the state of the switch, a dialog for acquiring the On/Off state of each item.
- ///・When "OK", the result (true/false) corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・When a key is set for each item, the state of the switch (true/false) is returned with '=' like "key=true", "key=false".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スイッチの状態により、各アイテムのオン・オフ状態を取得するダイアログ(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-280.html#fantomPlugin_SwitchDialog
- ///・複数選択肢ダイアログ(ShowMultiChoiceDialog())と異なり、オフの状態も結果として返ってくる。
- ///・"OK" のとき、選択肢の並びに対応した結果(true/false)が改行("\n")で連結されてコールバックの引数で返される。
- ///・各アイテムにキーを設定したときは "key=true", "key=false" のように '=' でスイッチの状態(true/false)が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial state of the switches (Array) (null = all off)
- /// Text color of items (Color.clear = not specified: Not clear color)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSwitchDialog(string title, string message,
- string[] items, string[] itemKeys, bool[] checkedItems, Color itemsTextColor,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSwitchDialog(title, message, items, itemKeys, checkedItems, itemsTextColor.ToIntARGB(),
- callbackGameObject, callbackMethod, "", "",
- okCaption, cancelCaption, style);
- }
-
-
-
- //==========================================================
- // Slider (Seekbar) Dialog
-
- ///
- /// Call Android Slider (Seekbar) Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・When "OK", the result value corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・The result value follows the setting of the number of digits after the decimal point (digits) (it becomes an integer when 0).
- ///・When a key is set for each item, the value is returned with '=' like "key=3", "key=4.5".
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スライダー(シークバー)で設定値を取得するダイアログ
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・"OK" のとき、アイテムの並びに対応した値が改行("\n")で連結されてコールバックの引数で返される。
- ///・結果の値は小数点以下の桁数(digits)の設定に従う(0 のときは整数になる)。
- ///・各アイテムにキーを設定したときは "key=3", "key=4.5" のように '=' で値が返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Minimum values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Maximum values (null = all 100 : 6 digits of integer part + 3 digits after decimal point)
- /// Number of decimal places (0 = integer, 1~3 = after decimal point)
- /// Text color of items (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// GameObject name in hierarchy to callback
- /// Method name to result callback when "OK" button pressed (it is in GameObject)
- /// Method name to real-time callback when the value of the slider is changed (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSliderDialog(string title, string message, string[] items, string[] itemKeys,
- float[] defValues, float[] minValues, float[] maxValues, int[] digits, int itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSeekBarDialog",
- context,
- title,
- message,
- items,
- itemKeys,
- defValues,
- minValues,
- maxValues,
- digits,
- itemsTextColor,
- callbackGameObject,
- resultCallbackMethod,
- changeCallbackMethod,
- cancelCallbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) No cancel callback overload
- //※キャンセルコールバック無し オーバーロード
- ///
- /// Call Android Slider (Seekbar) Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・When "OK", the result value corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・The result value follows the setting of the number of digits after the decimal point (digits) (it becomes an integer when 0).
- ///・When a key is set for each item, the value is returned with '=' like "key=3", "key=4.5".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スライダー(シークバー)で設定値を取得するダイアログ
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・"OK" のとき、アイテムの並びに対応した値が改行("\n")で連結されてコールバックの引数で返される。
- ///・結果の値は小数点以下の桁数(digits)の設定に従う(0 のときは整数になる)。
- ///・各アイテムにキーを設定したときは "key=3", "key=4.5" のように '=' で値が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Minimum values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Maximum values (null = all 100 : 6 digits of integer part + 3 digits after decimal point)
- /// Number of decimal places (0 = integer, 1~3 = after decimal point)
- /// Text color of items (0 = not specified: Color format is int32 (AARRGGBB: Android-Java))
- /// GameObject name in hierarchy to callback
- /// Method name to result callback when "OK" button pressed (it is in GameObject)
- /// Method name to real-time callback when the value of the slider is changed (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSliderDialog(string title, string message, string[] items, string[] itemKeys,
- float[] defValues, float[] minValues, float[] maxValues, int[] digits, int itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod = "",
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSliderDialog(title, message, items, itemKeys,
- defValues, minValues, maxValues, digits, itemsTextColor,
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- okCaption, cancelCaption, style);
- }
-
-
- //(*) Unity.Color overload
- ///
- /// Call Android Slider Dialog (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・When "OK", the result value corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・The result value follows the setting of the number of digits after the decimal point (digits) (it becomes an integer when 0).
- ///・When a key is set for each item, the value is returned with '=' like "key=3", "key=4.5".
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スライダー(シークバー)で設定値を取得するダイアログ(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・"OK" のとき、アイテムの並びに対応した値が改行("\n")で連結されてコールバックの引数で返される。
- ///・結果の値は小数点以下の桁数(digits)の設定に従う(0 のときは整数になる)。
- ///・各アイテムにキーを設定したときは "key=3", "key=4.5" のように '=' で値が返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Minimum values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Maximum values (null = all 100 : 6 digits of integer part + 3 digits after decimal point)
- /// Number of decimal places (0 = integer, 1~3 = after decimal point)
- /// Text color of items (Color.clear = not specified: Not clear color)
- /// GameObject name in hierarchy to callback
- /// Method name to result callback when "OK" button pressed (it is in GameObject)
- /// Method name to real-time callback when the value of the slider is changed (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSliderDialog(string title, string message, string[] items, string[] itemKeys,
- float[] defValues, float[] minValues, float[] maxValues, int[] digits, Color itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod, string cancelCallbackMethod,
- string okCaption, string cancelCaption, string style)
- {
- ShowSliderDialog(title, message, items, itemKeys,
- defValues, minValues, maxValues, digits, itemsTextColor.ToIntARGB(),
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, cancelCallbackMethod,
- okCaption, cancelCaption, style);
- }
-
- //(*) Unity.Color, Argument omission overload
- //※Unity.Color, 引数省略 オーバーロード
- ///
- /// Call Android Slider Dialog (Unity.Color overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・When "OK", the result value corresponding to the sequence of items is concatenated with a line feed ("\n")
- /// and returned as the argument of the callback.
- ///・The result value follows the setting of the number of digits after the decimal point (digits) (it becomes an integer when 0).
- ///・When a key is set for each item, the value is returned with '=' like "key=3", "key=4.5".
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// スライダー(シークバー)で設定値を取得するダイアログ(Unity の Color 形式のオーバーロード)
- /// http://fantom1x.blog130.fc2.com/blog-entry-281.html#fantomPlugin_SliderDialog
- ///・"OK" のとき、アイテムの並びに対応した値が改行("\n")で連結されてコールバックの引数で返される。
- ///・結果の値は小数点以下の桁数(digits)の設定に従う(0 のときは整数になる)。
- ///・各アイテムにキーを設定したときは "key=3", "key=4.5" のように '=' で値が返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Item strings (Array)
- /// Item keys (Array) (null = all nothing)
- /// Initial values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Minimum values (null = all 0 : 6 digits of integer part + 3 digits after decimal point)
- /// Maximum values (null = all 100 : 6 digits of integer part + 3 digits after decimal point)
- /// Number of decimal places (0 = integer, 1~3 = after decimal point)
- /// Text color of items (Color.clear = not specified: Not clear color)
- /// GameObject name in hierarchy to callback
- /// Method name to result callback when "OK" button pressed (it is in GameObject)
- /// Method name to real-time callback when the value of the slider is changed (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSliderDialog(string title, string message, string[] items, string[] itemKeys,
- float[] defValues, float[] minValues, float[] maxValues, int[] digits, Color itemsTextColor,
- string callbackGameObject, string resultCallbackMethod, string changeCallbackMethod = "",
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSliderDialog(title, message, items, itemKeys,
- defValues, minValues, maxValues, digits, itemsTextColor.ToIntARGB(),
- callbackGameObject, resultCallbackMethod, changeCallbackMethod, "",
- okCaption, cancelCaption, style);
- }
-
-
-
-
- //==========================================================
- // Customizable Dialog
- //·Construct each item (widget) with 'DialogItem' as an argument.
- //·Array of argument items are arranged in order from the top.
- // http://fantom1x.blog130.fc2.com/blog-entry-290.html
- // http://fantom1x.blog130.fc2.com/blog-entry-282.html
- //
- //
- // カスタマイズできるダイアログ
- //・DialogItem を引数として、各アイテム(ウィジェット)を構築する。
- //・引数アイテムの配列は上から順に配置される。
- // http://fantom1x.blog130.fc2.com/blog-entry-290.html
- // http://fantom1x.blog130.fc2.com/blog-entry-282.html
- //==========================================================
-
- public const string ANDROID_CUSTOM_DIALOG = ANDROID_PACKAGE + ".AndroidCustomDialog";
-
- ///
- /// Call Android Custom Dialog
- ///・Dialog where freely add Text, Switch, Slider, Toggle buttons and Dividing lines.
- ///・The return value is a pair of values ("key=value" + line feed ("\n")) or JSON format ("{"key":"value"}") for a key set for each item (resultIsJson=true:JSON).
- ///·When canceled without "OK" or closing, the following character string is returned in the cancel callback (cancelCallbackMethod).
- /// CANCEL_DIALOG : Cancel button pressed
- /// CLOSE_DIALOG : It was closed without "OK" (tap outside the dialog, erase it by pressing the back key etc.)
- ///・The parameter (dialogItems) of each item (Widgets: DivisorItem, TextItem, SwitchItem, SliderItem, ToggleItem) in one array.
- ///・Generation of each widget is arranged in order from the top. Ignored if there are invalid parameters (or no dialog is generated)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// カスタマイズできるダイアログ:Android の AlertDialog を使用する
- ///・テキスト、スイッチ、スライダー、トグルボタン、分割線を自由に設置できるダイアログ。
- ///・戻り値は各アイテム(ウィジェット)に設定したキーに対して値のペア("key=value"+改行("\n"))または JSON形式({"key":"value"}※ダブルクォートは値による)で返される。
- ///・キャンセルまたは「OK」せずに閉じられたときはキャンセルコールバック(cancelCallbackMethod)に以下の文字列が返る。
- /// CANCEL_DIALOG : キャンセルボタンが押された
- /// CLOSE_DIALOG : 「OK」せずに閉じられた(ダイアログ外をタップ、バックキーを押して消した等)
- ///・各アイテムのパラメタ(DialogItem)は各ウィジェット用のサブクラス(DivisorItem, TextItem, SwitchItem, SliderItem, ToggleItem)を1つの配列で渡す。
- ///・各ウィジェットの生成は上から順に配置される。不正なパラメタがあった場合は無視される(もしくはダイアログが生成されない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Parameters of each item (widget) (Array)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Method name to callback when canceled (it is in GameObject)
- /// return value in: true=JSON format / false="key=value\n"
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowCustomDialog(string title, string message, DialogItem[] dialogItems,
- string callbackGameObject, string resultCallbackMethod, string cancelCallbackMethod,
- bool resultIsJson, string okCaption, string cancelCaption, string style)
- {
- if (dialogItems == null || dialogItems.Length == 0)
- return;
-
- string[] jsons = dialogItems.Select(e => JsonUtility.ToJson(e)).ToArray();
- if (jsons == null || jsons.Length == 0)
- return;
-
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_CUSTOM_DIALOG);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showCustomDialog",
- context,
- title,
- message,
- jsons,
- callbackGameObject,
- resultCallbackMethod,
- cancelCallbackMethod,
- resultIsJson,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
- //(*) Argument omission overload
- //※引数省略 オーバーロード
- ///
- /// Call Android Custom Dialog
- ///・Dialog where freely add Text, Switch, Slider, Toggle buttons and Dividing lines.
- ///・The return value is a pair of values ("key=value" + line feed ("\n")) or JSON format ("{"key":"value"}") for a key set for each item (resultIsJson=true:JSON).
- ///・When "Cancel", or clicked outside the dialog (-> back to application) return nothing.
- ///・The parameter (dialogItems) of each item (Widgets: DivisorItem, TextItem, SwitchItem, SliderItem, ToggleItem) in one array.
- ///・Generation of each widget is arranged in order from the top. Ignored if there are invalid parameters (or no dialog is generated)
- ///(*) When use the message string, Notice that it will not be displayed if the items overflow the dialog (-> message="").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// カスタマイズできるダイアログ:Android の AlertDialog を使用する
- ///・テキスト、スイッチ、スライダー、トグルボタン、分割線を自由に設置できるダイアログ。
- ///・戻り値は各アイテム(ウィジェット)に設定したキーに対して値のペア("key=value"+改行("\n"))または JSON形式({"key":"value"}※ダブルクォートは値による)で返される。
- ///・"Cancel" または 何も押されない(ダイアログ外クリック→元の画面に戻った)ときは何も返さない(何もしない)。
- ///・各アイテムのパラメタ(DialogItem)は各ウィジェット用のサブクラス(DivisorItem, TextItem, SwitchItem, SliderItem, ToggleItem)を1つの配列で渡す。
- ///・各ウィジェットの生成は上から順に配置される。不正なパラメタがあった場合は無視される(もしくはダイアログが生成されない)。
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)
- /// → メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string ("" = nothing)
- /// Parameters of each item (widget) (Array)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// return value in: true=JSON format / false="key=value\n"
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowCustomDialog(string title, string message, DialogItem[] dialogItems,
- string callbackGameObject, string callbackMethod, bool resultIsJson = false,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowCustomDialog(title, message, dialogItems,
- callbackGameObject, callbackMethod, "",
- resultIsJson, okCaption, cancelCaption, style);
- }
-
-
-
-
- //==========================================================
- // Text Input Dialogs
- // テキスト入力ダイアログ
- //==========================================================
-
- ///
- /// Call Android Single line text input Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_SingleLineTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一行テキスト入力ダイアログを使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_SingleLineTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Initial value of text string
- /// Character limit (0 = no limit)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleLineTextDialog(string title, string message, string text, int maxLength,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSingleLineTextDialog",
- context,
- title,
- message,
- text,
- maxLength,
- callbackGameObject,
- callbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android Single line text input Dialog (no message overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_SingleLineTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 単一行テキスト入力ダイアログ(メッセージなし)を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_SingleLineTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Initial value of text string
- /// Character limit (0 = no limit)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowSingleLineTextDialog(string title, string text, int maxLength,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowSingleLineTextDialog(title, "", text, maxLength, callbackGameObject, callbackMethod, okCaption, cancelCaption, style);
- }
-
-
-
- ///
- /// Call Android Multi line text input Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_MultiLineTextDialog
- ///・Text entry to include line breaks. The line feed code of the return value is unified to "\n".
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数行テキスト入力ダイアログを使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_MultiLineTextDialog
- ///・改行を含めるテキスト入力。戻り値の改行コードは "\n" に統一される。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Initial value of text string
- /// Character limit (0 = no limit)
- /// Number of display lines
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiLineTextDialog(string title, string message, string text, int maxLength, int lines,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showMultiLineTextDialog",
- context,
- title,
- message,
- text,
- maxLength,
- lines,
- callbackGameObject,
- callbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android Multi line text input Dialog (no message overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_MultiLineTextDialog
- ///・Text entry to include line breaks. The line feed code of the return value is unified to "\n".
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 複数行テキスト入力ダイアログ(メッセージなし)を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-276.html#fantomPlugin_MultiLineTextDialog
- ///・改行を含めるテキスト入力。戻り値の改行コードは "\n" に統一される。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Initial value of text string
- /// Character limit (0 = no limit)
- /// Number of display lines
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowMultiLineTextDialog(string title, string text, int maxLength, int lines,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowMultiLineTextDialog(title, "", text, maxLength, lines, callbackGameObject, callbackMethod, okCaption, cancelCaption, style);
- }
-
-
-
- ///
- /// Call Android Numeric text input Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_NumericTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 数値入力のテキストダイアログを使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_NumericTextDialog
- ///※内部的には float 型で処理されるため、整数の場合 6~7桁くらいまでしか利用できない(桁数が大きいと "1.0+E09" のようになるため)。
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Initial value
- /// Character limit (0 = no limit) ([*]Including decimal point and sign)
- /// true=decimal possible / false=integer only
- /// Possible to input a sign ('-' or '+') at the beginning
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowNumericTextDialog(string title, string message, float defValue, int maxLength, bool enableDecimal, bool enableSign,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showNumericTextDialog",
- context,
- title,
- message,
- defValue,
- maxLength,
- enableDecimal,
- enableSign,
- callbackGameObject,
- callbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android Numeric text input Dialog (no message overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_NumericTextDialog
- ///(*) Since it is processed internally as a float type, it can only be used up to about 6 to 7 digits in the case of an integer (as the number of digits is large, it will be like "1.0+E09").
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 数値入力のテキストダイアログ(メッセージなし)を使用する
- ///※内部的には float 型で処理されるため、整数の場合 6~7桁くらいまでしか利用できない(桁数が大きいと "1.0+E09" のようになるため)。
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_NumericTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Initial value
- /// Character limit (0 = no limit) ([*]Including decimal point and sign)
- /// true=decimal possible / false=integer only
- /// Possible to input a sign ('-' or '+') at the beginning
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowNumericTextDialog(string title, float defValue, int maxLength, bool enableDecimal, bool enableSign,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowNumericTextDialog(title, "", defValue, maxLength, enableDecimal, enableSign, callbackGameObject, callbackMethod, okCaption, cancelCaption, style);
- }
-
-
-
- ///
- /// Call Android Alpha Numeric text input Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_AlphaNumericTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 半角英数入力のテキストダイアログを使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_AlphaNumericTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Initial value of text string
- /// Character limit (0 = no limit)。
- /// Additional character lists such as symbols ("_-.@": each character, "" = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowAlphaNumericTextDialog(string title, string message, string text, int maxLength, string addChars,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showAlphaNumericTextDialog",
- context,
- title,
- message,
- text,
- maxLength,
- addChars,
- callbackGameObject,
- callbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android Alpha Numeric text input Dialog (no message overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_AlphaNumericTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 半角英数入力のテキストダイアログ(メッセージなし)を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_AlphaNumericTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Initial value of text string
- /// Character limit (0 = no limit)。
- /// Additional character lists such as symbols ("_-.@": each character, "" = nothing)
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowAlphaNumericTextDialog(string title, string text, int maxLength, string addChars,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowAlphaNumericTextDialog(title, "", text, maxLength, addChars, callbackGameObject, callbackMethod, okCaption, cancelCaption, style);
- }
-
-
-
- ///
- /// Call Android Password text input Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_PasswordTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// パスワード入力のテキストダイアログを使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_PasswordTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Message string
- /// Initial value of text string
- /// Character limit (0 = no limit)。
- /// true=numeric only
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowPasswordTextDialog(string title, string message, string text, int maxLength, bool numberOnly,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showPasswordTextDialog",
- context,
- title,
- message,
- text,
- maxLength,
- numberOnly,
- callbackGameObject,
- callbackMethod,
- okCaption,
- cancelCaption,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android Password text input Dialog (no message overload)
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_PasswordTextDialog
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// パスワード入力のテキストダイアログ(メッセージなし)を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-277.html#fantomPlugin_PasswordTextDialog
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Title string
- /// Initial value of text string
- /// Character limit (0 = no limit)。
- /// true=numeric only
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// String of "OK" button
- /// String of "Cancel" button
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowPasswordTextDialog(string title, string text, int maxLength, bool numberOnly,
- string callbackGameObject, string callbackMethod,
- string okCaption = "OK", string cancelCaption = "Cancel", string style = "")
- {
- ShowPasswordTextDialog(title, "", text, maxLength, numberOnly, callbackGameObject, callbackMethod, okCaption, cancelCaption, style);
- }
-
-
-
- //==========================================================
- // Picker Dialogs
- // Picker 系ダイアログ
- //==========================================================
-
- ///
- /// Call Android DatePicker Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-278.html#fantomPlugin_DataPickerDialog
- /// When pressed the "OK" button, the date is returned as a callback with the specified format (resultDateFormat).
- ///・When pressed the "Cancel" button or clicked outside the dialog (-> back to application) return nothing.
- /// (Date format [Android-Java])
- /// https://developer.android.com/reference/java/text/SimpleDateFormat.html
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 日付選択ダイアログ:Android の DatePickerDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-278.html#fantomPlugin_DataPickerDialog
- ///・OKボタンによって、日付が指定フォーマット(resultDateFormat)で callbackGameObject の callbackMethod に返ってくる。
- ///・Cancel または、何もしない(ダイアログ外をクリック→元の画面に戻った)ときは何も返さない。
- /// (日時の書式)
- /// https://developer.android.com/reference/java/text/SimpleDateFormat.html
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Initial value of date string (like "2017/01/31", "17/1/1")
- /// Return date format (default: "yyyy/MM/dd"->"2017/01/03", e.g. "yy-M-d"->"17-1-3" [Android-Java])
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowDatePickerDialog(string defaultDate, string resultDateFormat,
- string callbackGameObject, string callbackMethod, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showDatePickerDialog",
- context,
- defaultDate,
- resultDateFormat,
- callbackGameObject,
- callbackMethod,
- style
- );
- }));
- }
-
-
- ///
- /// Call Android TimePicker Dialog
- /// http://fantom1x.blog130.fc2.com/blog-entry-278.html#fantomPlugin_TimePickerDialog
- /// When pressed the "OK" button, the time is returned as a callback with the specified format (resultTimeFormat).
- ///・When pressed the "Cancel" button or clicked outside the dialog (-> back to application) return nothing.
- /// (Time format [Android-Java])
- /// https://developer.android.com/reference/java/text/SimpleDateFormat.html
- /// (Theme)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// 時刻選択ダイアログ:Android の TimePickerDialog を使用する
- /// http://fantom1x.blog130.fc2.com/blog-entry-278.html#fantomPlugin_TimePickerDialog
- ///・OKボタンによって、時刻が指定フォーマット(resultTimeFormat)で callbackGameObject の callbackMethod に返ってくる。
- ///・Cancel または、何もしない(ダイアログ外をクリック→元の画面に戻った)ときは何も返さない。
- /// (日時の書式)
- /// https://developer.android.com/reference/java/text/SimpleDateFormat.html
- /// (テーマ)
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- /// Initial value of time string (like "0:00"~"23:59")
- /// Return time format (default: "HH:mm"->"03:05", e.g. "H:mm"->"3:05" [Android-Java])
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Style applied to dialog (Theme: "android:Theme.DeviceDefault.Dialog.Alert", "android:Theme.DeviceDefault.Light.Dialog.Alert" or etc)
- public static void ShowTimePickerDialog(string defaultTime, string resultTimeFormat,
- string callbackGameObject, string callbackMethod, string style = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showTimePickerDialog",
- context,
- defaultTime,
- resultTimeFormat,
- callbackGameObject,
- callbackMethod,
- style
- );
- }));
- }
-
-
-
-
- //==========================================================
- // Notification
- // 通知
- //==========================================================
-
- ///
- /// Call Android Notification
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///・Put the duration in the order of the vibrator pattern array (off, on, off, on, ...) (unit: ms [millisecond = 1/1000 seconds])) / null = none
- ///
- ///
- /// Android の Notification(通知)を使用する(表示のみ)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- ///※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///・バイブレーターのパターン配列は:off, on, off, on,... の順に長さを入れる(単位:ms[ミリセカンド=1/1000秒])/ null = 無し
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- /// Array of duration pattern / null = none
- public static void ShowNotification(string title, string message, string iconName, string tag,
- bool showTimestamp, long[] vibratorPattern)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showNotification",
- context,
- title,
- message,
- iconName,
- tag,
- showTimestamp,
- vibratorPattern
- );
- }));
- }
-
-
- //(*) OneShot (one time only) vibrator overload
- //※OneShot(1回のみ)のバイブレーターオーバーロード
- ///
- /// Call Android Notification
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///・Put the duration in the order of the vibrator pattern array (off, on, off, on, ...) (unit: ms [millisecond = 1/1000 seconds])) / null = none
- ///
- ///
- /// Android の Notification(通知)を使用する(表示のみ)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- /// ※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- /// Duration of vibration
- public static void ShowNotification(string title, string message, string iconName, string tag,
- bool showTimestamp, long vibratorDuration)
- {
- long[] pattern = vibratorDuration > 0 ? new long[] { 0, vibratorDuration } : null;
- ShowNotification(title, message, iconName, tag, showTimestamp, pattern);
- }
-
-
- //(*) No vibrator overload
- //※バイブレーター無しオーバーロード
- ///
- /// Call Android Notification
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///
- ///
- /// Android の Notification(通知)を使用する(表示のみ)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_Notification
- /// ※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- public static void ShowNotification(string title, string message, string iconName = "app_icon", string tag = "tag",
- bool showTimestamp = true)
- {
- ShowNotification(title, message, iconName, tag, showTimestamp, null);
- }
-
-
-
- ///
- /// Call Android Notification (Tap to take action to URI)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///・Put the duration in the order of the vibrator pattern array (off, on, off, on, ...) (ms [millisecond = 1/1000 seconds]) / null = none
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでアクションを起こす)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// ※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///・バイブレーターのパターン配列は:off, on, off, on,... の順に長さを入れる(単位:ms[ミリセカンド=1/1000秒])/ null = 無し
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- /// Add notification time display
- /// Array of duration pattern / null = none
- public static void ShowNotificationToActionURI(string title, string message, string iconName, string tag,
- string action, string uri, bool showTimestamp, long[] vibratorPattern)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showNotificationToActionURI",
- context,
- title,
- message,
- iconName,
- tag,
- action,
- uri,
- showTimestamp,
- vibratorPattern
- );
- }));
- }
-
-
- //(*) OneShot (one time only) vibrator overload
- //※OneShot(1回のみ)のバイブレーターオーバーロード
- ///
- /// Call Android Notification (Tap to take action to URI)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでアクションを起こす)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// ※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- /// Add notification time display
- /// Duration of vibration (ms [millisecond = 1/1000 seconds])
- public static void ShowNotificationToActionURI(string title, string message, string iconName, string tag,
- string action, string uri, bool showTimestamp, long vibratorDuration)
- {
- long[] pattern = vibratorDuration > 0 ? new long[] { 0, vibratorDuration } : null;
- ShowNotificationToActionURI(title, message, iconName, tag, action, uri, showTimestamp, pattern);
- }
-
-
- //(*) No vibrator overload
- //※バイブレーター無しオーバーロード
- ///
- /// Call Android Notification (Tap to take action to URI)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///(*) Icon in Unity is fixed with resource name "app_icon".
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでアクションを起こす)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// ※Unity でのアイコンはリソース名"app_icon"で固定(※マニフェストファイルで書き換えない限り)
- ///
- /// Title string
- /// Message string
- /// Icon resource name (Unity's default is "app_icon")
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- /// Add notification time display
- public static void ShowNotificationToActionURI(string title, string message, string iconName = "app_icon", string tag = "tag",
- string action = "android.intent.action.VIEW", string uri = "", bool showTimestamp = true)
- {
- ShowNotificationToActionURI(title, message, iconName, tag, action, uri, showTimestamp, null);
- }
-
-
-
- ///
- /// Call Android Notification (Tap to take action to open URL)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・Put the duration in the order of the vibrator pattern array (off, on, off, on, ...) (unit: ms [millisecond = 1/1000 seconds])) / null = none
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでデフォルトのブラウザでURLを開く)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・ShowNotificationToActionURI() のショートカット。
- ///
- /// Title string
- /// Message string
- /// URL to open in browser
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- /// Array of duration pattern / null = none
- public static void ShowNotificationToOpenURL(string title, string message, string url, string tag,
- bool showTimestamp, long[] vibratorPattern)
- {
- if (string.IsNullOrEmpty(url))
- return;
-
- ShowNotificationToActionURI(title, message, "app_icon", tag, "android.intent.action.VIEW", url,
- showTimestamp, vibratorPattern);
- }
-
-
- //(*) OneShot (one time only) vibrator overload
- //※OneShot(1回のみ)のバイブレーターオーバーロード
- ///
- /// Call Android Notification (Tap to take action to open URL)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでデフォルトのブラウザでURLを開く)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・ShowNotificationToActionURI() のショートカット。
- ///
- /// Title string
- /// Message string
- /// URL to open in browser
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- /// Duration of vibration
- public static void ShowNotificationToOpenURL(string title, string message, string url, string tag,
- bool showTimestamp, long vibratorDuration)
- {
- if (string.IsNullOrEmpty(url))
- return;
-
- long[] pattern = vibratorDuration > 0 ? new long[] { 0, vibratorDuration } : null;
- ShowNotificationToActionURI(title, message, "app_icon", tag, "android.intent.action.VIEW", url,
- showTimestamp, pattern);
- }
-
-
- //(*) No vibrator overload
- //※バイブレーター無しオーバーロード
- ///
- /// Call Android Notification (Tap to take action to open URL)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///
- ///
- /// Android の Notification(通知)を使用する(タップでデフォルトのブラウザでURLを開く)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_NotificationToOpenURL
- ///・ShowNotificationToActionURI() のショートカット。
- ///
- /// Title string
- /// Message string
- /// URL to open in browser
- /// Identification tag (The same tag is overwritten when notified consecutively)
- /// Add notification time display
- public static void ShowNotificationToOpenURL(string title, string message, string url, string tag = "tag",
- bool showTimestamp = true)
- {
- ShowNotificationToActionURI(title, message, "app_icon", tag, "android.intent.action.VIEW", url,
- showTimestamp, null);
- }
-
-
-
-
- //==========================================================
- // Vibrator
- //(*) In API 26 (Android 8.0), this function is deprecated, so some devices may not be available.
- //(*) The following permission is necessary to use.
- // '' in 'AndroidManifest.xml'
- //
- //
- // バイブレーター
- //※API 26 (Android 8.0) では、この機能は deprecated(廃止予定)となっているため、端末によっては使えないものがあるかもしれません。
- //※利用するには以下のパーミッションが必要。
- // '' in 'AndroidManifest.xml'
- //==========================================================
-
- //(*) Required: '' in 'AndroidManifest.xml'
- ///
- /// Whether the devices supports a vibrator?
- ///(*) It has nothing to do with permissions.
- ///
- ///
- /// 端末がバイブレーターをサポートしているか否か?
- ///※パーミッションとは関係ありません。
- ///
- /// true = supported
- public static bool IsSupportedVibrator()
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "hasVibrator",
- context
- );
- }
- }
- }
- }
-
-
- //(*) Required: '' in 'AndroidManifest.xml'
- ///
- /// Vibrate the vibrator with a pattern.
- ///・Put the duration in the order of the vibrator pattern array (off, on, off, on, ...) (unit: ms [millisecond = 1/1000 seconds])) / null = none
- ///
- ///
- /// バイブレーターをパターンで振動させる。
- ///・振動パターンは長さ(単位:ms[ミリセカンド=1/1000秒])で、off, on, off, on,... の順に配列に入れる。
- ///
- /// Array of duration pattern / null = none
- /// true = do loop
- public static void StartVibrator(long[] pattern, bool isLoop = false)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "startVibrator",
- context,
- pattern,
- isLoop
- );
- }
- }
- }
- }
-
-
- //(*) Required: '' in 'AndroidManifest.xml'
- ///
- /// Vibrate the vibrator only once.
- ///
- /// バイブレーターを1度だけ振動させる。
- ///
- /// Duration of vibration (ms [millisecond = 1/1000 seconds])
- public static void StartVibrator(long duration)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "startVibrator",
- context,
- duration
- );
- }
- }
- }
- }
-
-
- //(*) Required: '' in 'AndroidManifest.xml'
- ///
- /// Interrupt vibration of the vibrator
- ///
- /// バイブレーターの振動を中断させる
- ///
- public static void CancelVibrator()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "cancelVibrator"
- );
- }
- }
-
-
-
-
-
- //==========================================================
- // Start something action that does not return result value
- // 投げっぱなしのアクションなどの起動
- //==========================================================
-
- //(*) No argument overload
- //※引数無しオーバーロード
- ///
- /// Start something Action (no return value)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- ///
- /// アクティビティからのアクション起動(戻値はなし)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- /// Starting of Action (e.g. "android.settings.SETTINGS")
- public static void StartAction(string action)
- {
- StartAction(action, "", "");
- }
-
-
- ///
- /// Start something Action (no return value)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- ///
- /// アクティビティからのアクション起動(戻値はなし)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- /// Starting of Action (e.g. "android.intent.action.WEB_SEARCH")
- /// Parameter name to give to the Action (e.g. "query")
- /// Value to give to the Action
- public static void StartAction(string action, string extra, string query)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startAction",
- context,
- action,
- extra,
- query
- );
- }));
- }
-
-
- //(*) multiple parameter overload
- //※複数パラメタオーバーロード
- ///
- /// Start something Action
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- ///
- /// アクティビティからのアクション起動(戻値はなし)
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- /// Starting of Action (e.g. "android.intent.action.WEB_SEARCH")
- /// Parameter name to give to the Action (e.g. "query")
- /// Value to give to the Action
- public static void StartAction(string action, string[] extra, string[] query)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startAction",
- context,
- action,
- extra,
- query
- );
- }));
- }
-
-
- //(*) add MIME Type overload
- //※MIME Type 追加オーバーロード
- ///
- /// Start something Action (no return value)
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- ///
- /// アクティビティからのアクション起動(戻値はなし)
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- /// Starting of Action (e.g. "android.intent.action.SEND")
- /// Parameter name to give to the Action (e.g. "android.intent.extra.TEXT")
- /// Value to give to the Action
- /// MIME Type (e.g. "text/plain")
- public static void StartAction(string action, string extra, string query, string mimetype)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startAction",
- context,
- action,
- extra,
- query,
- mimetype
- );
- }));
- }
-
-
- //(*) add MIME Type overload
- //※MIME Type 追加オーバーロード
- ///
- /// Start something Action (no return value)
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- ///
- /// アクティビティからのアクション起動(戻値はなし)
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- /// https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- ///
- /// Starting of Action (e.g. "android.intent.action.SEND")
- /// Parameter name to give to the Action (e.g. "android.intent.extra.TEXT")
- /// Value to give to the Action
- /// MIME Type (e.g. "text/plain")
- public static void StartAction(string action, string[] extra, string[] query, string mimetype)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startAction",
- context,
- action,
- extra,
- query,
- mimetype
- );
- }));
- }
-
-
-
- ///
- /// Start action with Chooser (application selection widget)
- ///
- /// Chooser(アプリ選択ウィジェット)でアクション起動する
- ///
- /// String of Action (e.g. "android.intent.action.SEND")
- /// Parameter name to give to the Action (e.g. "android.intent.extra.TEXT")
- /// Value to give to the Action
- /// MIME Type (e.g. "text/plain")
- /// Title to display in Chooser (Empty -> "Select an application")
- public static void StartActionWithChooser(string action, string extra, string query, string mimetype, string title)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionWithChooser",
- context,
- action,
- extra,
- query,
- mimetype,
- title
- );
- }));
- }
-
-
- //(*) multiple parameter overload
- //※複数パラメタオーバーロード
- ///
- /// Start action with Chooser (application selection widget)
- ///
- /// Chooser(アプリ選択ウィジェット)でアクション起動する
- ///
- /// String of Action (e.g. "android.intent.action.SEND")
- /// Parameter name to give to the Action (e.g. "android.intent.extra.TEXT")
- /// Value to give to the Action
- /// MIME Type (e.g. "text/plain")
- /// Title to display in Chooser (Empty -> "Select an application")
- public static void StartActionWithChooser(string action, string[] extra, string[] query, string mimetype, string title)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionWithChooser",
- context,
- action,
- extra,
- query,
- mimetype,
- title
- );
- }));
- }
-
-
-
- ///
- /// Start Action to URI (no return value)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- /// アクティビティからのURIへのアクション起動(戻値はなし)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- /// (ex)
- /// StartActionURI("android.intent.action.VIEW", "geo:37.7749,-122.4194?q=restaurants"); //Google Map (Search word: restaurants)
- /// StartActionURI("android.intent.action.VIEW", "google.streetview:cbll=29.9774614,31.1329645&cbp=0,30,0,0,-15"); //Street View
- /// StartActionURI("android.intent.action.SENDTO", "mailto:xxx@example.com"); //Launch mailer
- /// https://developers.google.com/maps/documentation/android-api/intents
- ///
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- public static void StartActionURI(string action, string uri)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionURI",
- context,
- action,
- uri
- );
- }));
- }
-
-
- //(*) multiple parameter overload
- //※複数パラメタオーバーロード
- ///
- /// Start Action to URI
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- ///
- /// アクティビティからのURIへのアクション起動(戻値はなし)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- /// Parameter name to give to the Action (e.g. "android.intent.extra.TEXT")
- /// Value to give to the Action
- public static void StartActionURI(string action, string uri, string[] extra, string[] query)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionURI",
- context,
- action,
- uri,
- extra,
- query
- );
- }));
- }
-
-
-
- ///
- /// Start Action to URI with MIME type (no return value)
- ///・(Action: Constant Value)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- /// アクティビティから URI に MIME type 指定付きのアクション起動(戻値はなし)
- ///・アクションは以下を参照(Constant Value を使う)
- /// https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- ///
- /// String of Action (e.g. "android.intent.action.VIEW")
- /// URI to action (URL etc.)
- /// MIME type ("application/pdf" etc.)
- public static void StartActionURI(string action, string uri, string mimeType)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionURI",
- context,
- action,
- uri,
- mimeType
- );
- }));
- }
-
-
-
- //==========================================================
- // Below, shortcut method of action
- // 以下、アクションのショートカット的なメソッド
- //==========================================================
-
- ///
- /// Open URL (Launch Browser)
- ///・The browser application differs depending on the setting of the system.
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・Same as StartActionURI("android.intent.action.VIEW", "URL")
- ///
- ///
- /// URLを開く(起動アプリは端末の設定による)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・StartActionURI("android.intent.action.VIEW", "開くURL") と同じ。
- ///
- /// URL to open in browser
- public static void StartOpenURL(string url)
- {
- StartActionURI("android.intent.action.VIEW", url);
- }
-
-
- ///
- /// Start Web Search
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・The search application differs depending on the setting of the system.
- ///・Same as StartAction("android.intent.action.WEB_SEARCH", "query", "keyword")
- ///
- ///
- /// Web Search の起動。端末の設定によって検索アプリは異なる。
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_OpenURL
- ///・StartAction("android.intent.action.WEB_SEARCH", "query", "検索キーワード") と同じ。
- ///
- /// Search keyword
- public static void StartWebSearch(string query)
- {
- StartAction("android.intent.action.WEB_SEARCH", "query", query);
- }
-
-
- ///
- /// Send text to the corresponding application
- ///·Use it for sharing text (Twitter etc.).
- ///
- /// 対応アプリにテキストを送信する
- ///・テキストのシェア(Twitter など)に利用する。
- ///
- /// Text to send
- public static void StartActionSendText(string text)
- {
- StartAction("android.intent.action.SEND", "android.intent.extra.TEXT", text, "text/plain");
- }
-
-
- ///
- /// Use Chooser (application selection widget) to send text to other applications.
- ///·Use it for sharing text (Twitter etc.).
- ///
- /// Chooser(アプリ選択ウィジェット)を使ってテキストを他のアプリに送信する
- ///・テキストのシェア(Twitter など)に利用する。
- ///
- /// Text to send
- /// Chooser に表示するタイトル(省略="Select an application")
- public static void StartActionSendText(string text, string chooserTitle)
- {
- StartActionWithChooser("android.intent.action.SEND", "android.intent.extra.TEXT", text, "text/plain", chooserTitle);
- }
-
-
- ///
- /// Send text with attachment file to the corresponding application
- ///·Use it for sharing text (Twitter etc.).
- ///
- /// 対応アプリにテキストと添付ファイルを送信する
- ///・テキストのシェア(Twitter など)に利用する。
- ///
- /// Text to send
- /// URI of attachment ("content://~")
- public static void StartActionSendTextWithAttachment(string text, string attachmentURI)
- {
- StartAction("android.intent.action.SEND",
- new string[] { "android.intent.extra.TEXT", "android.intent.extra.STREAM" },
- new string[] { text, attachmentURI },
- "text/plain");
- }
-
-
- ///
- /// Use Chooser (application selection widget) to send text with attachment file to other applications.
- ///·Use it for sharing text (Twitter etc.).
- ///
- /// Chooser(アプリ選択ウィジェット)を使ってテキストに添付ファイルを付けて他のアプリに送信する
- ///・テキストのシェア(Twitter など)に利用する。
- ///
- /// Text to send
- /// Display text of Chooser title (empty="Select an application")
- /// URI of attachment ("content://~")
- public static void StartActionSendTextWithAttachment(string text, string chooserTitle, string attachmentURI)
- {
- StartActionWithChooser("android.intent.action.SEND",
- new string[] { "android.intent.extra.TEXT", "android.intent.extra.STREAM" },
- new string[] { text, attachmentURI },
- "text/plain",
- chooserTitle);
- }
-
-
- ///
- /// Send text only email
- ///
- /// テキストのみのメール送信
- ///
- /// Mail address
- /// Mail subject
- /// Mail body (message text)
- public static void StartActionSendMail(string mail, string subject, string body)
- {
- string[] extra = { "android.intent.extra.SUBJECT", "android.intent.extra.TEXT" };
- string[] query = { subject, body };
- StartActionURI("android.intent.action.SENDTO", "mailto:" + mail, extra, query);
- }
-
-
-
- ///
- /// Display specified applications on Google Play
- /// (*) Google Play must be installed.
- ///
- /// Google Play で指定アプリケーションを表示する
- /// ※Google Play がインストールされている必要がある。
- ///
- /// Package name (Application ID)
- public static void ShowMarketDetails(string packageName)
- {
- string uri = "market://details?id=" + packageName;
- StartActionURI("android.intent.action.VIEW", uri);
- }
-
-
- ///
- /// Search keywords on Google Play
- /// (*) Google Play must be installed.
- ///
- /// Google Play でキーワード検索をする
- /// ※Google Play がインストールされている必要がある。
- ///
- /// Search keywords
- public static void StartMarketSearch(string keyword)
- {
- string uri = "market://search?q=" + keyword;
- StartActionURI("android.intent.action.VIEW", uri);
- }
-
-
-
-
- //==========================================================
- // Media Scanner
- //·If you save your own files etc, you need to notify the Android system.
- // If you can not see the saved file, it may become visible if you register the path to Media Scanner.
- //
- //・ファイルなどを独自に保存した場合は、Android システムに通知する必要があります。
- // 保存したファイルが見えないときは、Media Scanner にパスを登録すると、見えるようになることがあります。
- //==========================================================
-
- ///
- /// Scan (recognize) files with MediaScanner (single file)
- ///·The scanned path name and URI are returned in the callback.
- ///
- /// MediaScanner でファイルをスキャン(認識)させる(単一ファイル)
- ///・コールバックにはスキャン完了したパス名やURIが返る。
- ///
- /// Scan target path (absolute path)
- /// GameObject name in hierarchy to callback
- /// Method name to call back completion
- /// return value in: true=JSON format / false=path
- public static void StartMediaScanner(string path, string callbackGameObject, string completeCallbackMethod, bool resultIsJson = false)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionMediaScanner",
- context,
- path,
- callbackGameObject,
- completeCallbackMethod,
- resultIsJson
- );
- }));
- }
-
-
- //(*) No callback overload
- //※コールバック無しオーバーロード
- ///
- /// Scan (recognize) files with MediaScanner (single file)
- ///
- /// MediaScanner でファイルをスキャン(認識)させる(単一ファイル)
- ///
- /// Scan target path (absolute path)
- public static void StartMediaScanner(string path)
- {
- StartMediaScanner(path, "", "", false);
- }
-
-
- ///
- /// Scan (recognize) files with MediaScanner (multiple file)
- ///·Completion callback is sent each path.
- ///
- /// MediaScanner でファイルをスキャン(認識)させる(複数ファイル)
- ///・完了コールバックはパスごとに送られる。
- ///
- /// Array of scan target path (absolute path)
- /// GameObject name in hierarchy to callback
- /// Method name to call back completion
- /// return value in: true=JSON format / false=path
- public static void StartMediaScanner(string[] paths, string callbackGameObject, string completeCallbackMethod, bool resultIsJson = false)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startActionMediaScanner",
- context,
- paths,
- callbackGameObject,
- completeCallbackMethod,
- resultIsJson
- );
- }));
- }
-
-
- //(*) No callback overload
- //※コールバック無しオーバーロード
- ///
- /// Scan (recognize) files with MediaScanner (multiple file)
- ///
- /// MediaScanner でファイルをスキャン(認識)させる(複数ファイル)
- ///
- /// Array of scan target path (absolute path)
- public static void StartMediaScanner(string[] paths)
- {
- StartMediaScanner(paths, "", "", false);
- }
-
-
-
- ///
- /// Get the URI ("content://~") of the image file
- ///・Generally it is possible to acquire only shared files. It can not be acquired depending on security protection, directory location, etc.
- ///·If it was able to acquire, it is a form of "content://~". When it fails, it becomes empty character ("").
- ///
- /// 画像ファイルの URI ("content://~") を取得する
- ///・一般的には共有されているファイルのみ取得できる。セキュリティ保護やディレクトリ位置などによっては取得できない。
- ///・取得できた場合は "content://~" の形式。失敗したときは空文字("")になる。
- ///
- /// Absolute path
- /// success = "content://~" / failure = ""
- public static string GetImageURI(string path)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getImageContentURI",
- context,
- path
- );
- }
- }
- }
- }
-
-
-
-
- //==========================================================
- // Call system settings etc.
- //==========================================================
-
- ///
- /// Open Wifi system settings screen
- ///·Callbacks can basically be regarded as 'CLOSED_WIFI_SETTINGS' (closed) only (on / off will not be returned).
- ///(*) Required "AndroidManifest-FullPlugin~.xml" renamed "AndroidManifest.xml".
- ///(*) If callback is unnecessary, it can also be opened by 'StartAction("android.settings.WIFI_IP_SETTINGS")'.
- /// In that case, you do not need a plug-in override "AndroidManifest.xml".
- ///
- /// Wifi のシステム設定画面を開く
- ///・コールバックは基本的に "CLOSED_WIFI_SETTINGS"(閉じられた)のみと考えて良い(オン/オフは返らない)。
- ///※「AndroidManifest-FullPlugin~.xml」をリネームした「AndroidManifest.xml」が必要。
- ///※コールバックが不要な場合、StartAction("android.settings.WIFI_IP_SETTINGS") でも開くことができます。
- /// その場合、プラグインオーバーライドした「AndroidManifest.xml」は必要ありません。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback the result
- public static void OpenWifiSettings(string callbackGameObject, string resultCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openWifiSettings",
- context,
- callbackGameObject,
- resultCallbackMethod
- );
- }));
- }
-
-
- //(*) No callback overload
- //※コールバック無しオーバーロード
- ///
- /// Open Wifi system settings screen (No callback overload)
- ///
- /// Wifi のシステム設定画面を開く(コールバック無しオーバーロード)
- ///
- public static void OpenWifiSettings()
- {
- OpenWifiSettings("", "");
- }
-
-
-
- //(*) Permission Denial -> Required: '' in 'AndroidManifest.xml'
- ///
- /// Start Bluetooth connection check and request
- ///·When current is on -> "SUCCESS_BLUETOOTH_ENABLE" is returned in the callback.
- ///·When current is off -> A connection request dialog appears
- /// -> "Yes" returns "SUCCESS_BLUETOOTH_ENABLE" for callback, "CANCEL_BLUETOOTH_ENABLE" on "No".
- ///·If "ERROR_BLUETOOTH_ADAPTER_NOT_AVAILABLE" returns in the callback, it can not be used in the system.
- ///(*) 'BLUETOOTH' permission is necessary for 'AndroidManifest.xml' (If it does not exist, "Permission Denial" appears in the callback).
- ///
- ///
- /// Bluetooth の接続確認&要求を実行する
- ///・元がオンのとき → コールバックに "SUCCESS_BLUETOOTH_ENABLE" が返る。
- ///・元がオフのとき → 接続要求のダイアログが出る
- /// → 「はい」でコールバックに "SUCCESS_BLUETOOTH_ENABLE", 「いいえ」で "CANCEL_BLUETOOTH_ENABLE" が返る。
- ///・コールバックに "ERROR_BLUETOOTH_ADAPTER_NOT_AVAILABLE" が出たら、システムで利用できない。
- ///※'AndroidManifest.xml' に "BLUETOOTH" パーミッションが必要(無い場合、コールバックに "Permission Denial" が出る)。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback the result
- public static void StartBluetoothRequestEnable(string callbackGameObject, string resultCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startBluetoothRequestEnable",
- context,
- callbackGameObject,
- resultCallbackMethod
- );
- }));
- }
-
-
- //(*) Required: '' in 'AndroidManifest.xml'
- //(*) No callback overload
- //※コールバック無しオーバーロード
- ///
- /// Start Bluetooth connection check and request (No callback overload)
- ///·When current is on -> Do nothing.
- ///·When current is off -> A connection request dialog appears -> "Yes" turns on.
- ///(*) 'BLUETOOTH' permission is necessary for 'AndroidManifest.xml' (If it does not exist, "Permission Denial" appears in the callback).
- ///
- ///
- /// Bluetooth の接続確認&要求を実行する(コールバック無しオーバーロード)
- ///・元がオンのとき → 何もしない。
- ///・元がオフのとき → 接続要求のダイアログが出る → 「はい」でオンになる。
- ///※'AndroidManifest.xml' に "BLUETOOTH" パーミッションが必要。
- ///
- public static void StartBluetoothRequestEnable()
- {
- StartBluetoothRequestEnable("", "");
- }
-
-
-
- //==========================================================
- // Open system default application, use etc.
- // システムデフォルトのアプリを開く・利用など
- //==========================================================
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher is recommended
- //(*) When using External Storage, the following permission is required (unnecessary when "WRITE_EXTERNAL_STORAGE" exists).
- // '' in 'AndroidManifest.xml'
- //
- //※API 19(Android 4.4)以上推奨。
- //※External Storage を利用するときには、以下のパーミッションが必要です("WRITE_EXTERNAL_STORAGE" がある場合は不要)。
- // '' in 'AndroidManifest.xml'
- //==========================================================
- ///
- /// Open the gallery and get the path
- ///(*) API 19 (Android 4.4) or higher is recommended. Because paths that can be get by API Level are different, paths are not always returned.
- ///(*) The URI returned by the application you use is different, so be careful as the information you can get is different.
- /// (The format like "content://media/external/images/media/(ID)" is the best (Standard application), in the case of application specific URI, information may be restricted)
- ///·When it succeeds, a string is returned in JSON format as '{"path":"(path)","width":(width),"height":(height)}' (It can be convert with JsonUtility).
- /// Note that the size (width, height) and other information may not be possible to acquire it depending on the storage state and using application (it becomes 0).
- ///·If it fails, the following error message is returned.
- /// ERROR_GALLERY_GET_PATH_FAILURE : Path get failed
- /// CANCEL_GALLERY : Closed without selection
- ///
- ///
- /// ギャラリーを開いてパスを取得する
- ///※API 19(Android 4.4)以上推奨。API Level で取得できるパスが異なるため、必ずしもパスが返ってくるとは限らない。
- ///※利用するアプリによって返される URI は異なり、取得できる情報が違うので注意
- ///("content://media/external/images/media/(ID)" のような書式が一番良い(標準アプリ)。アプリ特有の URI の場合、情報が制限される可能性あり)。
- ///・成功したときは JSON形式で '{"path":"(パス)","width":(幅),"height":(高さ)}' のように文字列が返る(JsonUtility で取得できる)。
- /// サイズ(width, height)、その他の情報は保存状態・取得アプリによっては取得できない可能性があるので注意(0 になる)。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// ERROR_GALLERY_GET_PATH_FAILURE:パスの取得に失敗
- /// CANCEL_GALLERY:選択せずにギャラリーが閉じられた
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(パス)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenGallery(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openGallery",
- context,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher is recommended
- //(*) When using External Storage, the following permission is required (unnecessary when "WRITE_EXTERNAL_STORAGE" exists).
- // '' in 'AndroidManifest.xml'
- //
- //※API 19(Android 4.4)以上推奨。
- //※External Storage を利用するときには、以下のパーミッションが必要です("WRITE_EXTERNAL_STORAGE" がある場合は不要)。
- // '' in 'AndroidManifest.xml'
- //==========================================================
- ///
- /// Open the gallery and get the path for video
- ///(*) API 19 (Android 4.4) or higher is recommended. Because paths that can be get by API Level are different, paths are not always returned.
- ///(*) The URI returned by the application you use is different, so be careful as the information you can get is different.
- /// (The format like "content://media/external/video/media/(ID)" is the best (Standard application), in the case of application specific URI, information may be restricted)
- ///·When it succeeds, a string is returned in JSON format as '{"path":"(path)","width":(width),"height":(height)}' (It can be convert with JsonUtility).
- /// Note that the size (width, height) and other information may not be possible to acquire it depending on the storage state and using application (it becomes 0).
- ///·If it fails, the following error message is returned.
- /// ERROR_GALLERY_GET_PATH_FAILURE : Path get failed
- /// CANCEL_GALLERY : Closed without selection
- ///
- ///
- /// ギャラリーを開いて動画のパスを取得する
- ///※API 19(Android 4.4)以上推奨。API Level で取得できるパスが異なるため、必ずしもパスが返ってくるとは限らない。
- ///※利用するアプリによって返される URI は異なり、取得できる情報が違うので注意
- ///("content://media/external/video/media/(ID)" のような書式が一番良い(標準アプリ)。アプリ特有の URI の場合、情報が制限される可能性あり)。
- ///・成功したときは JSON形式で '{"path":"(パス)","width":(幅),"height":(高さ)}' のように文字列が返る(JsonUtility で取得できる)。
- /// サイズ(width, height)、その他の情報は保存状態・取得アプリによっては取得できない可能性があるので注意(0 になる)。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// ERROR_GALLERY_GET_PATH_FAILURE:パスの取得に失敗
- /// CANCEL_GALLERY:選択せずにギャラリーが閉じられた
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(パス)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenGalleryVideo(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openGalleryVideo",
- context,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
-
-
- //==========================================================
- // Using the storage access framework
- //(*) API 19 (Android4.4) or higher
- // https://developer.android.com/guide/topics/providers/document-provider.html
- //·MIME Type may not work depending on the provider (storage).
- //(*) Note that the information that can be obtained by the provider (storage) is different.
- //·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- //
- // ストレージアクセス機能を利用する
- //※API 19 (Android4.4) 以上
- // https://developer.android.com/guide/topics/providers/document-provider.html
- //・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- //※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- //・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- //==========================================================
-
- //Default charset encoding
- //デフォルトの文字エンコード
- const string DEFAULT_ENCODING = "UTF-8";
- const string DEFAULT_TEXT_MIME_TYPE = "text/plain";
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select and load a text file with the storage access framework.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the text read in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_LOAD_TEXT : Closed without selection
- /// UnsupportedEncodingException : Unsupported character encoding
- ///·MIME Type may not work depending on the provider (storage).
- ///
- ///
- /// ストレージアクセス機能でテキストファイルを選択し、ロードする。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に読み込んだテキストが返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_LOAD_TEXT:選択せずに閉じられた
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///
- /// 文字エンコード("UTF-8", "Shift_JIS", "EUC-JP", "JIS" など)
- /// MIME Type ("text/plain", "text/csv" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(読み込んだテキスト)をコールバックするメソッド名
- /// エラー(キャンセル)をコールバックするメソッド名
- public static void OpenStorageAndLoadText(string encoding, string[] mimeTypes,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocumentAndLoadText",
- context,
- encoding,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //※MIME type = "text/plain" オーバーロード
- //==========================================================
- ///
- /// Select and load a text file with the storage access framework.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the text read in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_LOAD_TEXT : Closed without selection
- /// UnsupportedEncodingException : Unsupported character encoding
- ///
- ///
- /// ストレージアクセス機能でテキストファイルを選択し、ロードする。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に読み込んだテキストが返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_LOAD_TEXT:選択せずに閉じられた
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///
- /// 文字エンコード("UTF-8", "Shift_JIS", "EUC-JP", "JIS" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(読み込んだテキスト)をコールバックするメソッド名
- /// エラー(キャンセル)をコールバックするメソッド名
- public static void OpenStorageAndLoadText(string encoding,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageAndLoadText(encoding, new string[] { DEFAULT_TEXT_MIME_TYPE },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) UTF-8 encoding overload
- //※API 19 (Android 4.4) 以上のみ。
- //※UTF-8 エンコード オーバーロード
- //==========================================================
- ///
- /// Select and load a text file with the storage access framework (Character encoding : UTF-8).
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the text read in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_LOAD_TEXT : Closed without selection
- /// UnsupportedEncodingException : Unsupported character encoding
- ///
- ///
- /// ストレージアクセス機能でテキストファイルを選択し、ロードする(文字エンコード:UTF-8)。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に読み込んだテキストが返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_LOAD_TEXT:選択せずに閉じられた
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(読み込んだテキスト)をコールバックするメソッド名
- /// エラー(キャンセル)をコールバックするメソッド名
- public static void OpenStorageAndLoadText(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageAndLoadText(DEFAULT_ENCODING, new string[] { DEFAULT_TEXT_MIME_TYPE },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select the directory in the storage access framework and save it.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the file name saved in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_SAVE_TEXT : Closed without selection
- /// UnsupportedEncodingException : Unsupported character encoding
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED : Write access denied (Android system specifications).
- ///·MIME Type may not work depending on the provider (storage).
- ///
- ///
- /// ストレージアクセス機能でディレクトリを指定し、保存する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に保存したファイル名が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_SAVE_TEXT:選択せずに閉じられた
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED:書き込みアクセスが拒否された(Android システムの仕様)。
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///
- /// デフォルトのファイル名("NewDocument.txt" など。ディレクトリ名は含まない)
- /// 保存するテキスト
- /// 文字エンコード("UTF-8", "Shift_JIS", "EUC-JP", "JIS" など)
- /// MIME Type ("text/plain", "text/csv" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageAndSaveText(string fileName, string text, string encoding, string[] mimeTypes,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "createDocumentAndSaveText",
- context,
- fileName,
- text,
- encoding,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //※MIME type = "text/plain" オーバーロード
- //==========================================================
- ///
- /// Select the directory in the storage access framework and save it.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the file name saved in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_SAVE_TEXT : Closed without selection
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED : Write access denied (Android system specifications).
- /// UnsupportedEncodingException : Unsupported character encoding
- ///
- ///
- /// ストレージアクセス機能でディレクトリを指定し、保存する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に保存したファイル名が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_SAVE_TEXT:選択せずに閉じられた
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED:書き込みアクセスが拒否された(Android システムの仕様)。
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///
- /// デフォルトのファイル名("NewDocument.txt" など。ディレクトリ名は含まない)
- /// 保存するテキスト
- /// 文字エンコード("UTF-8", "Shift_JIS", "EUC-JP", "JIS" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageAndSaveText(string fileName, string text, string encoding,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageAndSaveText(fileName, text, encoding, new string[] { DEFAULT_TEXT_MIME_TYPE },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) UTF-8 encoding overload
- //※API 19 (Android 4.4) 以上のみ。
- //※UTF-8 エンコード オーバーロード
- //==========================================================
- ///
- /// Select the directory in the storage access framework and save it (Character encoding : UTF-8).
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, the file name saved in 'resultCallbackMethod' is returned.
- ///·If it fails, the following error message is returned.
- /// CANCEL_SAVE_TEXT : Closed without selection
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED : Write access denied (Android system specifications).
- /// UnsupportedEncodingException : Unsupported character encoding
- ///
- ///
- /// ストレージアクセス機能でディレクトリを指定し、保存する(文字エンコード:UTF-8)。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」に保存したファイル名が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_SAVE_TEXT:選択せずに閉じられた
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED:書き込みアクセスが拒否された(Android システムの仕様)。
- /// UnsupportedEncodingException:サポートされてない文字エンコード
- ///
- /// デフォルトのファイル名("NewDocument.txt" など。ディレクトリ名は含まない)
- /// 保存するテキスト
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageAndSaveText(string fileName, string text,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageAndSaveText(fileName, text, DEFAULT_ENCODING, new string[] { DEFAULT_TEXT_MIME_TYPE },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select a file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///·MIME Type may not work depending on the provider (storage).
- ///
- ///
- /// ストレージアクセス機能でファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///
- /// MIME Type ("*/*", "text/csv" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- /// true = 戻り値をJSON形式(~Info に対応)にする/ false = パスのみ
- public static void OpenStorageFile(string[] mimeTypes, string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod, bool resultIsJson = false)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocument",
- context,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod,
- resultIsJson
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) All image types overload
- //※API 19 (Android 4.4) 以上のみ。
- //※すべての画像タイプオーバーロード
- //==========================================================
- ///
- /// Select a file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///
- ///
- /// ストレージアクセス機能でファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- /// true = 戻り値をJSON形式(~Info に対応)にする/ false = パスのみ
- public static void OpenStorageFile(string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod, bool resultIsJson = false)
- {
- OpenStorageFile(new string[] { AndroidMimeType.File.All },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod, resultIsJson);
- }
-
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select a image file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///·MIME Type may not work depending on the provider (storage).
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で画像ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// MIME Type ("image/*", "image/png" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageImage(string[] mimeTypes, string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocumentImage",
- context,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) All image types overload
- //※API 19 (Android 4.4) 以上のみ。
- //※すべての画像タイプオーバーロード
- //==========================================================
- ///
- /// Select a image file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で画像ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageImage(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageImage(new string[] { AndroidMimeType.Image.All },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select a audio file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///·MIME Type may not work depending on the provider (storage).
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で音声ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// MIME Type ("audio/*", "audio/mpeg" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageAudio(string[] mimeTypes, string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocumentAudio",
- context,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) All audio types overload
- //※API 19 (Android 4.4) 以上のみ。
- //※すべての音声タイプオーバーロード
- //==========================================================
- ///
- /// Select a audio file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で音声ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageAudio(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageAudio(new string[] { AndroidMimeType.Audio.All },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //※API 19 (Android 4.4) 以上のみ。
- //==========================================================
- ///
- /// Select a video file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///·MIME Type may not work depending on the provider (storage).
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で動画ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// MIME Type ("video/*", "video/mp4" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageVideo(string[] mimeTypes, string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocumentVideo",
- context,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod
- );
- }));
- }
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) All video types overload
- //※API 19 (Android 4.4) 以上のみ。
- //※すべての動画タイプオーバーロード
- //==========================================================
- ///
- /// Select a video file with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///(*) Note that the information that can be obtained by the provider (storage) is different.
- ///·Information that can be acquired in order of Local storage > SD card > Cloud storage becomes more.
- ///
- ///
- /// ストレージアクセス機能で動画ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///※プロバイダ(ストレージ)によって取得できる情報は異なるので注意。
- ///・ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- public static void OpenStorageVideo(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod)
- {
- OpenStorageVideo(new string[] { AndroidMimeType.Video.All },
- callbackGameObject, resultCallbackMethod, errorCallbackMethod);
- }
-
-
-
-
- //==========================================================
- //(*) API 19 (Android4.4) or higher
- //(*) Only the local storage can be saved directly from Unity.
- // To save the text file on the SD card, use 'OpenStorageAndSaveText()'.
- //
- //※API 19 (Android 4.4) 以上のみ。
- //※Unity から直接保存できるのはローカルストレージのみになります。
- // SDカードにテキストファイルを保存するには OpenStorageAndSaveText() を使って下さい。
- //==========================================================
- ///
- /// Select a file for save with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·Basically from Unity you can save directly to Local storage only (security reason, external storage write is limited).
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_CREATE_DOCUMENT : Closed without selection
- /// ERROR_CREATE_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED : Write access denied (Android system specifications).
- ///·MIME Type may not work depending on the provider (storage).
- ///
- ///
- /// ストレージアクセス機能で保存先ファイルを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・基本的に Unity からはローカルストレージにのみ直接保存できる(セキュリティ上、外部ストレージ書き込みは制限される)。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_CREATE_DOCUMENT:選択せずに閉じられた
- /// ERROR_CREATE_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗
- /// ERROR_CREATE_DOCUMENT_WRITE_ACCESS_DENIED:書き込みアクセスが拒否された(Android システムの仕様)。
- ///・MIME Type はプロバイダ(ストレージ)によって効かない場合がある。
- ///
- /// デフォルトのファイル名("NewDocument.txt" など。ディレクトリ名は含まない)
- /// MIME Type ("text/plain", "text/csv" など)
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- /// true = 戻り値をJSON形式(~Info に対応)にする/ false = パスのみ
- public static void OpenStorageForSave(string fileName, string[] mimeTypes, string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod, bool resultIsJson = false)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "createDocument",
- context,
- fileName,
- mimeTypes,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod,
- resultIsJson
- );
- }));
- }
-
-
-
-
- //==========================================================
- //(*) API 21 (Android 5.0) or higher
- //※API 21 (Android 5.0) 以上のみ。
- //==========================================================
- ///
- /// Select a folder with the storage access framework and acquire information or path.
- ///(*) API 19 (Android4.4) or higher
- ///·When it succeeds, information is returned to "resultCallbackMethod" in path or JSON format.
- ///·If it fails, the following error message is returned.
- /// CANCEL_OPEN_DOCUMENT : Closed without selection
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE : Path acquisition failed (when resultIsJson = false)
- ///
- ///
- /// ストレージアクセス機能でフォルダを選択し、パス等の情報を取得する。
- ///※API 19 (Android 4.4) 以上のみ。
- ///・成功したときは「resultCallbackMethod」にパスまたはJSON形式で情報が返る。
- ///・失敗したときは以下のエラーメッセージが返る。
- /// CANCEL_OPEN_DOCUMENT:選択せずに閉じられた
- /// ERROR_OPEN_DOCUMENT_GET_PATH_FAILURE:パスの取得に失敗(resultIsJson = false のとき)
- ///
- /// 結果をコールバックするヒエラルキーの GameObject 名
- /// 結果(保存したファイル名)をコールバックするヒエラルキーのメソッド名
- /// エラー(キャンセル)をコールバックするヒエラルキーのメソッド名
- /// true = 戻り値をJSON形式(~Info に対応)にする/ false = パスのみ
- public static void OpenStorageFolder(string callbackGameObject,
- string resultCallbackMethod, string errorCallbackMethod, bool resultIsJson = false)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "openDocumentTree",
- context,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod,
- resultIsJson
- );
- }));
- }
-
-
-
-
-
- //==========================================================
- // Get status of External Storage
- //(*) Although it was an SD card before API 19 (Android4.4), it became virtual storage (internal storage) after API 19.
- //·before API 19 : "mnt/sdcard/" or "sdcard/" etc. (Depends on model)
- //·after API 19 : "/storage/emulated/0" like (Depends on model(?))
- //(*) To write to External Storage, permission is necessary for 'AndroidManifest.xml'.
- //
- //(*) It can be "READ_EXTERNAL_STORAGE" for reading only.
- //
- //
- // External Storage のステータス取得
- //※API 19(Android4.4)より前は SDカードだったが、API 19 以降は 仮想ストレージ(内部ストレージ)となった。
- //・API 19 より前: "mnt/sdcard/" or "sdcard/" など(端末による)
- //・API 19 以降 : "/storage/emulated/0" のようになる(端末による(?))
- //※External Storage に書き込みをするには、「AndroidManifest.xml」にパーミッションが必要。
- //
- //※読み取りだけなら "READ_EXTERNAL_STORAGE" でも良い。
- //==========================================================
-
- ///
- /// Returns whether the primary shared/external storage media is emulated.
- /// 仮想ストレージが存在するか?
- ///
- /// true = storage media is emulated
- public static bool IsExternalStorageEmulated()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExternalStorageEmulated"
- );
- }
- }
-
- ///
- /// Returns whether the primary shared/external storage media is physically removable (like SD card).
- /// 外部(仮想)ストレージが物理的に脱着できるか?(SDカードのように)
- ///
- /// true if the storage device can be removed (such as an SD card), or false if the storage device is built in and cannot be physically removed.
- public static bool IsExternalStorageRemovable()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExternalStorageRemovable"
- );
- }
- }
-
- ///
- /// Check for External Storage mounted.
- /// 外部(仮想)ストレージがマウントされているか否か?(読み書き属性は関係ない)
- ///
- /// true = mounted
- public static bool IsExternalStorageMounted()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExternalStorageMounted"
- );
- }
- }
-
- ///
- /// Check for External Storage mounted and readonly.
- /// 外部(仮想)ストレージがマウントされていて、読み込みのみ属性か?
- ///
- /// true = mounted and readonly
- public static bool IsExternalStorageMountedReadOnly()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExternalStorageMountedReadOnly"
- );
- }
- }
-
- //(*) To write to External Storage, required '' in 'AndroidManifest.xml'
- //※書き込みをするには、'' が必要。
- ///
- /// Check for External Storage mounted and read/write.
- /// 外部(仮想)ストレージがマウントされていて、読み書き属性か?
- ///
- /// true = mounted and read/write
- public static bool IsExternalStorageMountedReadWrite()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isExternalStorageMountedReadWrite"
- );
- }
- }
-
- ///
- /// Returns the current state of the primary shared/external storage media.
- /// 外部(仮想)ストレージのステータスを取得する
- /// https://developer.android.com/reference/android/os/Environment.html#MEDIA_BAD_REMOVAL
- ///
- /// one of "unknown", "removed", "unmounted", "checking", "nofs", "mounted", "mounted_ro", "shared", "bad_removal", or "unmountable".
- public static string GetExternalStorageState()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageState"
- );
- }
- }
-
- ///
- /// Return the primary shared/external storage directory.
- /// 外部(仮想)ストレージディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0"
- public static string GetExternalStorageDirectory()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectory"
- );
- }
- }
-
- ///
- /// Returns the 'Alarms' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Alarms」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Alarms"
- public static string GetExternalStorageDirectoryAlarms()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryAlarms"
- );
- }
- }
-
- ///
- /// Returns the 'DCIM' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「DCIM」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/DCIM"
- public static string GetExternalStorageDirectoryDCIM()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryDCIM"
- );
- }
- }
-
- //(*) API 19 or higher (Note: before that all empty characters(""))
- //※API 19以上(それより前は全て空文字("")になるので注意)
- ///
- /// Returns the 'Documents' directory of shared/external storage directory.
- /// (*) API 19 or higher (Note: before that all empty characters(""))
- ///
- /// 外部(仮想)ストレージの「Documents」ディレクトリを返す。
- /// ※API 19(Android4.4)以上で利用可(それより前は全て空文字(""))
- ///
- /// returns directory path like "/storage/emulated/0/Documents"
- public static string GetExternalStorageDirectoryDocuments()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryDocuments"
- );
- }
- }
-
- ///
- /// Returns the 'Downloads' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Downloads」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Downloads"
- public static string GetExternalStorageDirectoryDownloads()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryDownloads"
- );
- }
- }
-
- ///
- /// Returns the 'Movies' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Movies」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Movies"
- public static string GetExternalStorageDirectoryMovies()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryMovies"
- );
- }
- }
-
- ///
- /// Returns the 'Music' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Music」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Music"
- public static string GetExternalStorageDirectoryMusic()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryMusic"
- );
- }
- }
-
- ///
- /// Returns the 'Notifications' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Notifications」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Notifications"
- public static string GetExternalStorageDirectoryNotifications()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryNotifications"
- );
- }
- }
-
- ///
- /// Returns the 'Pictures' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Pictures」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Pictures"
- public static string GetExternalStorageDirectoryPictures()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryPictures"
- );
- }
- }
-
- ///
- /// Returns the 'Podcasts' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Podcasts」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Podcasts"
- public static string GetExternalStorageDirectoryPodcasts()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryPodcasts"
- );
- }
- }
-
- ///
- /// Returns the 'Ringtones' directory of shared/external storage directory.
- /// 外部(仮想)ストレージの「Ringtones」ディレクトリを返す。
- ///
- /// returns directory path like "/storage/emulated/0/Ringtones"
- public static string GetExternalStorageDirectoryRingtones()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getExternalStorageDirectoryRingtones"
- );
- }
- }
-
-
-
-
- //==========================================================
- // Speech Recognizer
- //(*) Required 'uses-permission android:name="android.permission.RECORD_AUDIO' in 'AndroidManifest.xml'.
- //(*) When using dialog (Google), rename "AndroidManifest-FullPlugin~.xml" to "AndroidManifest.xml" and use it.
- // http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_SpeechRecognizerDialog
- // http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_SpeechRecognizerListener
- // (Locale string)
- //・Format:BCP47 (e.g. "en-US", "ja-JP") [This plug-in can also be "en_US", "ja_JP" (under bar).]
- // https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- // (Locale list)
- // http://fantom1x.blog130.fc2.com/blog-entry-295.html
- //
- //
- // 音声認識
- //※AndroidManifest.xml に '("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isSupportedSpeechRecognizer",
- context
- );
- }
- }
- }
- }
-
-
-
- //(*) Required: '
- /// Locale string (e.g. "ja", "en", "en_GB" etc.)
- /// GameObject name in hierarchy to callback
- /// Method name to result callback (it is in GameObject)
- /// Message string
- public static void ShowSpeechRecognizer(string locale, string callbackGameObject, string resultCallbackMethod, string message)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showSpeechRecognizer",
- context,
- locale,
- callbackGameObject,
- resultCallbackMethod,
- message
- );
- }));
- }
-
-
- //(*) System language overload
- //※システムの言語オーバーロード
- //(*) Required: '
- /// GameObject name in hierarchy to callback
- /// Method name to result callback (it is in GameObject)
- /// Message string
- public static void ShowSpeechRecognizer(string callbackGameObject, string resultCallbackMethod, string message = "")
- {
- ShowSpeechRecognizer("", callbackGameObject, resultCallbackMethod, message);
- }
-
-
-
- //(*) Required: '
- /// Locale string (e.g. "ja", "en", "en_GB" etc.)
- /// GameObject name in hierarchy to callback
- /// Method name to callback when recognition is successful (it is in GameObject)
- /// Method name to callback when recognition is failure or error (it is in GameObject)
- /// Method name to callback when start waiting for speech recognition (Always "onReadyForSpeech" is returned) (it is in GameObject)
- /// Method name to callback when the first voice entered the microphone (Always "onBeginningOfSpeech" is returned) (it is in GameObject)
- public static void StartSpeechRecognizer(string locale,
- string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod,
- string readyCallbackMethod, string beginCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startSpeechRecognizer",
- context,
- locale,
- callbackGameObject,
- resultCallbackMethod,
- errorCallbackMethod,
- readyCallbackMethod,
- beginCallbackMethod
- );
- }));
- }
-
-
- //(*) System language overload
- //※システムの言語オーバーロード
- //(*) Required: '
- /// GameObject name in hierarchy to callback
- /// Method name to callback when recognition is successful (it is in GameObject)
- /// Method name to callback when recognition is failure or error (it is in GameObject)
- /// Method name to callback when start waiting for speech recognition (Always "onReadyForSpeech" is returned) (it is in GameObject)
- /// Method name to callback when the first voice entered the microphone (Always "onBeginningOfSpeech" is returned) (it is in GameObject)
- public static void StartSpeechRecognizer(string callbackGameObject, string resultCallbackMethod, string errorCallbackMethod,
- string readyCallbackMethod = "", string beginCallbackMethod = "")
- {
- StartSpeechRecognizer("", callbackGameObject,
- resultCallbackMethod, errorCallbackMethod, readyCallbackMethod, beginCallbackMethod);
- }
-
-
- //(*) Required: '
- public static void ReleaseSpeechRecognizer()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "releaseSpeechRecognizer"
- );
- }
- }
-
-
-
-
-
- //==========================================================
- // Text To Speech
- // http://fantom1x.blog130.fc2.com/blog-entry-275.html
- //(*) Reading engine and voice data must be installed on the device in order to use it.
- // The following are confirmed operation.
- // https://play.google.com/store/apps/details?id=com.google.android.tts
- // https://play.google.com/store/apps/details?id=jp.kddilabs.n2tts
- // (Locale string)
- //・Format:BCP47 (e.g. "en-US", "ja-JP") [This plug-in can also be "en_US", "ja_JP" (under bar).]
- // https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- // (Locale list)
- // http://fantom1x.blog130.fc2.com/blog-entry-295.html
- //
- //
- // テキスト読み上げ
- // http://fantom1x.blog130.fc2.com/blog-entry-275.html
- //※この機能を利用するには読み上げエンジンとボイスデータがインストールされている必要があります。
- // 以下は動作確認されています。
- // https://play.google.com/store/apps/details?id=com.google.android.tts
- // https://play.google.com/store/apps/details?id=jp.kddilabs.n2tts (Japanese only)
- // (言語設定)
- //・Format:BCP47 (例: "en-US", "ja-JP") [このプラグインでは "en_US", "ja_JP" (アンダーバー)でも可能]
- // https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- // (Locale 一覧)
- // http://fantom1x.blog130.fc2.com/blog-entry-295.html
- //==========================================================
-
-
- ///
- /// Initialize Text To Speech (First time only. It is necessary also when language is changed)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・When it is available at the first startup, "SUCCESS_INIT" status is returned to the callback method (statusCallbackMethod).
- ///・(Error code string)
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// Moreover, the following error occurs:
- /// ERROR_LOCALE_NOT_AVAILABLE : There is no voice data corresponding to the system language setting
- /// ERROR_INIT : Initialization failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER : Event listener registration failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER : Some kind of error of event acquisition
- /// (Locale string)
- ///・Format:BCP47 (e.g. "en-US", "ja-JP") [This plug-in can also be "en_US", "ja_JP" (under bar).]
- /// https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- /// (Locale list)
- /// http://fantom1x.blog130.fc2.com/blog-entry-295.html
- ///
- ///
- /// テキスト読み上げを初期化する(起動初回のみ。言語を変更した場合も必要)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・初回起動時には使用可能なとき、コールバックメソッド(statusCallbackMethod )に "SUCCESS_INIT" ステータスが返ってくる。
- ///・エラーコード(文字列)は以下を参照
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// また上記とは別に以下のエラーが返ることもある。
- /// ERROR_LOCALE_NOT_AVAILABLE:端末の言語設定に対応した音声データがない。
- /// ERROR_INIT:初期化に失敗(=UNKOWN と同義)。
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER:イベントリスナー登録に失敗。
- /// ERROR_UTTERANCEPROGRESS_LISTENER:イベント取得の何らかのエラー(=UNKOWN と同義)。
- /// (言語設定)
- ///・Format:BCP47 (例: "en-US", "ja-JP") [このプラグインでは "en_US", "ja_JP" (アンダーバー)でも可能]
- /// https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- /// (Locale 一覧)
- /// http://fantom1x.blog130.fc2.com/blog-entry-295.html
- ///
- /// Locale string (e.g. "ja", "en", "en_GB" etc.)
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status (including error)
- public static void InitTextToSpeech(string locale, string callbackGameObject, string statusCallbackMethod)
- {
- //Since the start status is returned only for the first time, it is just called with a dummy (empty character) (like a shortcut)
- //起動ステータスは初回のみ返ってくるのでダミー(空文字)で呼び出しているだけ(ショートカットのようなもの)
- StartTextToSpeech("", locale, callbackGameObject, statusCallbackMethod, "", "", "");
- }
-
-
- ///
- /// Initialize Text To Speech (First time only)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・When it is available at the first startup, "SUCCESS_INIT" status is returned to the callback method (statusCallbackMethod).
- ///・(Error code string)
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// Moreover, the following error occurs:
- /// ERROR_LOCALE_NOT_AVAILABLE : There is no voice data corresponding to the system language setting
- /// ERROR_INIT : Initialization failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER : Event listener registration failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER : Some kind of error of event acquisition
- ///
- ///
- /// テキスト読み上げを初期化する(起動初回のみ)
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・初回起動時には使用可能なとき、コールバックメソッド(statusCallbackMethod )に "SUCCESS_INIT" ステータスが返ってくる。
- ///・エラーコード(文字列)は以下を参照
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// また上記とは別に以下のエラーが返ることもある。
- /// ERROR_LOCALE_NOT_AVAILABLE:端末の言語設定に対応した音声データがない。
- /// ERROR_INIT:初期化に失敗(=UNKOWN と同義)。
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER:イベントリスナー登録に失敗。
- /// ERROR_UTTERANCEPROGRESS_LISTENER:イベント取得の何らかのエラー(=UNKOWN と同義)。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status (including error)
- public static void InitTextToSpeech(string callbackGameObject = "", string statusCallbackMethod = "")
- {
- //Since the start status is returned only for the first time, it is just called with a dummy (empty character) (like a shortcut)
- //起動ステータスは初回のみ返ってくるのでダミー(空文字)で呼び出しているだけ(ショートカットのようなもの)
- StartTextToSpeech("", "", callbackGameObject, statusCallbackMethod, "", "", "");
- }
- //↓タイプミス
- [Obsolete("This method name is a typo. Please use 'InitTextToSpeech' instead.")]
- public static void InitSpeechRecognizer(string callbackGameObject = "", string statusCallbackMethod = "")
- {
- StartTextToSpeech("", "", callbackGameObject, statusCallbackMethod, "", "", "");
- }
-
-
-
- ///
- /// Call Android Text To Speech
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・When it is available at the first startup, "SUCCESS_INIT" status is returned to the callback method (statusCallbackMethod).
- ///(*) Interrupted event callback (stopCallbackMethod) can only be operated with API 23 (Android 6.0) or higher.
- /// However, it seems that the behavior varies depending on the system, so be careful.
- ///・(Error code string)
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// Moreover, the following error occurs:
- /// ERROR_LOCALE_NOT_AVAILABLE : There is no voice data corresponding to the system language setting
- /// ERROR_INIT : Initialization failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER : Event listener registration failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER : Some kind of error of event acquisition
- /// (Locale string)
- ///・Format:BCP47 (e.g. "en-US", "ja-JP") [This plug-in can also be "en_US", "ja_JP" (under bar).]
- /// https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- /// (Locale list)
- /// http://fantom1x.blog130.fc2.com/blog-entry-295.html
- ///
- ///
- /// テキスト読み上げを開始する
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・初回起動時には使用可能なとき、コールバックメソッド(statusCallbackMethod )に "SUCCESS_INIT" ステータスが返ってくる。
- ///※中断イベントコールバック(stopCallbackMethod)は API23(Android6.0) 以上でのみ動作可。ただし端末により挙動が異なるそうなので使用する際には注意。
- ///・エラーコード(文字列)は以下を参照
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// また上記とは別に以下のエラーが返ることもある。
- /// ERROR_LOCALE_NOT_AVAILABLE:端末の言語設定に対応した音声データがない。
- /// ERROR_INIT:初期化に失敗(=UNKOWN と同義)。
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER:イベントリスナー登録に失敗。
- /// ERROR_UTTERANCEPROGRESS_LISTENER:イベント取得の何らかのエラー(=UNKOWN と同義)。
- /// (言語設定)
- ///・Format:BCP47 (例: "en-US", "ja-JP") [このプラグインでは "en_US", "ja_JP" (アンダーバー)でも可能]
- /// https://developer.android.com/reference/android/speech/RecognizerIntent.html#EXTRA_LANGUAGE
- /// (Locale 一覧)
- /// http://fantom1x.blog130.fc2.com/blog-entry-295.html
- ///
- /// Reading text string
- /// Locale string (e.g. "ja", "en", "en_GB" etc.)
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status (including error)
- /// Method name to callback when start reading text (Always "onStart" is returned) (it is in GameObject)
- /// Method name to callback when finish reading text (Always "onDone" is returned) (it is in GameObject)
- /// Method name to callback when interrupted reading text (During playback is "INTERRUPTED". Other than always "onStop" is returned) (it is in GameObject)
- public static void StartTextToSpeech(string message, string locale, string callbackGameObject, string statusCallbackMethod,
- string startCallbackMethod, string doneCallbackMethod, string stopCallbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startTextToSpeech",
- context,
- message,
- locale,
- callbackGameObject,
- statusCallbackMethod,
- startCallbackMethod,
- doneCallbackMethod,
- stopCallbackMethod
- );
- }));
- }
-
-
- ///
- /// Call Android Text To Speech
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・When it is available at the first startup, "SUCCESS_INIT" status is returned to the callback method (statusCallbackMethod).
- ///(*) Interrupted event callback (stopCallbackMethod) can only be operated with API 23 (Android 6.0) or higher.
- /// However, it seems that the behavior varies depending on the system, so be careful.
- ///・(Error code string)
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// Moreover, the following error occurs:
- /// ERROR_LOCALE_NOT_AVAILABLE : There is no voice data corresponding to the system language setting
- /// ERROR_INIT : Initialization failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER : Event listener registration failed
- /// ERROR_UTTERANCEPROGRESS_LISTENER : Some kind of error of event acquisition
- ///
- ///
- /// テキスト読み上げを開始する
- /// http://fantom1x.blog130.fc2.com/blog-entry-275.html#fantomPlugin_TextToSpeech
- ///・初回起動時には使用可能なとき、コールバックメソッド(statusCallbackMethod )に "SUCCESS_INIT" ステータスが返ってくる。
- ///※中断イベントコールバック(stopCallbackMethod)は API23(Android6.0) 以上でのみ動作可。ただし端末により挙動が異なるそうなので使用する際には注意。
- ///・エラーコード(文字列)は以下を参照
- /// https://developer.android.com/reference/android/speech/tts/TextToSpeech.html#ERROR
- /// また上記とは別に以下のエラーが返ることもある。
- /// ERROR_LOCALE_NOT_AVAILABLE:端末の言語設定に対応した音声データがない。
- /// ERROR_INIT:初期化に失敗(=UNKOWN と同義)。
- /// ERROR_UTTERANCEPROGRESS_LISTENER_REGISTER:イベントリスナー登録に失敗。
- /// ERROR_UTTERANCEPROGRESS_LISTENER:イベント取得の何らかのエラー(=UNKOWN と同義)。
- ///
- /// Reading text string
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status (including error)
- /// Method name to callback when start reading text (Always "onStart" is returned) (it is in GameObject)
- /// Method name to callback when finish reading text (Always "onDone" is returned) (it is in GameObject)
- /// Method name to callback when interrupted reading text (During playback is "INTERRUPTED". Other than always "onStop" is returned) (it is in GameObject)
- public static void StartTextToSpeech(string message, string callbackGameObject = "", string statusCallbackMethod = "",
- string startCallbackMethod = "", string doneCallbackMethod = "", string stopCallbackMethod = "")
- {
- StartTextToSpeech(message, "",
- callbackGameObject, statusCallbackMethod, startCallbackMethod, doneCallbackMethod, stopCallbackMethod);
- }
-
-
-
- ///
- /// Interruption of text reading (Do not release resource)
- ///(*) When changing languages, it is necessary to release with 'ReleaseTextToSpeech()'.
- ///
- /// テキスト読み上げを中断する(リソース解放はしない)
- ///※言語を変更する際は、ReleaseTextToSpeech() で解放する必要がある。
- ///
- public static void StopTextToSpeech()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "stopTextToSpeech"
- );
- }
- }
-
-
- ///
- /// Release Text To Speech instance (Resource release)
- ///(*) It is necessary also when changing languages.
- ///・Even when "AndroidPlugin.Release()" is called, it is executed on the native side.
- ///
- ///
- /// テキスト読み上げのオブジェクトをリリース(リソース解放する)
- ///※言語を変更する際にも必要になる。
- ///・AndroidPlugin.Release() でも解放される。
- ///
- public static void ReleaseTextToSpeech()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "releaseTextToSpeech"
- );
- }
- }
-
-
-
- ///
- /// Get utterance Speed (1.0f: Normal speed)
- ///
- /// 発声速度を取得する(1.0f が通常速度)
- ///
- /// 0.5f~1.0f~2.0f
- public static float GetTextToSpeechSpeed()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getTextToSpeechSpeed"
- );
- }
- }
-
-
- ///
- /// Set utterance Speed (1.0f: Normal speed)
- ///
- /// 発声速度を設定する(1.0f が通常速度)
- ///
- /// 0.5f~1.0f~2.0f
- /// Speed after setting : 0.5f~1.0f~2.0f
- public static float SetTextToSpeechSpeed(float newSpeed)
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "setTextToSpeechSpeed",
- newSpeed
- );
- }
- }
-
-
- ///
- /// Add utterance Speed (1.0f: Normal speed)
- ///
- /// 発声速度を加減する(1.0f が通常速度)
- ///
- /// 0.5f~1.0f~2.0f
- /// Speed after addition : 0.5f~1.0f~2.0f
- public static float AddTextToSpeechSpeed(float addSpeed)
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "addTextToSpeechSpeed",
- addSpeed
- );
- }
- }
-
-
- ///
- /// Reset utterance Speed (-> 1.0f: Normal speed)
- ///・Same as SetTextToSpeechSpeed(1f)
- ///
- /// 発声速度を元に戻す(オリジナルの速度)
- ///・SetTextToSpeechSpeed(1f) のショートカット(オリジナル=0f の間違いを防ぐため)。
- ///
- public static float ResetTextToSpeechSpeed()
- {
- return SetTextToSpeechSpeed(1.0f); //1.0f is normal speed //1.0f が通常速度
- }
-
-
-
- ///
- /// Get utterance Pitch (1.0f: Normal pitch)
- ///
- /// 発声音程を取得する(1.0f が通常速度)
- ///
- /// 0.5f~1.0f~2.0f
- public static float GetTextToSpeechPitch()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getTextToSpeechPitch"
- );
- }
- }
-
-
- ///
- /// Set utterance Pitch (1.0f: Normal pitch)
- ///
- /// 発声音程を設定する(1.0f が通常音程)
- ///
- /// 0.5f~1.0f~2.0f
- /// Pitch after setting : 0.5f~1.0f~2.0f
- public static float SetTextToSpeechPitch(float newPitch)
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "setTextToSpeechPitch",
- newPitch
- );
- }
- }
-
-
- ///
- /// Add utterance Pitch (1.0f: Normal pitch)
- ///
- /// 発声音程を加減する(1.0f が通常音程)
- ///
- /// Pitch to be added: 0.5f~1.0f~2.0f
- /// Pitch after addition : 0.5f~1.0f~2.0f
- public static float AddTextToSpeechPitch(float addPitch)
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "addTextToSpeechPitch",
- addPitch
- );
- }
- }
-
-
- ///
- /// Reset utterance Pitch (-> 1.0f: Normal Pitch)
- ///・Same as SetTextToSpeechPitch(1f)
- ///
- /// 発声音程を元に戻す(オリジナルの音程)
- ///・SetTextToSpeechPitch(1f) のショートカット(オリジナル=0f の間違いを防ぐため)。
- ///
- public static float ResetTextToSpeechPitch()
- {
- return SetTextToSpeechPitch(1.0f); //1.0f is normal pitch //1.0f が通常音程
- }
-
-
-
-
-
- //========================================================================
- // Listening status
- //(*) Unreleased listening is a cause of memory leak, so it is better to always release it when not using it.
- //(*) Application 'Pause -> Resume' with 'remove -> set' is unnecessary (automatically stopped → resumed).
- //(*) It is released even when 'AndroidPlugin.Release()' (It is automatically released even when the application is quit).
- //
- //
- // ステータスのリスニング
- //※リスニングの未解放はメモリリークの原因となるため、利用しないときは常に解放する方が良い。
- //※コールバックの登録は唯一となる(常に上書き。最後に登録したものが有効となる)。
- //※AndroidPlugin.Release() 時でも解放される(アプリケーション終了時にも自動的に解放される)。
- // (※「AndroidManifest-FullPlugin_~.xml」をリネームして使う)
- //========================================================================
-
- ///
- /// Start listening to the status of the battery
- ///(*) Callback registration becomes unique (always overwritten, the last registered one will be valid).
- ///(*) It is unnecessary in the application resume(return from pause) (automatically restart).
- ///
- ///
- /// バッテリーのステータスリスニングを開始する
- ///※コールバックの登録はユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※アプリケーションの Resume(Pauseから復帰)では不要(自動的に再開される)。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status
- public static void StartBatteryStatusListening(string callbackGameObject, string callbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startBatteryListening",
- context,
- callbackGameObject,
- callbackMethod
- );
- }));
- }
-
-
- ///
- /// Stop listening to the status of the battery (release)
- ///(*) Unreleased listening is a cause of memory leak, so it is better to always release it when not using it.
- ///(*) It is unnecessary in the application pause (automatically stop).
- ///
- ///
- /// バッテリーのステータスリスニングを停止(解放)する
- ///※リスニングの未解放はメモリリークの原因となるため、利用しないときは常に解放する方が良い。
- ///※アプリケーションの Pause(一時停止)では不要(自動的に停止される)。
- ///
- public static void StopBatteryStatusListening()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "stopBatteryListening"
- );
- }
- }
-
-
-
-
- ///
- /// Start listening to the status of the CPU Rate
- ///(*) Note that the measurement interval is shorter the higher the load.
- ///(*) If the load of the application is too high, there is a possibility that acquisition of information may fail (there are cases where some of them are missing).
- ///(*) Callback registration becomes unique (always overwritten, the last registered one will be valid).
- ///(*) It is unnecessary in the application resume(return from pause) (automatically restart).
- ///
- ///
- /// CPU使用率ののステータスリスニングを開始する
- ///※計測間隔は短いほど負荷が高いので注意。
- ///※あまりにアプリの負荷が高いときは、情報取得に失敗する可能性がある(一部抜け落ちることがある)。
- ///※コールバックの登録はユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※アプリケーションの Resume(Pauseから復帰)では不要(自動的に再開される)。
- ///
- /// コールバックするヒエラルキーの GameObject 名
- /// コールバックするメソッド名
- /// 計測間隔(1~600)[秒]
- public static void StartCpuRateListening(string callbackGameObject, string callbackMethod, float interval)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startCpuRateListening",
- context,
- callbackGameObject,
- callbackMethod,
- interval
- );
- }));
- }
-
-
- //(*) Without measurement interval (current value) specification overload
- //※計測間隔指定なし(現在のまま)のオーバーロード
- ///
- /// Start listening to the status of the CPU Rate
- ///(*) If the load of the application is too high, there is a possibility that acquisition of information may fail (there are cases where some of them are missing).
- ///(*) Callback registration becomes unique (always overwritten, the last registered one will be valid).
- ///(*) It is unnecessary in the application resume(return from pause) (automatically restart).
- ///
- ///
- /// CPU使用率ののステータスリスニングを開始する
- ///※あまりにアプリの負荷が高いときは、情報取得に失敗する可能性がある(一部抜け落ちることがある)。
- ///※コールバックの登録はユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※アプリケーションの Resume(Pauseから復帰)では不要(自動的に再開される)。
- ///
- /// コールバックするヒエラルキーの GameObject 名
- /// コールバックするメソッド名
- public static void StartCpuRateListening(string callbackGameObject, string callbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "startCpuRateListening",
- context,
- callbackGameObject,
- callbackMethod
- );
- }));
- }
-
-
- ///
- /// Stop listening to the status of the CPU Rate (release)
- ///(*) Unreleased listening is a cause of memory leak, so it is better to always release it when not using it.
- ///(*) It is unnecessary in the application pause (automatically stop).
- ///
- ///
- /// CPU使用率ののステータスリスニングを停止(解放)する
- ///※リスニングの未解放はメモリリークの原因となるため、利用しないときは常に解放する方が良い。
- ///※アプリケーションの Pause(一時停止)では不要(自動的に停止される)。
- ///
- public static void StopCpuRateListening()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "stopCpuRateListening"
- );
- }
- }
-
-
-
-
- //========================================================================
- // Get Android's configuration change
- //·The changed status is transmitted from Android when the configuration changes.
- //(*) Application 'Pause -> Resume' with 'remove -> set' is unnecessary (automatically stopped → resumed).
- //(*) It is released even when 'AndroidPlugin.Release()' (It is automatically released even when the application is quit).
- // (*Requied: rename and use 'AndroidManifest-FullPlugin_~.xml')
- //
- //
- // Android のコンフィグの変化を取得する
- //・コンフィグが変化したタイミングで Android から変化後のステータスが送信される。
- //※コールバックの登録は唯一となる(常に上書き。最後に登録したものが有効となる)。
- //※アプリケーションの Pause → Resume での削除→再登録は不要(自動的に停止→再開される)。
- //※AndroidPlugin.Release() 時でも解放される(アプリケーション終了時にも自動的に解放される)。
- // (※「AndroidManifest-FullPlugin_~.xml」をリネームして使う)
- //========================================================================
-
- ///
- /// Register screen rotation callback
- ///(*) Callback registration becomes unique (always overwritten, the last registered one will be valid).
- ///(*) The following attribute is required for "activity" tag of "AndroidManifest.xml" (* In the case of Unity, it is added by default).
- /// 'android:configChanges="orientation|screenSize"'
- ///·Normally, for applications that rotate the screen in four directions, add the following attributes to the 'activity' tag of 'AndroidManifest.xml'.
- /// 'android:screenOrientation="sensor"'
- ///(* Included by default in 'AndroidManifest-FullPlugin_Sensor.xml')
- /// https://developer.android.com/guide/topics/manifest/activity-element.html
- ///
- ///
- /// 画面回転のコールバックを登録する
- ///※コールバックの登録はユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※「AndroidManifest.xml」の「activity」タグに以下の属性が必要である(※Unity の場合、デフォルトで追加されている)。
- /// 'android:configChanges="orientation|screenSize"'
- ///・通常、4方向に画面回転するアプリには「AndroidManifest.xml」の「activity」タグに以下の属性を付ける。
- /// 'android:screenOrientation="sensor"'
- /// (※「AndroidManifest-FullPlugin_Sensor.xml」にはデフォルトで含まれている)
- /// https://developer.android.com/guide/topics/manifest/activity-element.html
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status
- public static void SetOrientationChangeListener(string callbackGameObject, string callbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "setOrientationChangeListener",
- context,
- callbackGameObject,
- callbackMethod
- );
- }));
- }
-
-
- ///
- /// Release screen rotation callback
- ///(*)'AndroidPlugin.Release()' is also released.
- ///
- /// 画面回転のコールバックの解除
- ///※AndroidPlugin.Release() でも解除される。
- ///
- public static void RemoveOrientationChangeListener()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "removeOrientationChangeListener"
- );
- }
- }
-
-
-
-
-
- //========================================================================
- // Get values of Android sensor
- // http://fantom1x.blog130.fc2.com/blog-entry-294.html
- //·The sensor can choose the acquisition interval, but the higher the speed, the higher the load, so the minimum speed (200 ms (5 fps)) is recommended.
- //·Input.acceleration, gyro, compass etc, those that can be obtained by Unity, it seems that the load is light.
- //(*) Note that the installation of each sensor differs depending on the device. It is better to filter with sensors that are available for Google Play.
- // (Using Google Play filters to target specific sensor configurations)
- // https://developer.android.com/guide/topics/sensors/sensors_overview.html#sensors-configs
- //(*) Note that use of each sensor is also restricted by API Level (as noted in the 'SensorType' comment).
- // https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- // https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels
- //(*) Depending on the sensor, permissions may be required (as noted in the 'SensorType' comment).
- //(*) Callback registration is unique for each sensor (always overwritten, the last one registered will be valid).
- //(*) Application 'Pause -> Resume' with 'remove -> set' is unnecessary (automatically stopped → resumed).
- //(*) It is released even when 'AndroidPlugin.Release()' (It is automatically released even when the application is quit).
- // (Requied: rename and use 'AndroidManifest-FullPlugin_~.xml')
- //
- //
- // Android のセンサーの値を取得する
- // http://fantom1x.blog130.fc2.com/blog-entry-294.html
- //・センサーは取得間隔を選べるが、速度が速いほど負荷が高くなるため、最低速度(200ms (5fps))で良い。
- //・Input.acceleration, gyro, compass 等、Unity で取得できるものは、そちらの方が負荷が軽いと思われる。
- //※各センサーの搭載は端末の種類によって違うので注意。Google Play では利用できるセンサーでフィルタリングした方が良い。
- // (Using Google Play filters to target specific sensor configurations)
- // https://developer.android.com/guide/topics/sensors/sensors_overview.html#sensors-configs
- //※各センサーの利用は API Level でも制限されるので注意(SensorType のコメントに記してある)。
- // https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- // https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels
- //※センサーによってはパーミッションが必要になることがある(SensorType のコメントに記してある)。
- //※コールバックの登録はセンサーごとにユニークとなる(常に上書き。最後に登録したものが有効となる)。
- //※アプリケーションの Pause → Resume での削除→再登録は不要(自動的に停止→再開される)。
- // (※「AndroidManifest-FullPlugin_~.xml」をリネームして使う)
- //========================================================================
-
-
- ///
- /// Get supported for each sensor
- ///
- /// 各センサーのサポートを取得
- ///
- /// Sensor type constant
- /// true = supported
- public static bool IsSupportedSensor(int sensorType)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isSupportedSensor",
- context,
- sensorType
- );
- }
- }
- }
- }
-
- //(*) SensorType overload
- ///
- /// Get supported for each sensor
- ///
- /// 各センサーのサポートを取得
- ///
- /// Sensor type constant
- /// true = supported
- public static bool IsSupportedSensor(SensorType sensorType)
- {
- return IsSupportedSensor((int)sensorType);
- }
-
-
- ///
- /// Register listener for each sensor
- ///·Sensor type constant
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///·Sensor delay constant (Detection Interval) Constant is preferably (3: Normal [200 ms]) (* to reduce load).
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///(*) Callback registration is unique for each sensor (always overwritten, the last one registered will be valid).
- ///(*) Application 'Pause -> Resume' with 'remove -> set' is unnecessary (automatically stopped → resumed).
- ///(*) It is unnecessary in the application resume(return from pause) (automatically restart).
- ///
- ///
- /// 各センサーのリスナー登録
- ///・センサー種類定数
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///・センサー速度(検出間隔)定数はなるべく(3: Normal[200ms])が良い(※負荷を軽減するため)。
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///※コールバックの登録はセンサーごとにユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※アプリケーションの Resume(Pauseから復帰)では不要(自動的に再開される)。
- ///
- /// Sensor type constant
- /// Sensor delay constant
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status
- public static void SetSensorListener(int sensorType, int sensorDelay, string callbackGameObject, string callbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "setSensorListener",
- context,
- sensorType,
- sensorDelay,
- callbackGameObject,
- callbackMethod
- );
- }));
- }
-
- //(*) SensorType overload
- ///
- /// Register callback for each sensor
- ///·Sensor type constant
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///·Sensor delay constant (Detection Interval) Constant is preferably (3: Normal [200 ms]) (* to reduce load).
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///(*) Callback registration is unique for each sensor (always overwritten, the last one registered will be valid).
- ///(*) Application 'Pause -> Resume' with 'remove -> set' is unnecessary (automatically stopped → resumed).
- ///(*) It is unnecessary in the application resume(return from pause) (automatically restart).
- ///
- ///
- /// 各センサーのリスナー登録
- ///・センサー種類定数
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///・センサー速度(検出間隔)定数はなるべく(3: Normal[200ms])が良い(※負荷を軽減するため)。
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///※コールバックの登録はセンサーごとにユニークとなる(常に上書き。最後に登録したものが有効となる)。
- ///※アプリケーションの Resume(Pauseから復帰)では不要(自動的に再開される)。
- ///
- /// Sensor type constant
- /// Sensor delay constant
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status
- public static void SetSensorListener(SensorType sensorType, SensorDelay sensorDelay, string callbackGameObject, string callbackMethod)
- {
- SetSensorListener((int)sensorType, (int)sensorDelay, callbackGameObject, callbackMethod);
- }
-
-
- ///
- /// Release callback for each sensor
- ///(*)'AndroidPlugin.Release()' is also released.
- ///(*) It is unnecessary in the application pause (automatically stop).
- ///
- ///
- /// 各センサーの解除
- ///※AndroidPlugin.Release() でも解除される。
- ///※アプリケーションの Pause(一時停止)では不要(自動的に停止される)。
- ///
- /// Sensor type constant
- public static void RemoveSensorListener(int sensorType)
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "removeSensorListener",
- sensorType
- );
- }
- }
-
- //SensorType overload
- ///
- /// Release callback for each sensor
- ///(*)'AndroidPlugin.Release()' is also released.
- ///(*) It is unnecessary in the application pause (automatically stop).
- ///
- ///
- /// 各センサーの解除
- ///※AndroidPlugin.Release() でも解除される。
- ///※アプリケーションの Pause(一時停止)では不要(自動的に停止される)。
- ///
- /// Sensor type constant
- public static void RemoveSensorListener(SensorType sensorType)
- {
- RemoveSensorListener((int)sensorType);
- }
-
-
- ///
- /// Release callback for all sensors
- ///(*)'AndroidPlugin.Release()' is also released.
- ///
- ///
- /// 全センサーの解除
- ///※AndroidPlugin.Release() でも解除される。
- ///
- public static void ReleaseSensors()
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- androidSystem.CallStatic(
- "releaseSensors"
- );
- }
- }
-
-
-
-
- //==========================================================
- // Confirm Device Credentials (fingerprint, pattern, PIN, password, etc. depending on user device setting)
- //(*) API 21 (Android 5.0) or higher
- //
- // デバイス認証(指紋・パターン・PIN・パスワード等。端末の設定による)
- //※API 21 (Android 5.0) 以上
- //==========================================================
-
-
- ///
- /// Whether Confirm Device Credentials (fingerprint, pattern, PIN, password, etc. depending on user device setting) is available (API 21 or higher)
- ///・It is false when unavailable device or security setting is turned off.
- ///(*) It is always false when it is below API 21 (Android 5.0).
- ///
- ///
- /// デバイス認証(指紋・パターン・PIN・パスワード等。端末の設定による)が利用可能かどうかを取得する(API 21 以上)
- ///・利用できないデバイス、またはセキュリティ設定がオフになっているとき false となる。
- ///※API 21 (Android 5.0) より下のときは常に false になる。
- ///
- /// true = supported
- public static bool IsSupportedDeviceCredentials()
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "isSupportedCredentials",
- context
- );
- }
- }
- }
- }
-
-
- ///
- /// Show Confirm Device Credentials screen (fingerprint, pattern, PIN, password, etc. depending on user device setting) and returns the authentication result. (API 21 or higher)
- ///·The following status string is returned in the result (JSON format).
- /// SUCCESS_CREDENTIALS : Authentication success
- /// UNAUTHORIZED_CREDENTIALS : Authentication failure or cancel.
- /// ERROR_NOT_SUPPORTED : Device authentication can not be used. Or security is turned off.
- ///·Session ID (string) should contain unique and random character string each time.
- ///(*) message (description character string) may not be reflected by the device.
- ///(*) Title and message are basically empty (because messages are set automatically by system language).
- ///
- ///
- /// デバイス認証(指紋・パターン・PIN・パスワード等。端末の設定による)を開き、結果を返す(API 21 以上)
- ///・結果は以下のステータス文字列が返る(JSON形式)。
- /// SUCCESS_CREDENTIALS : 認証成功。
- /// UNAUTHORIZED_CREDENTIALS : 認証失敗。またはキャンセル。
- /// ERROR_NOT_SUPPORTED : デバイス認証が利用できない。またはセキュリティがオフになっている。
- ///・セッションID文字列は毎回ユニークでランダムな文字列を含んだ方が良い。
- ///※message(メッセージ文字列)はデバイスによって反映されない場合がある。
- ///※title, message は基本的に空で良い(システム言語によって自動でメッセージが設定されるため)。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback when returns status
- /// Unique SessionID string
- /// Title string (When empty, it becomes default of the device)
- /// Message string (When empty, it becomes default of the device)
- public static void ShowDeviceCredentials(string callbackGameObject, string callbackMethod, string sessionID, string title = "", string message = "")
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showCredentials",
- context,
- callbackGameObject,
- callbackMethod,
- sessionID,
- title,
- message
- );
- }));
- }
-
-
- //Character string list (used for JSON)
- const string ASCII = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!#$%&*+-.=?@^_`|~";
- const int ASCII_LENGTH = 24; //Random ASCII character string part length //ランダムなアスキー文字列部分の長さ
-
- //Generate random SessionID string
- internal static string GenerateSessionID()
- {
- string s = "";
- for (int i = 0; i < ASCII_LENGTH; i++)
- s += ASCII.Substring(Random.Range(0, ASCII.Length), 1);
- return DateTime.Now.Ticks + " " + s;
- }
-
-
-
-
-
- // ==========================================================
- // Get text from the QR code scanner.
- // ZXing ("Zebra Crossing") open source project (google). [ver.3.3.2] (QR Code Scan)
- // https://github.com/zxing/zxing
- // This plugin includes deliverables distributed under the license of Apache License, Version 2.0.
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- //
- // QRコードスキャナからテキストを取得する
- // ZXing ("Zebra Crossing") open source project (google). [ver.3.3.2] (QR Code Scan)
- // https://github.com/zxing/zxing
- // このプラグインには Apache License, Version 2.0 のライセンスで配布されている成果物を含んでいます。
- // http://www.apache.org/licenses/LICENSE-2.0
- // ==========================================================
-
-
- ///
- /// Launch QR Code (Bar Code) Scanner to acquire text.
- /// Using ZXing ("Zebra Crossing") open source project (google). [ver.3.3.2]
- /// https://github.com/zxing/zxing
- /// (Apache License, Version 2.0)
- /// http://www.apache.org/licenses/LICENSE-2.0
- ///·Launch the QR Code Scanner application of ZXing and obtain the result text.
- ///·When cancellation or acquisition fails, it returns a empty character ("").
- ///·If ZXing's QR Code Scanner application is not in the device, a dialog prompting installation will be displayed.
- /// https://play.google.com/store/apps/details?id=com.google.zxing.client.android
- ///
- ///
- /// QRコード(バーコード)スキャナを起動してテキストを取得する。
- /// ZXing オープンソースプロジェクト(google)を利用。[ver.3.3.2]
- /// https://github.com/zxing/zxing
- /// (Apache License, Version 2.0)
- /// http://www.apache.org/licenses/LICENSE-2.0
- ///・ZXing の QRコードスキャナアプリを起動し、結果のテキストを取得する。
- ///・キャンセルまたは取得失敗したときなどは、空文字("")を返す。
- ///・端末に ZXing の QRコードスキャナアプリが入ってない場合は、インストールを促すダイアログが表示される。
- /// https://play.google.com/store/apps/details?id=com.google.zxing.client.android
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- public static void ShowQRCodeScanner(string callbackGameObject, string callbackMethod)
- {
- AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
- AndroidJavaObject context = unityPlayer.GetStatic("currentActivity");
- AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM);
- context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
- androidSystem.CallStatic(
- "showQRCodeScannerZXing",
- context,
- callbackGameObject,
- callbackMethod
- );
- }));
- }
-
-
-
-
-
- //==========================================================
- // Control of Hardware Volume settings
- // ハードウェア音量設定の取得・設定など
- //==========================================================
-
- ///
- /// Get Hardware Volume (Media volume only)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15? Depends on system?)
- ///
- ///
- /// ハードウェア音量(メディア音量)を取得する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15?:システムによるかも)
- ///
- /// Current Hardware Volume
- public static int GetMediaVolume()
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getMediaVolume",
- context
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Get Maximum Hardware Volume (Media volume only)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15? Depends on system?)
- ///
- ///
- /// ハードウェア音量(メディア音量)の最大音量を取得する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15?:システムによるかも)
- ///
- /// Maximum Hardware Volume
- public static int GetMediaMaxVolume()
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "getMediaMaxVolume",
- context
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Set Hardware Volume (Media volume only)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15? Depends on system?)
- ///
- ///
- /// ハードウェア音量(メディア音量)を設定する
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15?:システムによるかも)
- ///
- /// new Hardware Volume
- /// true=display system UI
- /// Hardware Volume after setting
- public static int SetMediaVolume(int volume, bool showUI)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "setMediaVolume",
- context,
- volume,
- showUI
- );
- }
- }
- }
- }
-
-
-
- ///
- /// Add Hardware Volume (Media volume only)
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15? Depends on system?)
- ///
- ///
- /// ハードウェア音量(メディア音量)を変化(加算)させる
- /// http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeGetSet
- ///・0~max (max:15?:システムによるかも)
- ///
- /// Volume to be added
- /// true=display system UI
- /// Hardware Volume after addition
- public static int AddMediaVolume(int addVol, bool showUI)
- {
- using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
- {
- using (AndroidJavaObject context = unityPlayer.GetStatic("currentActivity"))
- {
- using (AndroidJavaClass androidSystem = new AndroidJavaClass(ANDROID_SYSTEM))
- {
- return androidSystem.CallStatic(
- "addMediaVolume",
- context,
- addVol,
- showUI
- );
- }
- }
- }
- }
-
-
-
-
-
- //========================================================================
- // Get Hardware button press event
- //・Rename "AndroidManifest-FullPlugin~.xml" to "AndroidManifest.xml" when receive events of hardware volume button.
- //・Cache objects for Android access to monitor input.
- // Therefore, it is better to register the listener with "OnEnable()" and release it with "OnDisable()".
- // http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeListener
- //
- //
- // ハードウェアキーの押下イベントを取得する
- //・ハードウェア音量操作のイベントを受け取るには、HardVolKeyOnUnityPlayerActivity または FullPluginOnUnityPlayerActivity を使う。
- // → AndroidManifest.xml の起動 activity タグに「android:name="jp.fantom1x.plugin.android.fantomPlugin.HardVolKeyOnUnityPlayerActivity"」を指定する。
- //・入力を監視するためAndroidアクセス用オブジェクトをキャッシュする。そのためリスナーを OnEnable()で登録, OnDisable()で解除するのが良い。
- // http://fantom1x.blog130.fc2.com/blog-entry-273.html#fantomPlugin_HardVolumeListener
- //========================================================================
-
-
- ///
- /// Get Hardware button press event
- ///
- /// ハードウェアキーの取得など
- ///
- public static class HardKey
- {
- //Class full path of plug-in in Java
- public const string ANDROID_HARDKEY = ANDROID_PACKAGE + ".AndroidHardKey";
-
-
- //For Android's AndroidHardKey class acquisition (cached)
- //Android の AndroidHardKey クラス取得用(キャッシュ)
- private static AndroidJavaClass mAndroidHardKey; //Cached Object
-
- private static AndroidJavaClass AndroidHardKey {
- get {
- if (mAndroidHardKey == null)
- {
- mAndroidHardKey = new AndroidJavaClass(ANDROID_HARDKEY);
- }
- return mAndroidHardKey;
- }
- }
-
-
- ///
- /// Release cashed object
- ///・Also called "AndroidPlugin.Release()".
- ///
- /// キャッシュのリリース
- ///・AndroidPlugin.Release() からも呼ばれる。
- ///
- public static void ReleaseCache()
- {
- if (mAndroidHardKey != null)
- {
- mAndroidHardKey.Dispose();
- mAndroidHardKey = null;
- }
- }
-
-
- ///
- /// Release all listeners
- ///・Also called "AndroidPlugin.Release()".
- ///
- /// キャッシュ(リスナー)の全解除
- ///※AndroidPlugin.Release() でも解放される。
- ///
- public static void RemoveAllListeners()
- {
- RemoveKeyVolumeUpListener();
- RemoveKeyVolumeDownListener();
- ReleaseCache();
- }
-
-
-
- ///
- /// Register the callback (listener) when the hardware volume (media volume only) is increased.
- ///・Only one callback can be registered.
- ///
- ///
- /// ハードウェア音量(メディア音量)を上げたときのコールバック(リスナー)を登録する
- ///・コールバックは1つのみ。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Return value when volume is raised
- public static void SetKeyVolumeUpListener(string callbackGameObject, string callbackMethod, string resultValue)
- {
- AndroidHardKey.CallStatic(
- "setKeyVolumeUpListener",
- callbackGameObject,
- callbackMethod,
- resultValue
- );
- }
-
-
-
- ///
- /// Register the callback (listener) when the hardware volume (media volume only) is decreased.
- ///・Only one callback can be registered.
- ///
- /// ハードウェア音量(メディア音量)を下げたときのコールバック(リスナー)を登録する
- ///・コールバックは1つのみ。
- ///
- /// GameObject name in hierarchy to callback
- /// Method name to callback (it is in GameObject)
- /// Return value when the volume is lowered
- public static void SetKeyVolumeDownListener(string callbackGameObject, string callbackMethod, string resultValue)
- {
- AndroidHardKey.CallStatic(
- "setKeyVolumeDownListener",
- callbackGameObject,
- callbackMethod,
- resultValue
- );
- }
-
-
-
- ///
- /// Release the callback (listener) when the hardware volume (media volume only) is increased.
- ///・Also called "AndroidPlugin.Release()".
- ///
- /// ハードウェア音量(メディア音量)を上げたときのコールバック(リスナー)を解除する
- ///※AndroidPlugin.Release() でも解放される。
- ///
- public static void RemoveKeyVolumeUpListener()
- {
- AndroidHardKey.CallStatic(
- "releaseKeyVolumeUpListener"
- );
- }
-
-
-
- ///
- /// Release the callback (listener) when the hardware volume (media volume only) is decreased.
- ///・Also called "AndroidPlugin.Release()".
- ///
- /// ハードウェア音量(メディア音量)を下げたときのコールバック(リスナー)を解除する
- ///※AndroidPlugin.Release() でも解放される。
- ///
- public static void RemoveKeyVolumeDownListener()
- {
- AndroidHardKey.CallStatic(
- "releaseKeyVolumeDownListener"
- );
- }
-
-
-
- ///
- /// Set whether to control media volume by the smartphone itself by hardware buttons.
- ///・To disable the volume buttons on the smartphone, set it to 'false' if you want to operate only from the Unity side.
- ///・It is possible to receive the event and volume control with "SetMediaVolume()" or "AddMediaVolume()".
- ///
- ///
- /// ハードウェアキーによる端末自身での音量操作可否を設定する
- ///・端末での音量操作を無効にし、Unity 側からのみ操作したいときは false に設定する。
- /// → イベントを受信して SetMediaVolume(), AddMediaVolume() で音量操作することは可能。
- ///
- /// true=Volume operation on smartphone / false=Disable volume operation at the smartphone
- public static void SetVolumeOperation(bool enable)
- {
- AndroidHardKey.CallStatic(
- "setVolumeOperation",
- enable
- );
- }
- }
-
- }
-#endif
-
-
-
- //==========================================================
- // Item (widget) instance parameters class for Custom Dialog
- // カスタムダイアログ用のアイテム(ウィジェット)インスタンスパラメタ格納クラス
- //==========================================================
-
- //Types of items (widgets)
- //アイテム(ウィジェット)の種類
- [Serializable]
- public enum DialogItemType
- {
- Divisor, //Divsor (View) //分割線
- Text, //Android-TextView //テキスト
- Switch, //Android-Switch //スイッチ
- Slider, //Android-SeekBar //スライダー(シークバー)
- Toggle, //Android-RadioButton //トグル選択(ラジオボタン)
- Check, //Android-CheckBox //チェックボックス
- }
-
- //Base class for parameters of each item
- //各アイテムのパラメタ格納用 ベースクラス
- [Serializable]
- public abstract class DialogItem
- {
- public string type; //Types of items (widgets) //種類
- public string key = ""; //Key to be associated with return value //戻り値に関連付けるキー
-
- public DialogItem() { }
-
- public DialogItem(DialogItemType type, string key = "")
- {
- this.type = type.ToString();
- this.key = key;
- }
-
- public DialogItem Clone()
- {
- return (DialogItem)MemberwiseClone();
- }
- }
-
- //Parameters for Dividing Line
- //分割線用パラメタ格納クラス
- [Serializable]
- public class DivisorItem : DialogItem
- {
- public float lineHeight = 1; //Line width (unit: dp) //線の太さ(単位:dp)
- public int lineColor = 0; //Line color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //線の色(0:指定なし)
-
- public DivisorItem(float lineHeight, int lineColor = 0)
- : base(DialogItemType.Divisor)
- {
- this.lineHeight = lineHeight;
- this.lineColor = lineColor;
- }
-
- //Unity.Color overload
- public DivisorItem(float lineHeight, Color lineColor)
- : this(lineHeight, XColor.ToIntARGB(lineColor)) { }
-
- public new DivisorItem Clone()
- {
- return (DivisorItem)MemberwiseClone();
- }
- }
-
- //Parameters for Text
- //テキスト用パラメタ格納クラス
- [Serializable]
- public class TextItem : DialogItem
- {
- public string text = ""; //Text string //テキスト文字列
- public int textColor = 0; //Text color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //文字色(0:指定なし)
- public int backgroundColor = 0; //Background color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //背景色(0:指定なし)
- public string align = ""; //Text alignment ("" = not specified, "center", "right" or "left") //文字揃え("": 指定なし, "center", "right", "left" のいずれか)
-
- public TextItem(string text, int textColor = 0, int backgroundColor = 0, string align = "")
- : base(DialogItemType.Text)
- {
- this.text = text;
- this.textColor = textColor;
- this.backgroundColor = backgroundColor;
- this.align = align;
- }
-
- //Unity.Color overload
- public TextItem(string text, Color textColor, Color backgroundColor, string align = "")
- : this(text, XColor.ToIntARGB(textColor), XColor.ToIntARGB(backgroundColor), align) { }
-
- public TextItem(string text, Color textColor)
- : this(text, XColor.ToIntARGB(textColor), 0, "") { }
-
- public new TextItem Clone()
- {
- return (TextItem)MemberwiseClone();
- }
- }
-
- //Parameters for Switch
- //スイッチ用パラメタ格納クラス
- [Serializable]
- public class SwitchItem : DialogItem
- {
- public string text = ""; //Text string //テキスト文字列
- public bool defChecked; //Initial state of switch (true = On / false = Off) //初期オン・オフ
- public int textColor = 0; //Text color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //0:指定なし
- public string changeCallbackMethod = ""; //Method name to real-time callback when the value of the switch is changed (it is in GameObject) //リアルタイムにスイッチを押したときのコールバックメソッド名。「OK」のときの結果とは別に送信される(戻り値は "key=value" のみ)。
-
- public SwitchItem(string text, string key, bool defChecked, int textColor = 0, string changeCallbackMethod = "")
- : base(DialogItemType.Switch, key)
- {
- this.text = text;
- this.defChecked = defChecked;
- this.textColor = textColor;
- this.changeCallbackMethod = changeCallbackMethod;
- }
-
- //Unity.Color overload
- public SwitchItem(string text, string key, bool defChecked, Color textColor, string changeCallbackMethod = "")
- : this(text, key, defChecked, XColor.ToIntARGB(textColor), changeCallbackMethod) { }
-
- public new SwitchItem Clone()
- {
- return (SwitchItem)MemberwiseClone();
- }
- }
-
- //Parameters for CheckBox
- //(*) Basically just look different, CheckItem has the same function as SwitchItem.
- //チェックボックス用パラメタ格納クラス
- //※基本的に見た目が違うだけで、SwitchItem と機能は同じです。
- [Serializable]
- public class CheckItem : DialogItem
- {
- public string text = ""; //Text string //テキスト文字列
- public bool defChecked; //initial on/off //初期オン・オフ
- public int textColor = 0; //Text color (0 = default) //テキスト文字色(0:指定なし)
-
- //Method name to real-time callback when the value of the checkbox is changed (it is in GameObject). It is transmitted separately from the result of "OK" (return value is "key=value" only).
- //リアルタイムにチェック切り替えのコールバックメソッド名。「OK」のときの結果とは別に送信される(戻り値は "key=value" のみ)。
- public string changeCallbackMethod = "";
-
- public CheckItem(string text, string key, bool defChecked, int textColor = 0, string changeCallbackMethod = "")
- : base(DialogItemType.Check, key)
- {
- this.text = text;
- this.defChecked = defChecked;
- this.textColor = textColor;
- this.changeCallbackMethod = changeCallbackMethod;
- }
-
- //Color オーバーロード
- public CheckItem(string text, string key, bool defChecked, Color textColor, string changeCallbackMethod = "")
- : this(text, key, defChecked, XColor.ToIntARGB(textColor), changeCallbackMethod) { }
-
- public new CheckItem Clone()
- {
- return (CheckItem)MemberwiseClone();
- }
- }
-
- //Parameters for Slider
- //スライダー用パラメタ格納クラス
- [Serializable]
- public class SliderItem : DialogItem
- {
- public string text = ""; //Text string //テキスト文字列
- public float value; //Initial value //初期値
- public float min; //Minimum value //取り得る最小値
- public float max; //Maximum value //取り得る最大値
- public int digit; //Number of decimal places (0 = integer, 1~3 = after decimal point) //小数点以下桁数(0:整数, 1~3:小数点以下桁数)
- public int textColor = 0; //Text color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //文字色(0:指定なし)
- public string changeCallbackMethod = ""; //Method name to real-time callback when the value of the slider is changed (it is in GameObject) //リアルタイムにスライダーで値を変化させたときのコールバックメソッド名。「OK」のときの結果とは別に送信される(戻り値は "key=value" のみ)。
-
- public SliderItem(string text, string key, float value, float min = 0, float max = 100, int digit = 0, int textColor = 0, string changeCallbackMethod = "")
- : base(DialogItemType.Slider, key)
- {
- this.text = text;
- this.value = value;
- this.min = min;
- this.max = max;
- this.digit = digit;
- this.textColor = textColor;
- this.changeCallbackMethod = changeCallbackMethod;
- }
-
- //Unity.Color overload
- public SliderItem(string text, string key, float value, float min, float max, int digit, Color textColor, string changeCallbackMethod = "")
- : this(text, key, value, min, max, digit, XColor.ToIntARGB(textColor), changeCallbackMethod) { }
-
- public new SliderItem Clone()
- {
- return (SliderItem)MemberwiseClone();
- }
- }
-
- //トグルボタン(グループ)用パラメタ格納クラス
- //Parameters for Toggle (Group)
- [Serializable]
- public class ToggleItem : DialogItem
- {
- public string[] items; //Item strings (Array) //選択肢テキスト
- public string[] values; //Value for each item (Array) //各選択肢に対する値。(文字列)戻り値になる。
- public string defValue = ""; //Initial value ([*]Prioritize checkedItem) //デフォルトの値(※checkedItem より優先)
- public int checkedItem; //Initial index (nothing defValue or not found defValue) //デフォルトのインデクス(※defValueが未設定 or 見つからないとき反映)
- public int textColor = 0; //Text color (0 = not specified: Color format is int32 (AARRGGBB: Android-Java)) //文字色(0:指定なし)
- public string changeCallbackMethod = ""; //Method name to real-time callback when the value of the toggle is changed (it is in GameObject) //リアルタイムにトグルボタンを押したときのコールバックメソッド名。「OK」のときの結果とは別に送信される(戻り値は "key=value" のみ)。
-
- //Initial value constructor
- public ToggleItem(string[] items, string key, string[] values, string defValue, int textColor = 0, string changeCallbackMethod = "")
- : base(DialogItemType.Toggle, key)
- {
- this.items = items;
- this.values = values;
- this.defValue = defValue;
- this.textColor = textColor;
- this.changeCallbackMethod = changeCallbackMethod;
- }
-
- //Initial index constructor
- public ToggleItem(string[] items, string key, string[] values, int checkedItem, int textColor = 0, string changeCallbackMethod = "")
- : base(DialogItemType.Toggle, key)
- {
- this.items = items;
- this.values = values;
- this.checkedItem = checkedItem;
- this.textColor = textColor;
- this.changeCallbackMethod = changeCallbackMethod;
- }
-
- //Unity.Color overload
- public ToggleItem(string[] items, string key, string[] values, string defValue, Color textColor, string changeCallbackMethod = "")
- : this(items, key, values, defValue, XColor.ToIntARGB(textColor), changeCallbackMethod) { }
-
- public ToggleItem(string[] items, string key, string[] values, int checkedItem, Color textColor, string changeCallbackMethod = "")
- : this(items, key, values, checkedItem, XColor.ToIntARGB(textColor), changeCallbackMethod) { }
-
- public new ToggleItem Clone()
- {
- ToggleItem obj = (ToggleItem)MemberwiseClone();
- obj.items = (string[])items.Clone();
- obj.values = (string[])values.Clone();
- return obj;
- }
- }
-
-
- //==========================================================
- // For data acquisition (Mainly used for conversion from JSON)
- //·Information that can be acquired varies depending on the provider (storage).
- // In order of Local storage > SD card > Cloud storage becomes more.
- //(*) Since the function is largely limited in cloud storage, it is usually better to download it to local storage and handle it.
- //
- // データ取得用クラス(主にJSONからの変換に使用する)
- //・取得できる情報はプロバイダ(ストレージ)によって違うので注意。
- // ローカルストレージ > SDカード > クラウドストレージ の順に取得できる情報が多くなる。
- //※クラウドストレージでは大幅に機能が制限されるので、通常はローカルストレージにダウンロードして扱う方が良い。
- //==========================================================
-
- //For content status
- //コンテンツ情報用
- [Serializable]
- public class ContentInfo
- {
- public string path = ""; //Absolute file path
- public string name = ""; //file (folder) name
- public string uri = ""; //URI returned by the application //アプリが返す URI
- public string fileUri = ""; //like "content://media/external/file/~" //ローカルストレージが返す URI
- public string mimeType = ""; //e.g. "text/plain"
- public long size; //File size [byte]
-
- public ContentInfo() { }
-
- public ContentInfo(string path, string uri)
- {
- this.path = path;
- this.uri = uri;
- }
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
-
- //(*) Based on ContentInfo
- //For image information (Fields that failed to get are 0 or null / empty)
- //画像情報用(取得に失敗したフィールドは 0 または null、空になる)
- [Serializable]
- public class ImageInfo : ContentInfo
- {
- public int width; //(*) It may be impossible to acquire in cloud storage.
- public int height; //(*) It may be impossible to acquire in cloud storage.
-
- //(*) Note that the following information is not likely to be acquired depending on the application (returned URI) and storage state.
- //※以下の情報はアプリ(返される URI)や保存状態によって、取得できない可能性が高いので注意。
- public int orientation; //Image rotation angle [degrees] (not set = 0) //画像回転角度 [度] (なし = 0)
-
- public ImageInfo() { }
-
- public ImageInfo(string path, int width, int height)
- : this(path, "", width, height) { }
-
- public ImageInfo(string path, string uri, int width, int height) {
- this.path = path;
- this.uri = uri;
- this.width = width;
- this.height = height;
- }
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
- //(*) Based on ContentInfo
- //For video information (Fields that failed to get are 0 or null / empty)
- //動画情報用(取得に失敗したフィールドは 0 または null / 空になる)
- [Serializable]
- public class VideoInfo : ContentInfo
- {
- public int width; //(*) It may be impossible to acquire in cloud storage.
- public int height; //(*) It may be impossible to acquire in cloud storage.
- public long duration; //Video duration [ms] (*) It may be impossible to acquire in cloud storage.
-
- //(*) Note that the following information is not likely to be acquired depending on the application (returned URI) and storage state.
- //※以下の情報はアプリ(返される URI)や保存状態によって、取得できない可能性が高いので注意。
- public bool is360video; //true = 360 degrees video, false = normal video, not set or acquisition failure. //true = 306度動画, false = 通常動画、フラグがセットされてない、または取得失敗
- public string title;
- public string artist;
-
- public VideoInfo() { }
-
- public VideoInfo(string path, int width, int height)
- : this(path, "", width, height) { }
-
- public VideoInfo(string path, string uri, int width, int height) {
- this.path = path;
- this.uri = uri;
- this.width = width;
- this.height = height;
- }
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
- //(*) Based on ContentInfo
- //For audio information (Fields that failed to get are 0 or null / empty)
- //音声情報用(取得に失敗したフィールドは 0 または null / 空になる)
- [Serializable]
- public class AudioInfo : ContentInfo
- {
- public long duration; //Audio duration [ms] (*) It may be impossible to acquire in cloud storage.
-
- //(*) Note that the following information is not likely to be acquired depending on the API (returned URI) and storage state.
- //※以下の情報はアプリ(返される URI)や保存状態によって、取得できない可能性が高いので注意。
- public string title;
- public string artist;
-
- public AudioInfo() { }
-
- public AudioInfo(string path)
- : this(path, "") { }
-
- public AudioInfo(string path, string uri) {
- this.path = path;
- this.uri = uri;
- }
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
-
-
- //For battery status information
- //バッテリーステータス用
- [Serializable]
- public class BatteryInfo
- {
- public string timestamp; //Time when information was obtained. //情報を取得した時刻
- public int level; //The remaining battery capacity. //残量
- public int scale; //Maximum amount of battery. //最大量
- public int percent; //%(level/scale*100)(= UnityEngine.SystemInfo.batteryLevel*100)
- public string status; //Charge state (= UnityEngine.BatteryStatus) //充電状態を表す
- public string health; //Battery condition. //コンディションを表す
- public float temperature; //Battery temperature (℃). //バッテリ温度(℃)
- public float voltage; //The current battery voltage level.(V) //電圧 (V)
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
-
- //For CPU rate status
- //CPU 使用率ステータス用
- //・ratio : (CPU0 + CPU1 +...) = 100% (There is an error after the decimal point) //(小数点以下の誤差あり)
- //・(user + nice + system + idle) = 100% (There is an error after the decimal point) //(小数点以下の誤差あり)
- [Serializable]
- public class CpuRateInfo
- {
- public string name; //"cpu0"~
- public float ratio; //The ratio of each core when the total utilization of all cores is taken as 100%. [%] //全てのコアの使用率の合計を100%としたときの、各コアの比率。[%]
- public float user; //CPU utilization used at the user level (application).[%] //ユーザレベル(アプリケーション)で使用されたCPU使用率。[%]
- public float nice; //Priority (nice value) The CPU usage rate due to execution of the set user process. //優先度(nice値)設定されたユーザプロセス実行によるCPU使用率。[%]
- public float system; //CPU utilization used at the system level (kernel). //システムレベル(カーネル)で使用されたCPU使用率。
- public float idle; //Percentage of CPU not being used. //CPUが使用されていない割合。
-
- public override string ToString()
- {
- return JsonUtility.ToJson(this); //for debug
- }
- }
-
-
- //For Confirm Device Credentials status
- //認証ステータス用
- [Serializable]
- public class CredentialInfo
- {
- public string status; //Result status
- public string sessionID; //Session ID (string)
- }
-
-
-
-
- //==========================================================
- // Contant Values etc.
- // 定数など
-
- ///
- /// Sensor Type constant (* value can not be changed)
- ///・Basically the type of sensor is defined as 'int' type, and the return value is defined as 'float[]'.
- /// If there is a newly added sensor that is not here, it seems that if you add an ID to 'SensorType' you can use it as it is (Except for TriggerEvent type).
- ///·Because plugin loads native calls, it seems better if it can be used to 'Input.acceleration', '.gyro' etc., by Unity built-in.
- ///(Sensor Type)
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///(Sensor Values)
- /// https://developer.android.com/reference/android/hardware/SensorEvent.html#values
- ///(Using Google Play filters to target specific sensor configurations)
- /// https://developer.android.com/guide/topics/sensors/sensors_overview.html#sensors-configs
- ///(Sensors Overview)
- /// https://developer.android.com/guide/topics/sensors/sensors_overview.html
- ///(API Level)
- /// https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels
- ///
- ///
- /// センサー種類定数(※値の変更は不可)
- ///・基本的にセンサーの種類は"int型"で定義されており、戻り値は"float[]"で定義されている。
- /// ここには無い新しく追加されたセンサーがあった場合、"SensorType"にIDを追加すればそのまま利用できる場合がある(TriggerEvent タイプを除く)。
- ///・プラグインではネイティブ呼び出しの負荷がかかるため、Input.acceleration, .gyro 等、Unity で取得できるものは、そちらの方が良いと思われる。
- ///(センサーの種類)
- /// https://developer.android.com/reference/android/hardware/Sensor.html#TYPE_ACCELEROMETER
- ///(センサーの戻り値)
- /// https://developer.android.com/reference/android/hardware/SensorEvent.html#values
- ///(Google Play などには利用できるセンサーでフィルタリングした方が良い)
- /// https://developer.android.com/guide/topics/sensors/sensors_overview.html#sensors-configs
- ///(Sensors Overview)
- /// https://developer.android.com/guide/topics/sensors/sensors_overview.html
- ///(API Level)
- /// https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels
- ///
- [Serializable]
- public enum SensorType
- {
- None = 0, //(dummy, not set)
- Accelerometer = 1, //[m/s^2] (≒ Input.acceleration * -10) //加速度
- MagneticField = 2, //[uT] (= Input.compass.rawVector) //磁気
- Orientation = 3, //[degree] (deprecated in API level 20) //方向 [度] (※API 20 で廃止)
- Gyroscope = 4, //[rad/s] //角速度
- Light = 5, //[lux] //照度
- Pressure = 6, //[hPa] //気圧
- Proximity = 8, //[cm] //近接
- Gravity = 9, //[m/s^2] //重力
- LinearAcceleration = 10, //[m/s^2] (= Accelerometer - Gravity) //線形加速度
- RotationVector = 11, //[vector] (*[0]~[2]:API 9, [3][4]:API 18 or higher) //デバイスの回転ベクトル
- RelativeHumidity = 12, //[%] (*API 20 or higher) //湿度
- AmbientTemperature = 13, //[℃] //気温
- MagneticFieldUncalibrated = 14, //[uT] (*API 18 or higher) //未較正の磁気
- GameRotationVector = 15, //[vector] (*API 18 or higher) //地磁気を使用しない回転ベクトル
- GyroscopeUncalibrated = 16, //[rad/s] (*API 18 or higher) //未較正の角速度
- SignificantMotion = 17, //[1 only] (*API 18 or higher) //動作継続トリガ
- StepDetector = 18, //[1 only] (*API 19 or higher) //歩行トリガ
- StepCounter = 19, //[steps (system boot)] (*API 19 or higher) //歩数 [通算歩数]
- GeomagneticRotationVector = 20, //[vector] (*API 19 or higher) //地磁気の回転ベクトル
- HeartRate = 21, //[bpm](*API 20 or higher. Required permission:'android.permission.BODY_SENSORS') //毎分の心拍数
- Pose6DOF = 28, //[quaternion, translation] (*API 24 or higher) //デバイスポーズ
- StationaryDetect = 29, //[1 only] (*API 24 or higher) //静止検出トリガ
- MotionDetect = 30, //[1 only] (*API 24 or higher) //動作検出トリガ
- HeartBeat = 31, //[confidence=0~1] (*API 24 or higher) //心拍ピーク検出
- LowLatencyOffbodyDetect = 34, //[0 (device is off-body) or 1 (device is on-body)] (*API 26 or higher) //デバイス装着検出
- AccelerometerUncalibrated = 35, //[m/s^2] (*API 26 or higher) //未較正の加速度
- }
-
-
- ///
- /// Sensor detection speed constant (* value can not be changed)
- ///·Normal is recommended, since plug-in loads native calls and return value conversion.
- ///(*) In fact, it is received 'faster' (depending on the type of sensor).
- ///(Sensor Delay)
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///
- ///
- /// センサーの検出速度定数(※値の変更は不可)
- ///・プラグインではネイティブ呼び出し・戻り値の変換の負荷がかかるため、Normal を推奨。
- ///※実際には「より速く」受信される(センサーの種類による)。
- ///(センサー速度)
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#SENSOR_DELAY_FASTEST
- ///
- [Serializable]
- public enum SensorDelay
- {
- Fastest = 0, //0ms [*Not recommended as it will result in high load]
- Game = 1, //20ms (50fps)
- UI = 2, //66.6ms (15fps)
- Normal = 3, //200ms (5fps) [*Recommended]
- }
-
-
- ///
- /// For acquisition sensor value
- ///
- /// センサーの戻り値取得用
- ///
- [Serializable]
- public class SensorInfo
- {
- public int type;
- public float[] values;
- }
-
-
- ///
- /// General constants of sensor values
- ///
- /// センサー値の一般的な定数
- ///
- /// https://developer.android.com/reference/android/hardware/SensorManager.html#GRAVITY_DEATH_STAR_I
- ///
- public class SensorConstant
- {
- public class Light
- {
- // Maximum luminance of sunlight in lux
- public static readonly float SunlightMax = 120000.0f;
- // luminance of sunlight in lux
- public static readonly float Sunlight = 110000.0f;
- // luminance in shade in lux
- public static readonly float Shade = 20000.0f;
- // luminance under an overcast sky in lux
- public static readonly float Overcast = 10000.0f;
- // luminance at sunrise in lux
- public static readonly float Sunrise = 400.0f;
- // luminance under a cloudy sky in lux
- public static readonly float Cloudy = 100.0f;
- // luminance at night with full moon in lux
- public static readonly float Fullmoon = 0.25f;
- // luminance at night with no moon in lux
- public static readonly float NoMoon = 0.001f;
- }
-
- public class Gravity
- {
- // Standard gravity (g) on Earth. This value is equivalent to 1G
- public static readonly float Standard = 9.80665f;
- // Sun's gravity in SI units (m/s^2)
- public static readonly float Sun = 275.0f;
- // Mercury's gravity in SI units (m/s^2)
- public static readonly float Mercury = 3.70f;
- // Venus' gravity in SI units (m/s^2)
- public static readonly float Venus = 8.87f;
- // Earth's gravity in SI units (m/s^2)
- public static readonly float Earth = 9.80665f;
- // The Moon's gravity in SI units (m/s^2)
- public static readonly float Moon = 1.6f;
- // Mars' gravity in SI units (m/s^2)
- public static readonly float Mars = 3.71f;
- // Jupiter's gravity in SI units (m/s^2)
- public static readonly float Jupiter = 23.12f;
- // Saturn's gravity in SI units (m/s^2)
- public static readonly float Saturn = 8.96f;
- // Uranus' gravity in SI units (m/s^2)
- public static readonly float Uranus = 8.69f;
- // Neptune's gravity in SI units (m/s^2)
- public static readonly float Neptune = 11.0f;
- // Pluto's gravity in SI units (m/s^2)
- public static readonly float Pluto = 0.6f;
- // Gravity (estimate) on the first Death Star in Empire units (m/s^2)
- public static readonly float DeathStarInEmpire = 0.000000353036145f;
- // Gravity on the island
- public static readonly float TheIsland = 4.815162342f;
- }
-
- public class MagneticField
- {
- // Maximum magnetic field on Earth's surface
- public static readonly float EarthMax = 60.0f;
- // Minimum magnetic field on Earth's surface
- public static readonly float EarthMin = 30.0f;
- }
-
- public class Pressure
- {
- // Standard atmosphere, or average sea-level pressure in hPa (millibar)
- public static readonly float StandardAtmosphere = 1013.25f;
- }
- }
-
-
-
- ///
- /// For 'action' input support
- ///(*) Actions have a request API Level, and some are available depending on the model of the device, others are not (sometimes it is duplicated).
- ///(*) You can add something that is not here.
- ///(*) Only index 'None' must be [0]. Otherwise, you can change the order.
- ///
- /// アクション文字列の入力支援用
- ///※アクションは要求API Levelがあり、デバイスのモデルによっても利用できるものとそうでないものがある(重複してる場合もある)。
- ///※ここに無いものを追加しても構わない。
- ////※'None' のみインデクスが [0] である必要がある。それ以外は順序を替えても構わない。
- ///
- [Serializable]
- public class ActionString
- {
- public static readonly string None = "(None)"; //default for display
-
- public static readonly string[] ConstantValues =
- {
- None, //dummy, not set. (*Do not change index:[0])
-
- //https://developer.android.com/reference/android/content/Intent.html#ACTION_VIEW
- "android.intent.action.VIEW",
- "android.intent.action.EDIT",
- "android.intent.action.WEB_SEARCH",
- "android.intent.action.SEND",
- "android.intent.action.SENDTO",
- "android.intent.action.CALL_BUTTON",
- "android.intent.action.DIAL",
- "android.intent.action.SET_WALLPAPER",
- "android.intent.action.MANAGE_NETWORK_USAGE",
- "android.intent.action.POWER_USAGE_SUMMARY",
-
- //https://developer.android.com/reference/android/provider/Settings.html#ACTION_ACCESSIBILITY_SETTINGS
- "android.settings.ACCESSIBILITY_SETTINGS",
- "android.settings.ADD_ACCOUNT_SETTINGS",
- "android.settings.AIRPLANE_MODE_SETTINGS",
- "android.settings.APN_SETTINGS",
- "android.settings.APPLICATION_DETAILS_SETTINGS",
- "android.settings.APPLICATION_DEVELOPMENT_SETTINGS",
- "android.settings.APPLICATION_SETTINGS",
- "android.settings.APP_NOTIFICATION_SETTINGS", //API 26
- "android.settings.BATTERY_SAVER_SETTINGS", //API 22
- "android.settings.BLUETOOTH_SETTINGS",
- "android.settings.CAPTIONING_SETTINGS", //API 19
- "android.settings.CAST_SETTINGS", //API 21
- "android.settings.CHANNEL_NOTIFICATION_SETTING",//API 26
- "android.settings.DATA_ROAMING_SETTINGS",
- "android.settings.DATE_SETTINGS",
- "android.settings.DEVICE_INFO_SETTINGS",
- "android.settings.DEVICE_INFO_SETTINGS",
- "android.settings.DREAM_SETTINGS", //API 18
- "android.settings.HARD_KEYBOARD_SETTINGS", //API 24
- "android.settings.HOME_SETTINGS", //API 21
- "android.settings.IGNORE_BACKGROUND_DATA_RESTRICTIONS_SETTINGS",//API 24
- "android.settings.IGNORE_BATTERY_OPTIMIZATION_SETTINGS", //API 23
- "android.settings.INPUT_METHOD_SETTINGS",
- "android.settings.INPUT_METHOD_SUBTYPE_SETTINGS",
- "android.settings.INTERNAL_STORAGE_SETTINGS",
- "android.settings.LOCALE_SETTINGS",
- "android.settings.LOCATION_SOURCE_SETTINGS",
- "android.settings.MANAGE_ALL_APPLICATIONS_SETTINGS",
- "android.settings.MANAGE_APPLICATIONS_SETTINGS",
- "android.settings.MANAGE_DEFAULT_APPS_SETTINGS", //API 24
- "android.settings.action.MANAGE_OVERLAY_PERMISSION",//API 23
- "android.settings.MANAGE_UNKNOWN_APP_SOURCES", //API 26
- "android.settings.action.MANAGE_WRITE_SETTINGS", //API 23
- "android.settings.MEMORY_CARD_SETTINGS",
- "android.settings.NETWORK_OPERATOR_SETTINGS",
- "android.settings.NFCSHARING_SETTINGS",
- "android.settings.NFC_PAYMENT_SETTINGS", //API 19
- "android.settings.NFC_SETTINGS",
- "android.settings.NIGHT_DISPLAY_SETTINGS", //API 26
- "android.settings.ACTION_NOTIFICATION_LISTENER_SETTINGS", //API 22
- "android.settings.NOTIFICATION_POLICY_ACCESS_SETTINGS", //API 23
- "android.settings.ACTION_PRINT_SETTINGS", //API 19
- "android.settings.PRIVACY_SETTINGS",
- "android.settings.QUICK_LAUNCH_SETTINGS",
- "android.search.action.SEARCH_SETTINGS",
- "android.settings.SECURITY_SETTINGS",
- "android.settings.SETTINGS",
- "android.settings.SHOW_REGULATORY_INFO", //API 21
- "android.settings.SOUND_SETTINGS",
- "android.settings.SYNC_SETTINGS",
- "android.settings.USAGE_ACCESS_SETTING", //API 21
- "android.settings.USER_DICTIONARY_SETTINGS",
- "android.settings.VOICE_INPUT_SETTINGS", //API 21
- "android.settings.VPN_SETTINGS", //API 24
- "android.settings.VR_LISTENER_SETTINGS", //API 24
- "android.settings.WEBVIEW_SETTINGS", //API 24
- "android.settings.WIFI_IP_SETTINGS",
- "android.settings.WIFI_SETTINGS",
- "android.settings.WIRELESS_SETTINGS",
- "android.settings.ZEN_MODE_PRIORITY_SETTINGS", //API 26
- };
- }
-
-}
-
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs.meta
deleted file mode 100644
index 12e9f9d5..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPlugin.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 88069ca16bd33704bb282bebf4d98c37
-timeCreated: 1506480918
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs
deleted file mode 100644
index b5800dab..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs
+++ /dev/null
@@ -1,60 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// Release AndroidPlugin on Unity life cycle.
- ///
- public class AndroidPluginRelease : MonoBehaviour
- {
- //Inspector Settings
- public bool releaseOnDisable = false;
- public bool releaseOnDestroy = false;
- public bool releaseOnQuit = true;
-
-
- // Use this for initialization
- private void Start()
- {
-
- }
-
- private void OnDisable()
- {
- if (releaseOnDisable)
- Release();
- }
-
- private void OnDestroy()
- {
- if (releaseOnDestroy)
- Release();
- }
-
- private void OnApplicationQuit()
- {
- if (releaseOnQuit)
- Release();
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Execute AndroidPlugin release
- public void Release()
- {
-#if UNITY_EDITOR
- Debug.Log("AndroidPlugin.Release called");
-#elif UNITY_ANDROID
- AndroidPlugin.Release();
-#endif
- }
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs.meta
deleted file mode 100644
index 8da4a3a3..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/AndroidPluginRelease.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: f3368b5f1f2c4a1409b1f184b5d9e7eb
-timeCreated: 1516182473
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs.meta
deleted file mode 100644
index f5471cee..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 853178eab30d9b54bbb4bcacf1edfe86
-folderAsset: yes
-timeCreated: 1517282567
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs
deleted file mode 100644
index d8fe5b75..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs
+++ /dev/null
@@ -1,217 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Alpha Numeric Text Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class AlphaNumericTextDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- [SerializeField] private string text = "Text"; //Default text
- public int maxLength = 0; //Limit on number of characters (When it is 0 there is no limit).
- public string addCharacters = "_-"; //List characters such as symbols (Not need a delimiter).
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the text (Also local value is always overwritten).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key for text.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text string
- public ResultHandler OnResult;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string TEXT_PREF = "_text";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_text'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + TEXT_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- text = PlayerPrefs.GetString(SaveKey, text);
- }
-
- //Save local values manually.
- public void SavePrefs()
- {
- PlayerPrefs.SetString(SaveKey, text);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //The currently (default) text.
- //・If saveValue is true, it will be automatically saved.
- public string CurrentValue {
- get { return text; }
- set {
- text = string.IsNullOrEmpty(value) ? "" : value;
- if (saveValue)
- SavePrefs();
- }
- }
-
-
- //The value for reset.
- private string initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = text;
- }
-
- //Restore the value of inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- text = initValue;
- DeletePrefs();
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("AlphaNumericTextDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowAlphaNumericTextDialog(
- title,
- message,
- text,
- maxLength,
- addCharacters,
- gameObject.name, "ReceiveResult",
- okButton, cancelButton,
- style);
-#endif
- }
-
- //Set text dynamically and show dialog (current text will be overwritten)
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- public void Show(string text)
- {
- this.text = text;
- Show();
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- if (saveValue)
- {
- text = result;
- SavePrefs();
- }
-
- if (OnResult != null)
- OnResult.Invoke(result);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs.meta
deleted file mode 100644
index a9e5d8d3..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/AlphaNumericTextDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: d322ffc02e6888342ab7a8712f142c9c
-timeCreated: 1516510216
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs
deleted file mode 100644
index 9b31014f..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs
+++ /dev/null
@@ -1,589 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Custom Dialog Controller
- /// http://fantom1x.blog130.fc2.com/blog-entry-290.html
- ///
- /// (Usage)
- ///・When 'Find Items In Child' is on, put Prefab of 'DialogItemDivisor', 'DialogItemText', 'DialogItemSlider', 'DialogItemSwitch', 'DialogItemToggles'
- /// in transform.child (child GameObject on hierarchy) of GameObject to which CustomDialogController is attached.
- ///・When 'Find Items In Child' is off, register Prefab of 'DialogItemXXX'(XXX:widget type) to 'Items' in inspector.
- /// (Notes)
- ///(*) The message character string (message) and the buttons are not displayed when the item does not fit in the dialog (exclusive to the scrolling display).
- /// In that case, you will only be able to display the button if you lose the message (to empty("")): Android dialog specification(?).
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) 'SaveValue' is better not to use it when dynamically changing items (SetItem()). It becomes incompatible with saved value.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- /// (使い方)
- ///・「Find Items In Child」がオンのときは、CustomDialogController がアタッチされてる GameObject の transform.child(ヒエラルキー上での子GameObject)に
- /// 「DialogItemDivisor」「DialogItemText」「DialogItemSlider」「DialogItemSwitch」「DialogItemToggles」のプレファブを置く。
- ///・「Find Items In Child」がオフのときは、インスペクタで「Items」にプレファブ「DialogItemXXX」(XXX:ウィジェット形状)を登録する。
- /// (注意点)
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)。
- /// その場合、メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※動的に items を変更(SetItem())するときは、値の保存(saveValue)は使用しない方が良い(保存された値との整合性が無くなるため)。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class CustomDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = ""; //Dialog message (It should be empty when overflowing)
-
- public bool findItemsInChild = true; //true: Find items in 'transform.GetChild()' / false: Inspector settings
- [SerializeField] private DialogItemParameter[] items; //Use only in the inspector (When internal processing, It is converted to dialogItems and used).
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the 'key=value' pair (Also local value is always overwritten). It is better not to use it when dynamically changing items (It becomes incompatible with saved value).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent> { } //key, value
- public ResultHandler OnResult;
-
- [Serializable] public class ValueChangedHandler : UnityEvent { } //key, value
- public ValueChangedHandler OnValueChanged;
-
- [Serializable] public class CancelHandler : UnityEvent> { } //key, value
- public CancelHandler OnCancel;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string VALUE_PREF = "_values";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_values'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + VALUE_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- Param param = Param.GetPlayerPrefs(SaveKey);
- SetValue(param);
- }
-
- //Save local values manually.
- //・To be saved value is only the 'key & value' pairs (Dictionary ).
- public void SavePrefs()
- {
- XPlayerPrefs.SetDictionary(SaveKey, GetValue()); //compatible 'Param' class
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //Convert the local value to Dictionary
- //・If saveValue is true, it will be automatically saved.
- public Dictionary CurrentValue {
- get { return GetValue(); }
- set {
- SetValue(value);
- if (saveValue)
- SavePrefs();
- }
- }
-
- //Local value (dialogItems) -> Dictionary (compatible 'Param' class)
- private Dictionary GetValue()
- {
- Param param = new Param();
- if (dialogItems != null)
- {
- foreach (var elem in keyToIndex)
- {
- int i = elem.Value;
- string type = dialogItems[i].type;
- if (type == "Switch")
- param[elem.Key] = ((SwitchItem)dialogItems[i]).defChecked.ToString();
- else if (type == "Slider")
- param[elem.Key] = ((SliderItem)dialogItems[i]).value.ToString();
- else if (type == "Toggle")
- param[elem.Key] = ((ToggleItem)dialogItems[i]).defValue;
- else if (type == "Check")
- param[elem.Key] = ((CheckItem)dialogItems[i]).defChecked.ToString();
- }
- }
- return param;
- }
-
- //Dictionary -> Local value (dialogItems) (compatible 'Param' class)
- //・Note: Nonexistent keys and type mismatch are ignored.
- private void SetValue(Dictionary dic)
- {
- if (dic == null || dialogItems == null)
- return;
-
- foreach (var item in dic)
- {
- if (keyToIndex.ContainsKey(item.Key))
- {
- int i = keyToIndex[item.Key];
- try
- {
- string type = dialogItems[i].type;
- if (type == "Switch")
- ((SwitchItem)dialogItems[i]).defChecked = bool.Parse(item.Value);
- else if (type == "Slider")
- ((SliderItem)dialogItems[i]).value = float.Parse(item.Value);
- else if (type == "Toggle")
- ((ToggleItem)dialogItems[i]).defValue = item.Value;
- else if (type == "Check")
- ((CheckItem)dialogItems[i]).defChecked = bool.Parse(item.Value);
- }
- catch (Exception) { }
- }
- }
- }
-
-
- //Set items(dialogItems) dynamically (current items will be overwritten)
- //(*) When changed dynamically, it is inconsistent with the value saved in PlayerPrefs (better to use saveValue is false).
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテム(dialogItems)を設定する(現在のアイテムは上書き)
- //※動的にアイテム変更した場合、保存データ(PlayerPrefs)と互換性が無くなるので注意(saveValue オプションはオフで使う方が良い)。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(DialogItem[] dialogItems)
- {
- if (dialogItems == null)
- return;
-
- this.dialogItems = dialogItems;
-
- keyToIndex.Clear();
- for (int i = 0; i < dialogItems.Length; i++)
- {
- var item = dialogItems[i];
- if (item == null)
- continue;
-
- switch (item.type)
- {
- case "Switch":
- ((SwitchItem)item).changeCallbackMethod = "ReceiveChanged";
- break;
- case "Slider":
- ((SliderItem)item).changeCallbackMethod = "ReceiveChanged";
- break;
- case "Toggle":
- ((ToggleItem)item).changeCallbackMethod = "ReceiveChanged";
- break;
- case "Check":
- ((CheckItem)item).changeCallbackMethod = "ReceiveChanged";
- break;
- default:
- //Divisor, Text
- continue;
- }
-
- if (!string.IsNullOrEmpty(item.key))
- keyToIndex[item.key] = i; //same as MakeKeyToIndexTable()
- }
- }
-
-
- //Convert items -> dialogItems (Local Values)
- private DialogItem[] dialogItems;
-
- //The values for reset.
- private DialogItem[] initValue;
-
- //Inspecter value (DialogItemParameter) -> Local value (DialogItem).
- //(*) When internal processing, it is used dialogItems.
- //・Make 'key -> index' table
- //・Store the values of the inspector (initValue).
- //・Check for key exist.
- private void ConvertToDialogItem()
- {
- if (items == null || items.Length == 0) //from inspector
- return;
-
- dialogItems = new DialogItem[items.Length];
- initValue = new DialogItem[items.Length];
- keyToIndex.Clear();
- int keyCount = 0;
-
- for (int i = 0; i < items.Length; i++)
- {
- var item = items[i];
- if (item == null)
- continue;
-
- switch (item.type)
- {
- case DialogItemType.Divisor:
- dialogItems[i] = new DivisorItem(item.lineHeight, item.lineColor);
- initValue[i] = ((DivisorItem)dialogItems[i]).Clone();
- break;
- case DialogItemType.Text:
- string align = item.align.ToString().ToLower();
- dialogItems[i] = new TextItem(item.Text, item.textColor, item.backgroundColor, align == "none" ? "" : align);
- initValue[i] = ((TextItem)dialogItems[i]).Clone();
- break;
- case DialogItemType.Switch:
- dialogItems[i] = new SwitchItem(item.Text, item.key, item.defaultChecked, item.textColor, "ReceiveChanged");
- initValue[i] = ((SwitchItem)dialogItems[i]).Clone();
- if (!string.IsNullOrEmpty(item.key))
- keyToIndex[item.key] = i;
- keyCount++;
- break;
- case DialogItemType.Slider:
- dialogItems[i] = new SliderItem(item.Text, item.key, item.value, item.minValue, item.maxValue, item.digit, item.textColor, "ReceiveChanged");
- initValue[i] = ((SliderItem)dialogItems[i]).Clone();
- if (!string.IsNullOrEmpty(item.key))
- keyToIndex[item.key] = i;
- keyCount++;
- break;
- case DialogItemType.Toggle:
- dialogItems[i] = new ToggleItem(item.TogglesTexts, item.key, item.TogglesValues, item.toggleItems[item.checkedIndex].value, item.textColor, "ReceiveChanged");
- initValue[i] = ((ToggleItem)dialogItems[i]).Clone();
- if (!string.IsNullOrEmpty(item.key))
- keyToIndex[item.key] = i;
- keyCount++;
- break;
- case DialogItemType.Check:
- dialogItems[i] = new CheckItem(item.Text, item.key, item.defaultChecked, item.textColor, "ReceiveChanged");
- initValue[i] = ((CheckItem)dialogItems[i]).Clone();
- if (!string.IsNullOrEmpty(item.key))
- keyToIndex[item.key] = i;
- keyCount++;
- break;
- }
- }
-#if UNITY_EDITOR
- //Check for errors (Editor only).
- if (keyCount != keyToIndex.Count)
- Debug.LogError("[" + gameObject.name + "] There is empty or duplicate 'Key'.");
-#endif
- }
-
- //Restore the values of the inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- dialogItems = (DialogItem[])initValue.Clone();
-
- for (int i = 0; i < initValue.Length; i++)
- {
- if (initValue[i] == null)
- continue;
-
- string type = initValue[i].type;
- if (type == "Divisor")
- dialogItems[i] = ((DivisorItem)initValue[i]).Clone();
- else if (type == "Text")
- dialogItems[i] = ((TextItem)initValue[i]).Clone();
- else if (type == "Switch")
- dialogItems[i] = ((SwitchItem)initValue[i]).Clone();
- else if (type == "Slider")
- dialogItems[i] = ((SliderItem)initValue[i]).Clone();
- else if (type == "Toggle")
- dialogItems[i] = ((ToggleItem)initValue[i]).Clone();
- else if (type == "Check")
- dialogItems[i] = ((CheckItem)initValue[i]).Clone();
- }
-
- MakeKeyToIndexTable();
- DeletePrefs();
- }
-
-
- //Detects 'DialogItemParameter' from its 'transform.GetChild()' element (not search for grandchildren.).
- private void FindItemsInChild()
- {
- int len = transform.childCount;
- if (len == 0)
- return;
-
- List list = new List(len);
- for (int i = 0; i < len; i++)
- {
- DialogItemParameter dlgParam = transform.GetChild(i).GetComponent();
- if (dlgParam != null)
- list.Add(dlgParam);
- }
-
- if (list.Count > 0)
- items = list.ToArray(); //overwrite inspector value
- }
-
-
- //'key -> index' convert table (Divisor and Text do not have a key)
- private Dictionary keyToIndex = new Dictionary();
-
- //Make 'key -> index' table
- private void MakeKeyToIndexTable()
- {
- keyToIndex.Clear();
- for (int i = 0; i < dialogItems.Length; i++)
- {
- if (dialogItems[i] != null && !string.IsNullOrEmpty(dialogItems[i].key))
- keyToIndex[dialogItems[i].key] = i;
- }
- }
-
-
- //Check empty or duplication from item elements.
- private void CheckForErrors()
- {
- if (dialogItems == null || dialogItems.Length == 0)
- {
- Debug.LogWarning("[" + gameObject.name + "] 'Items' is empty.");
- }
-
- //Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- //Note: Search only within the same type.
- CustomDialogController[] objs = FindObjectsOfType();
- if (objs.Length > 1)
- {
- HashSet set = new HashSet(objs.Select(e => e.gameObject.name).ToArray());
- if (set.Count != objs.Length)
- Debug.LogError("[" + gameObject.name + "] There is duplicate 'gameObject.name'.");
- }
- }
-
- //Apply localization of Items.
- //(*) When dynamically changing Items, it is better not to use it because it is incompatible.
- //※動的にItemsを変更する場合は、互換性がないので使わない方が良い。
- private void ApplyLocalizeItems(SystemLanguage language)
- {
- if (dialogItems == null || dialogItems.Length == 0 || items.Length == 0)
- return;
-
- for (int i = 0; i < items.Length && i < dialogItems.Length; i++)
- {
- var item = items[i];
- if (item == null || dialogItems[i] == null)
- continue;
-
- switch (item.type)
- {
- case DialogItemType.Divisor:
- continue;
- case DialogItemType.Text:
- if (item.localize.localizeResource != null)
- {
- var obj = (TextItem)dialogItems[i];
- obj.text = item.localize.localizeResource.Text(item.localize.textID, language, obj.text);
- if (initValue != null && i < initValue.Length)
- ((TextItem)initValue[i]).text = obj.text;
- }
- break;
- case DialogItemType.Switch:
- if (item.localize.localizeResource != null)
- {
- var obj = (SwitchItem)dialogItems[i];
- obj.text = item.localize.localizeResource.Text(item.localize.textID, language, obj.text);
- if (initValue != null && i < initValue.Length)
- ((SwitchItem)initValue[i]).text = obj.text;
- }
- break;
- case DialogItemType.Slider:
- if (item.localize.localizeResource != null)
- {
- var obj = (SliderItem)dialogItems[i];
- obj.text = item.localize.localizeResource.Text(item.localize.textID, language, obj.text);
- if (initValue != null && i < initValue.Length)
- ((SliderItem)initValue[i]).text = obj.text;
- }
- break;
- case DialogItemType.Toggle:
- if (item.localizeItems.localizeResource != null)
- {
- var obj = (ToggleItem)dialogItems[i];
- var ini = (initValue != null && i < initValue.Length) ? (ToggleItem)initValue[i] : null;
- var itm = (ini != null && ini.items != null) ? ini.items : null;
- if (obj.items != null && item.localizeItems.textID != null)
- {
- int len = Mathf.Min(obj.items.Length, item.localizeItems.textID.Length);
- for (int j = 0; j < len; j++)
- {
- obj.items[j] = item.localizeItems.localizeResource.Text(item.localizeItems.textID[j], language, obj.items[j]);
- if (itm != null && j < itm.Length)
- itm[j] = obj.items[j];
- }
- }
- }
- break;
- case DialogItemType.Check:
- if (item.localize.localizeResource != null)
- {
- var obj = (CheckItem)dialogItems[i];
- obj.text = item.localize.localizeResource.Text(item.localize.textID, language, obj.text);
- if (initValue != null && i < initValue.Length)
- ((CheckItem)initValue[i]).text = obj.text;
- }
- break;
- }
- }
- }
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
- }
-
- //Specify language and apply (update) localized string
- //(*) When dynamically changing Items, it is better not to use it because it is incompatible.
- //※動的にItemsを変更する場合は、互換性がないので使わない方が良い。
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
-
- ApplyLocalizeItems(language);
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- if (findItemsInChild)
- FindItemsInChild();
-
- ConvertToDialogItem();
- ApplyLocalize();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-#if UNITY_EDITOR
- CheckForErrors(); //Check for items(dialogItems) (Editor only).
-#endif
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
- if (dialogItems == null || dialogItems.Length == 0)
- return;
-#if UNITY_EDITOR
- Debug.Log("CustomDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowCustomDialog(
- title,
- message,
- dialogItems,
- gameObject.name, "ReceiveResult", "ReceiveCancel",
- false, //"key=value" format
- okButton, cancelButton,
- style);
-#endif
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- Param param = Param.Parse(result); //Parse: "key1=value1\nkey2=value2" -> same as Dictionary (Param)
- if (param == null)
- return;
-
- if (saveValue)
- {
- SetValue(param);
- Param.SetPlayerPrefs(SaveKey, param);
- PlayerPrefs.Save();
- }
-
- if (OnResult != null)
- OnResult.Invoke(param); //Param and Dictionary are compatible.
- }
-
- //Returns value when slider, switch, toggle changed
- public void ReceiveChanged(string result)
- {
- if (OnValueChanged != null)
- {
- string[] arr = result.Split('=');
- if (arr.Length >= 2)
- OnValueChanged.Invoke(arr[0], arr[1]);
- }
- }
-
- //Returns value when 'Cancel' pressed or closed. (= initial value)
- private void ReceiveCancel(string result)
- {
- if (result != "CANCEL_DIALOG" && result != "CLOSE_DIALOG")
- return;
-
- if (OnCancel != null)
- OnCancel.Invoke(CurrentValue);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs.meta
deleted file mode 100644
index ed687c43..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/CustomDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 1598bed255928a345a2c874db49fc5c2
-timeCreated: 1516768776
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs
deleted file mode 100644
index 18af34d7..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// DatePicker Dialog Controller
- ///・Note: Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- /// (Datetime format)
- /// https://developer.android.com/reference/java/text/SimpleDateFormat.html
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class DatePickerController : MonoBehaviour
- {
- //Inspector Settings
- public string defaultDate = ""; //When it is empty, it is the current time.
- public string resultDateFormat = "yyyy/M/d"; //Java Datetime format.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //date string
- public ResultHandler OnResult;
-
-
- // Use this for initialization
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("DatePickerController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowDatePickerDialog(
- defaultDate,
- resultDateFormat,
- gameObject.name,
- "ReceiveResult",
- style);
-#endif
- }
-
- //Set date string dynamically and show dialog (current date string will be overwritten)
- public void Show(string defaultDate)
- {
- this.defaultDate = defaultDate;
- Show();
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- if (OnResult != null)
- OnResult.Invoke(result);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs.meta
deleted file mode 100644
index 7ce03406..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DatePickerController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: d44dc0de29903ce49b265304620afe17
-timeCreated: 1516263929
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs
deleted file mode 100644
index 113c22fa..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs
+++ /dev/null
@@ -1,111 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// DialogItem setting parameter for inspector (Convert to DialogItem type at runtime and use it)
- ///·Using the 'Text' property, you can get a localized string when 'LocalizeStringResource' is set.
- ///
- /// インスペクタ用の DialogItem パラメタ設定(実行時には DialogItem に変換されて利用される)
- ///・Text プロパティを使用すると、LocalizeStringResource が設定されているとき、ローカライズされた文字列を取得できる。
- ///
- public class DialogItemParameter : MonoBehaviour
- {
- public DialogItemType type = DialogItemType.Divisor;
- public string key = ""; //Key to be associated with return value
-
- //Divisor
- public float lineHeight = 1; //line width (dp)
- public Color lineColor = Color.black; //When clear, it is not specified.
-
- //Text
- [Multiline] public string text = ""; //text string
- public Color textColor = Color.black; //When clear, it is not specified.
- public Color backgroundColor = Color.clear; //When clear, it is not specified.
-
- [Serializable] public enum TextAlign { None, Left, Center, Right }
- public TextAlign align = TextAlign.None; //text alignment ("": not specified, "center", "right", "left")
-
- //Switch
- public bool defaultChecked = false; //on/off
-
- //Slider
- public float value = 100;
- public float minValue = 0;
- public float maxValue = 100;
- public int digit = 0;
-
- //ToggleGroup
- [Serializable]
- public class ToggleItemData
- {
- public string text = "";
- public string value = "";
- }
- public ToggleItemData[] toggleItems;
-
- public int checkedIndex = 0;
-
-
- //Localize
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string textID = "text";
- }
- public LocalizeData localize;
-
-
- [Serializable]
- public class LocalizeItem
- {
- public LocalizeStringResource localizeResource;
- public string[] textID;
- }
- public LocalizeItem localizeItems;
-
-
- //Get localized texts
- public string[] TogglesTexts {
- get {
- //return toggleItems.Select(e => e.text).ToArray();
-
- //overwrite by localized text
- string[] texts = new string[toggleItems.Length];
- for (int i = 0; i < toggleItems.Length; i++)
- {
- if (localizeItems.localizeResource != null && i < localizeItems.textID.Length)
- texts[i] = localizeItems.localizeResource.Text(localizeItems.textID[i], toggleItems[i].text);
- else
- texts[i] = toggleItems[i].text;
- }
- return texts;
- }
- }
- public string[] TogglesValues {
- get { return toggleItems.Select(e => e.value).ToArray(); }
- }
-
- //Get localized text
- public string Text {
- get {
- if (localize.localizeResource != null)
- return localize.localizeResource.Text(localize.textID, text);
- return text;
- }
- }
-
- public string TextByLanguage(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- return localize.localizeResource.Text(localize.textID, language, text);
- return text;
- }
-
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs.meta
deleted file mode 100644
index 6a6a41ba..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/DialogItemParameter.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 36395537bc1d95e448a66651d3ac034c
-timeCreated: 1516771507
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor.meta
deleted file mode 100644
index 52c1f9b7..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: b8919ef84d183da488b1803a8314ac5a
-folderAsset: yes
-timeCreated: 1517282625
-licenseType: Store
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs
deleted file mode 100644
index aa585fb5..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs
+++ /dev/null
@@ -1,141 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(DialogItemParameter))]
- public class DialogItemParameterEditor : Editor
- {
- SerializedProperty type;
- GUIContent typeLabel = new GUIContent("Item Type");
- SerializedProperty lineHeight;
- GUIContent lineHeightLabel = new GUIContent("Line Height");
- SerializedProperty lineColor;
- GUIContent lineColorLabel = new GUIContent("Line Color");
- SerializedProperty text;
- GUIContent textLabel = new GUIContent("Text");
- SerializedProperty textColor;
- GUIContent textColorLabel = new GUIContent("Text Color");
- SerializedProperty backgroundColor;
- GUIContent backgroundColorLabel = new GUIContent("Background Color");
- SerializedProperty align;
- GUIContent alignLabel = new GUIContent("Align");
- SerializedProperty key;
- GUIContent keyLabel = new GUIContent("Key");
- SerializedProperty defaultChecked;
- GUIContent defaultCheckedLabel = new GUIContent("isOn");
- SerializedProperty value;
- GUIContent valueLabel = new GUIContent("Value");
- SerializedProperty minValue;
- GUIContent minValueLabel = new GUIContent("Min Value");
- SerializedProperty maxValue;
- GUIContent maxValueLabel = new GUIContent("Max Value");
- SerializedProperty digit;
- GUIContent digitLabel = new GUIContent("Digit");
- SerializedProperty toggleItems;
- GUIContent toggleItemsLabel = new GUIContent("Toggle Items");
- SerializedProperty checkedIndex;
- GUIContent checkedIndexLabel = new GUIContent("Selected Index");
-
- SerializedProperty localize;
- SerializedProperty localizeItems;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- private void OnEnable()
- {
- type = serializedObject.FindProperty("type");
- lineHeight = serializedObject.FindProperty("lineHeight");
- lineColor = serializedObject.FindProperty("lineColor");
- text = serializedObject.FindProperty("text");
- textColor = serializedObject.FindProperty("textColor");
- backgroundColor = serializedObject.FindProperty("backgroundColor");
- align = serializedObject.FindProperty("align");
- key = serializedObject.FindProperty("key");
- defaultChecked = serializedObject.FindProperty("defaultChecked");
- value = serializedObject.FindProperty("value");
- minValue = serializedObject.FindProperty("minValue");
- maxValue = serializedObject.FindProperty("maxValue");
- digit = serializedObject.FindProperty("digit");
- toggleItems = serializedObject.FindProperty("toggleItems");
- checkedIndex = serializedObject.FindProperty("checkedIndex");
-
- localize = serializedObject.FindProperty("localize");
- localizeItems = serializedObject.FindProperty("localizeItems");
- }
-
- public override void OnInspectorGUI()
- {
- var obj = target as DialogItemParameter;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target), typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
- EditorGUILayout.PropertyField(type, typeLabel, true);
-
- switch (obj.type)
- {
- case DialogItemType.Divisor:
- EditorGUILayout.PropertyField(lineHeight, lineHeightLabel, true);
- EditorGUILayout.PropertyField(lineColor, lineColorLabel, true);
- break;
-
- case DialogItemType.Text:
- EditorGUILayout.PropertyField(text, textLabel, true);
- EditorGUILayout.PropertyField(textColor, textColorLabel, true);
- EditorGUILayout.PropertyField(backgroundColor, backgroundColorLabel, true);
- EditorGUILayout.PropertyField(align, alignLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
- break;
-
- case DialogItemType.Switch:
- EditorGUILayout.PropertyField(key, keyLabel, true);
- EditorGUILayout.PropertyField(text, textLabel, true);
- EditorGUILayout.PropertyField(defaultChecked, defaultCheckedLabel, true);
- EditorGUILayout.PropertyField(textColor, textColorLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
- break;
-
- case DialogItemType.Check:
- EditorGUILayout.PropertyField(key, keyLabel, true);
- EditorGUILayout.PropertyField(text, textLabel, true);
- EditorGUILayout.PropertyField(defaultChecked, defaultCheckedLabel, true);
- EditorGUILayout.PropertyField(textColor, textColorLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
- break;
-
- case DialogItemType.Slider:
- EditorGUILayout.PropertyField(key, keyLabel, true);
- EditorGUILayout.PropertyField(text, textLabel, true);
-
- EditorGUILayout.PropertyField(value, valueLabel, true);
- EditorGUILayout.PropertyField(minValue, minValueLabel, true);
- EditorGUILayout.PropertyField(maxValue, maxValueLabel, true);
- EditorGUILayout.PropertyField(digit, digitLabel, true);
- EditorGUILayout.PropertyField(textColor, textColorLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
- break;
-
- case DialogItemType.Toggle:
- EditorGUILayout.PropertyField(key, keyLabel, true);
- EditorGUILayout.PropertyField(toggleItems, toggleItemsLabel, true);
- EditorGUILayout.PropertyField(checkedIndex, checkedIndexLabel, true);
- EditorGUILayout.PropertyField(textColor, textColorLabel, true);
-
- EditorGUILayout.PropertyField(localizeItems, localizeLabel, true);
- break;
- }
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs.meta
deleted file mode 100644
index 74302d9b..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/DialogItemParameterEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 9b2689be03af85347b650746b302032b
-timeCreated: 1516771675
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs
deleted file mode 100644
index 8f773005..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs
+++ /dev/null
@@ -1,98 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(MultiChoiceDialogController))]
- public class MultiChoiceDialogControllerEditor : Editor
- {
- SerializedProperty title;
- GUIContent titleLabel = new GUIContent("Title");
- SerializedProperty items;
- GUIContent itemsLabel = new GUIContent("Items");
- SerializedProperty resultType;
- GUIContent resultTypeLabel = new GUIContent("Result Type");
- SerializedProperty okButton;
- GUIContent okButtonLabel = new GUIContent("Ok Button");
- SerializedProperty cancelButton;
- GUIContent cancelButtonLabel = new GUIContent("Cancel Button");
- SerializedProperty style;
- GUIContent styleLabel = new GUIContent("Style");
- SerializedProperty saveValue;
- GUIContent saveValueLabel = new GUIContent("Save Value");
- SerializedProperty saveKey;
- GUIContent saveKeyLabel = new GUIContent("Save Key");
- SerializedProperty localize;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- SerializedProperty OnResult;
- SerializedProperty OnResultIndex;
- SerializedProperty OnValueChanged;
- SerializedProperty OnValueIndexChanged;
- SerializedProperty OnCancel;
- SerializedProperty OnCancelIndex;
-
- private void OnEnable()
- {
- title = serializedObject.FindProperty("title");
- items = serializedObject.FindProperty("items");
- resultType = serializedObject.FindProperty("resultType");
- okButton = serializedObject.FindProperty("okButton");
- cancelButton = serializedObject.FindProperty("cancelButton");
- style = serializedObject.FindProperty("style");
- saveValue = serializedObject.FindProperty("saveValue");
- saveKey = serializedObject.FindProperty("saveKey");
- localize = serializedObject.FindProperty("localize");
- OnResult = serializedObject.FindProperty("OnResult");
- OnResultIndex = serializedObject.FindProperty("OnResultIndex");
- OnValueChanged = serializedObject.FindProperty("OnValueChanged");
- OnValueIndexChanged = serializedObject.FindProperty("OnValueIndexChanged");
- OnCancel = serializedObject.FindProperty("OnCancel");
- OnCancelIndex = serializedObject.FindProperty("OnCancelIndex");
- }
-
- public override void OnInspectorGUI()
- {
- var obj = target as MultiChoiceDialogController;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target) , typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
- EditorGUILayout.PropertyField(title, titleLabel, true);
- EditorGUILayout.PropertyField(items, itemsLabel, true);
- EditorGUILayout.PropertyField(resultType, resultTypeLabel, true);
-
- EditorGUILayout.PropertyField(okButton, okButtonLabel, true);
- EditorGUILayout.PropertyField(cancelButton, cancelButtonLabel, true);
- EditorGUILayout.PropertyField(style, styleLabel, true);
-
- EditorGUILayout.PropertyField(saveValue, saveValueLabel, true);
- EditorGUILayout.PropertyField(saveKey, saveKeyLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
-
- switch (obj.resultType)
- {
- case MultiChoiceDialogController.ResultType.Index:
- EditorGUILayout.PropertyField(OnResultIndex, true);
- EditorGUILayout.PropertyField(OnValueIndexChanged, true);
- EditorGUILayout.PropertyField(OnCancelIndex, true);
- break;
- case MultiChoiceDialogController.ResultType.Value:
- case MultiChoiceDialogController.ResultType.Text:
- EditorGUILayout.PropertyField(OnResult, true);
- EditorGUILayout.PropertyField(OnValueChanged, true);
- EditorGUILayout.PropertyField(OnCancel, true);
- break;
- }
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs.meta
deleted file mode 100644
index 31cda459..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/MultiChoiceDialogControllerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: b5e5bcf8c36d7a448aef42b42dea8dcb
-timeCreated: 1516613630
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs
deleted file mode 100644
index dd5f5800..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs
+++ /dev/null
@@ -1,120 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(NumericTextDialogController))]
- public class NumericTextDialogControllerEditor : Editor
- {
- SerializedProperty title;
- GUIContent titleLabel = new GUIContent("Title");
- SerializedProperty message;
- GUIContent messageLabel = new GUIContent("Message");
- SerializedProperty defaultValue;
- GUIContent defaultValueLabel = new GUIContent("Default Value");
- SerializedProperty maxLength;
- GUIContent maxLengthLabel = new GUIContent("Max Length");
- SerializedProperty enableDecimal;
- GUIContent enableDecimalLabel = new GUIContent("Enable Decimal");
- SerializedProperty enableSign;
- GUIContent enableSignLabel = new GUIContent("Enable Sign");
- SerializedProperty resultType;
- GUIContent resultTypeLabel = new GUIContent("Result Type");
- SerializedProperty okButton;
- GUIContent okButtonLabel = new GUIContent("Ok Button");
- SerializedProperty cancelButton;
- GUIContent cancelButtonLabel = new GUIContent("Cancel Button");
- SerializedProperty style;
- GUIContent styleLabel = new GUIContent("Style");
- SerializedProperty saveValue;
- GUIContent saveValueLabel = new GUIContent("Save Value");
- SerializedProperty saveKey;
- GUIContent saveKeyLabel = new GUIContent("Save Key");
- SerializedProperty localize;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- SerializedProperty OnResult;
- SerializedProperty OnResultText;
-
- private void OnEnable()
- {
- title = serializedObject.FindProperty("title");
- message = serializedObject.FindProperty("message");
- defaultValue = serializedObject.FindProperty("defaultValue");
- maxLength = serializedObject.FindProperty("maxLength");
- enableDecimal = serializedObject.FindProperty("enableDecimal");
- enableSign = serializedObject.FindProperty("enableSign");
- resultType = serializedObject.FindProperty("resultType");
- okButton = serializedObject.FindProperty("okButton");
- cancelButton = serializedObject.FindProperty("cancelButton");
- style = serializedObject.FindProperty("style");
- saveValue = serializedObject.FindProperty("saveValue");
- saveKey = serializedObject.FindProperty("saveKey");
- localize = serializedObject.FindProperty("localize");
- OnResult = serializedObject.FindProperty("OnResult");
- OnResultText = serializedObject.FindProperty("OnResultText");
- }
-
- public override void OnInspectorGUI()
- {
- var obj = target as NumericTextDialogController;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target) , typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
- //obj.title = EditorGUILayout.TextField("Title", obj.title);
- EditorGUILayout.PropertyField(title, titleLabel, true);
-
- //obj.message = EditorGUILayout.TextField("Message", obj.message);
- EditorGUILayout.PropertyField(message, messageLabel, true);
-
- EditorGUILayout.PropertyField(defaultValue, defaultValueLabel, true);
-
- //obj.maxLength = EditorGUILayout.IntField("Max Length", obj.maxLength);
- EditorGUILayout.PropertyField(maxLength, maxLengthLabel, true);
-
- //obj.enableDecimal = EditorGUILayout.Toggle("Enable Decimal", obj.enableDecimal);
- EditorGUILayout.PropertyField(enableDecimal, enableDecimalLabel, true);
-
- //obj.enableSign = EditorGUILayout.Toggle("Enable Sign", obj.enableSign);
- EditorGUILayout.PropertyField(enableSign, enableSignLabel, true);
-
- //obj.resultType = (NumericTextDialogController.ResultType)EditorGUILayout.EnumPopup("Result Type", obj.resultType);
- EditorGUILayout.PropertyField(resultType, resultTypeLabel, true);
-
- //obj.okButton = EditorGUILayout.TextField("Ok Button", obj.okButton);
- EditorGUILayout.PropertyField(okButton, okButtonLabel, true);
-
- //obj.cancelButton = EditorGUILayout.TextField("Cancel Button", obj.cancelButton);
- EditorGUILayout.PropertyField(cancelButton, cancelButtonLabel, true);
-
- //obj.style = EditorGUILayout.TextField("Style", obj.style);
- EditorGUILayout.PropertyField(style, styleLabel, true);
-
- //obj.saveValue = EditorGUILayout.Toggle("Save Value", obj.saveValue);
- EditorGUILayout.PropertyField(saveValue, saveValueLabel, true);
-
- EditorGUILayout.PropertyField(saveKey, saveKeyLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
-
- switch (obj.resultType)
- {
- case NumericTextDialogController.ResultType.Value:
- EditorGUILayout.PropertyField(OnResult, true);
- break;
- case NumericTextDialogController.ResultType.Text:
- EditorGUILayout.PropertyField(OnResultText, true);
- break;
- }
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs.meta
deleted file mode 100644
index 928310c1..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/NumericTextDialogControllerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 9d4a46561aeecc14aba32d13eb8d22dc
-timeCreated: 1517460447
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs
deleted file mode 100644
index d41ef5e4..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs
+++ /dev/null
@@ -1,74 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(SelectDialogController))]
- public class SelectDialogControllerEditor : Editor
- {
- SerializedProperty title;
- GUIContent titleLabel = new GUIContent("Title");
- SerializedProperty items;
- GUIContent itemsLabel = new GUIContent("Items");
- SerializedProperty resultType;
- GUIContent resultTypeLabel = new GUIContent("Result Type");
- SerializedProperty style;
- GUIContent styleLabel = new GUIContent("Style");
- SerializedProperty localize;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- SerializedProperty OnResult;
- SerializedProperty OnResultIndex;
-
- private void OnEnable()
- {
- title = serializedObject.FindProperty("title");
- items = serializedObject.FindProperty("items");
- resultType = serializedObject.FindProperty("resultType");
- style = serializedObject.FindProperty("style");
- localize = serializedObject.FindProperty("localize");
- OnResult = serializedObject.FindProperty("OnResult");
- OnResultIndex = serializedObject.FindProperty("OnResultIndex");
- }
-
- public override void OnInspectorGUI()
- {
- var obj = target as SelectDialogController;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target) , typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
- //obj.title = EditorGUILayout.TextField("Title", obj.title);
- EditorGUILayout.PropertyField(title, titleLabel, true);
-
- EditorGUILayout.PropertyField(items, itemsLabel, true);
-
- //obj.resultType = (SelectDialogController.ResultType)EditorGUILayout.EnumPopup("Result Type", obj.resultType);
- EditorGUILayout.PropertyField(resultType, resultTypeLabel, true);
-
- //obj.style = EditorGUILayout.TextField("Style", obj.style);
- EditorGUILayout.PropertyField(style, styleLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
-
- switch (obj.resultType)
- {
- case SelectDialogController.ResultType.Index:
- EditorGUILayout.PropertyField(OnResultIndex, true);
- break;
- case SelectDialogController.ResultType.Value:
- case SelectDialogController.ResultType.Text:
- EditorGUILayout.PropertyField(OnResult, true);
- break;
- }
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs.meta
deleted file mode 100644
index f8603aa6..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SelectDialogControllerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 9743b3a9cf21c194a86361a058ede400
-timeCreated: 1516598816
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs
deleted file mode 100644
index 409332a7..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs
+++ /dev/null
@@ -1,103 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(SingleChoiceDialogController))]
- public class SingleChoiceDialogControllerEditor : Editor
- {
- SerializedProperty title;
- GUIContent titleLabel = new GUIContent("Title");
- SerializedProperty items;
- GUIContent itemsLabel = new GUIContent("Items");
- SerializedProperty selectedIndex;
- GUIContent selectedIndexLabel = new GUIContent("Selected Index");
- SerializedProperty resultType;
- GUIContent resultTypeLabel = new GUIContent("Result Type");
- SerializedProperty okButton;
- GUIContent okButtonLabel = new GUIContent("Ok Button");
- SerializedProperty cancelButton;
- GUIContent cancelButtonLabel = new GUIContent("Cancel Button");
- SerializedProperty style;
- GUIContent styleLabel = new GUIContent("Style");
- SerializedProperty saveValue;
- GUIContent saveValueLabel = new GUIContent("Save Value");
- SerializedProperty saveKey;
- GUIContent saveKeyLabel = new GUIContent("Save Key");
- SerializedProperty localize;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- SerializedProperty OnResult;
- SerializedProperty OnResultIndex;
- SerializedProperty OnValueChanged;
- SerializedProperty OnValueIndexChanged;
- SerializedProperty OnCancel;
- SerializedProperty OnCancelIndex;
-
- private void OnEnable()
- {
- title = serializedObject.FindProperty("title");
- items = serializedObject.FindProperty("items");
- selectedIndex = serializedObject.FindProperty("selectedIndex");
- resultType = serializedObject.FindProperty("resultType");
- okButton = serializedObject.FindProperty("okButton");
- cancelButton = serializedObject.FindProperty("cancelButton");
- style = serializedObject.FindProperty("style");
- saveValue = serializedObject.FindProperty("saveValue");
- saveKey = serializedObject.FindProperty("saveKey");
- localize = serializedObject.FindProperty("localize");
- OnResult = serializedObject.FindProperty("OnResult");
- OnResultIndex = serializedObject.FindProperty("OnResultIndex");
- OnValueChanged = serializedObject.FindProperty("OnValueChanged");
- OnValueIndexChanged = serializedObject.FindProperty("OnValueIndexChanged");
- OnCancel = serializedObject.FindProperty("OnCancel");
- OnCancelIndex = serializedObject.FindProperty("OnCancelIndex");
- }
-
- public override void OnInspectorGUI()
- {
- var obj = target as SingleChoiceDialogController;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target) , typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
- EditorGUILayout.PropertyField(title, titleLabel, true);
-
- EditorGUILayout.PropertyField(items, itemsLabel, true);
- EditorGUILayout.PropertyField(selectedIndex, selectedIndexLabel, true);
- EditorGUILayout.PropertyField(resultType, resultTypeLabel, true);
-
- EditorGUILayout.PropertyField(okButton, okButtonLabel, true);
- EditorGUILayout.PropertyField(cancelButton, cancelButtonLabel, true);
- EditorGUILayout.PropertyField(style, styleLabel, true);
-
- EditorGUILayout.PropertyField(saveValue, saveValueLabel, true);
- EditorGUILayout.PropertyField(saveKey, saveKeyLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
-
- switch (obj.resultType)
- {
- case SingleChoiceDialogController.ResultType.Index:
- EditorGUILayout.PropertyField(OnResultIndex, true);
- EditorGUILayout.PropertyField(OnValueIndexChanged, true);
- EditorGUILayout.PropertyField(OnCancelIndex, true);
- break;
- case SingleChoiceDialogController.ResultType.Value:
- case SingleChoiceDialogController.ResultType.Text:
- EditorGUILayout.PropertyField(OnResult, true);
- EditorGUILayout.PropertyField(OnValueChanged, true);
- EditorGUILayout.PropertyField(OnCancel, true);
- break;
- }
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs.meta
deleted file mode 100644
index 75d074e5..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SingleChoiceDialogControllerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 825162309acd207409f01950167517da
-timeCreated: 1516606016
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs
deleted file mode 100644
index 694a9576..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs
+++ /dev/null
@@ -1,74 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEditor;
-
-namespace FantomLib
-{
- [CustomEditor(typeof(SpeechRecognizerDialogController))]
- public class SpeechRecognizerDialogControllerEditor : Editor
- {
- SerializedProperty locale;
- GUIContent localeLabel = new GUIContent("Locale");
- SerializedProperty message;
- GUIContent messageLabel = new GUIContent("Message");
- SerializedProperty saveSetting;
- GUIContent saveSettingLabel = new GUIContent("Save Setting");
- SerializedProperty saveKey;
- GUIContent saveKeyLabel = new GUIContent("Save Key");
- SerializedProperty localize;
- GUIContent localizeLabel = new GUIContent("Localize");
-
- SerializedProperty OnResult;
- SerializedProperty OnError;
-
- private void OnEnable()
- {
- locale = serializedObject.FindProperty("locale");
- message = serializedObject.FindProperty("message");
- saveSetting = serializedObject.FindProperty("saveSetting");
- saveKey = serializedObject.FindProperty("saveKey");
- localize = serializedObject.FindProperty("localize");
- OnResult = serializedObject.FindProperty("OnResult");
- OnError = serializedObject.FindProperty("OnError");
- }
-
- int localeIndex = 0;
-
- public override void OnInspectorGUI()
- {
- //var obj = target as SpeechRecognizerDialogController;
- serializedObject.Update();
-
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target) , typeof(MonoScript), false);
- EditorGUI.EndDisabledGroup();
-
-
- //'Locale' input support
- EditorGUI.BeginChangeCheck();
- localeIndex = EditorGUILayout.Popup("(Locale Input Support)", localeIndex, AndroidLocale.ConstantValues);
- if (EditorGUI.EndChangeCheck())
- {
- if (0 < localeIndex && localeIndex < AndroidLocale.ConstantValues.Length)
- locale.stringValue = AndroidLocale.ConstantValues[localeIndex];
- }
- EditorGUILayout.PropertyField(locale, localeLabel, true);
-
- EditorGUILayout.PropertyField(message, messageLabel, true);
-
- EditorGUILayout.PropertyField(saveSetting, saveSettingLabel, true);
- EditorGUILayout.PropertyField(saveKey, saveKeyLabel, true);
-
- EditorGUILayout.PropertyField(localize, localizeLabel, true);
-
- EditorGUILayout.PropertyField(OnResult, true);
- EditorGUILayout.PropertyField(OnError, true);
-
-
- serializedObject.ApplyModifiedProperties();
- EditorUtility.SetDirty(target);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs.meta
deleted file mode 100644
index 8d9dcc0d..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/Editor/SpeechRecognizerDialogControllerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 7d6b78228ec234e49a02affb98ada5da
-timeCreated: 1524912545
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs
deleted file mode 100644
index 568b9b12..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs
+++ /dev/null
@@ -1,541 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Multi Choice Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) 'SaveValue' is better not to use it when dynamically changing items (SetItem(), Show(strnig[])). It becomes incompatible with saved value.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※動的に items を変更(SetItem(), Show(strnig[]))するときは、値の保存(saveValue)は使用しない方が良い(保存された値との整合性が無くなるため)。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class MultiChoiceDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
-
- [Serializable]
- public class Item
- {
- public string text = ""; //Text for each item
- public string value = ""; //Value for each item
- public bool isOn = false; //Selected item
-
- public Item() { }
- public Item(string text, string value, bool isOn = false)
- {
- this.text = text;
- this.value = value;
- this.isOn = isOn;
- }
-
- public Item Clone()
- {
- return (Item)MemberwiseClone();
- }
- }
- [SerializeField] private Item[] items; //Choices
-
- //Callback value type
- [Serializable] public enum ResultType { Index, Text, Value }
- public ResultType resultType = ResultType.Value;
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the seleted index (Also local value is always overwritten). It is better not to use it when dynamically changing items (It becomes incompatible with saved value).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
-
- [Serializable]
- public class LocalizeItem
- {
- public LocalizeStringResource localizeResource;
- public string[] textID;
- }
- public LocalizeItem items;
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //texts or values
- public ResultHandler OnResult;
-
- [Serializable] public class ResultIndexHandler : UnityEvent { } //indexes
- public ResultIndexHandler OnResultIndex;
-
- [Serializable] public class ValueChangedHandler : UnityEvent { } //texts or values
- public ValueChangedHandler OnValueChanged;
-
- [Serializable] public class ValueIndexChangedHandler : UnityEvent { } //indexes
- public ValueIndexChangedHandler OnValueIndexChanged;
-
- [Serializable] public class CancelHandler : UnityEvent { } //texts or values
- public CancelHandler OnCancel;
-
- [Serializable] public class CancelIndexHandler : UnityEvent { } //indexes
- public CancelIndexHandler OnCancelIndex;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string SELECTED_PREF = "_selected"; //For selected state array
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_selected'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + SELECTED_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- bool[] selected = XPlayerPrefs.GetArray(SaveKey, IsOn);
- SetOn(selected);
- }
-
- //Save local values manually.
- //・To be saved value is only the 'isOn' state array.
- public void SavePrefs()
- {
- XPlayerPrefs.SetArray(SaveKey, IsOn); //bool[]
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //Convert the local selected state (Item.isOn) to an array.
- //・If saveValue is true, it will be automatically saved.
- public bool[] CurrentValue {
- get { return IsOn; }
- set {
- SetOn(value);
- if (saveValue)
- SavePrefs();
- }
- }
-
- //Propeties
- public string[] Texts {
- get { return items.Select(e => e.text).ToArray(); }
- }
-
- public string[] Values {
- get { return items.Select(e => e.value).ToArray(); }
- }
-
- public bool[] IsOn {
- get { return items.Select(e => e.isOn).ToArray(); }
- }
-
- //Create arrays to be arguments of dialogs at once.
- private void GetItemArrays(out string[] texts, out string[] values, out bool[] checkedItems)
- {
- texts = new string[items.Length];
- values = new string[items.Length];
- checkedItems = new bool[items.Length];
- for (int i = 0; i < items.Length; i++)
- {
- texts[i] = items[i].text;
- values[i] = items[i].value;
- checkedItems[i] = items[i].isOn;
- }
- }
-
- //Set to local values by selected array
- //・It is substituted in order from the top (Those less than the length are ignored).
- private void SetOn(params bool[] selected)
- {
- if (selected == null)
- return;
-
- int len = Mathf.Min(selected.Length, items.Length);
- for (int i = 0; i < len; i++)
- items[i].isOn = selected[i];
- }
-
- //Set to local values by selected index array (callback value directly).
- //・Turn on elements specified by index and turn off others.
- private void SetOn(params int[] indexes)
- {
- if (indexes == null)
- indexes = new int[0]; //Length=0 -> all false
-
- HashSet set = new HashSet(indexes);
- for (int i = 0; i < items.Length; i++)
- items[i].isOn = set.Contains(i);
- }
-
-
- //Set items dynamically (current items will be overwritten)
- //(*) When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- //(*) When the resultType is 'Value', the value becomes the index of string type.
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //※動的にアイテム変更した場合、保存データ(PlayerPrefs)と互換性が無くなるので注意(saveValue オプションはオフで使う方が良い)。
- //※「resultType」が「Value」の場合、値は文字列型のインデクスになる。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(string[] texts, bool isOn)
- {
- if (texts == null)
- return;
-
- items = new Item[texts.Length];
- for (int i = 0; i < texts.Length; i++)
- items[i] = new Item(texts[i], i.ToString(), isOn); //value is empty -> index (string type)
- }
-
- //・overload (for callback on inspecter)
- //・All values are off.
- public void SetItem(string[] texts)
- {
- SetItem(texts, false); //all off
- }
-
- //Set items dynamically (current items will be overwritten)
- //(*) When changed dynamically, it is inconsistent with the value saved in PlayerPrefs.
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //※動的にアイテム変更した場合、保存データ(PlayerPrefs)と互換性が無くなるので注意(saveValue オプションはオフで使う方が良い)。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(Item[] items)
- {
- if (items == null)
- return;
-
- this.items = items;
- }
-
-
- //The values for reset.
- private Item[] initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = (Item[])items.Clone();
- for (int i = 0; i < items.Length; i++)
- initValue[i] = items[i].Clone();
- }
-
- //Restore the values of the inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- items = (Item[])initValue.Clone();
- for (int i = 0; i < initValue.Length; i++)
- items[i] = initValue[i].Clone();
-
- DeletePrefs();
- }
-
-
- //Check empty or duplication from item elements.
- private void CheckForErrors()
- {
- if (items.Length == 0)
- {
- Debug.LogWarning("[" + gameObject.name + "] 'Items' is empty.");
- }
- else
- {
- if (resultType == ResultType.Value)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.value))
- set.Add(item.value);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Value'.");
- }
- else if (resultType == ResultType.Text)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.text))
- set.Add(item.text);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Text'.");
- }
- }
-
- //Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- //Note: Search only within the same type.
- MultiChoiceDialogController[] objs = FindObjectsOfType();
- if (objs.Length > 1)
- {
- HashSet set = new HashSet(objs.Select(e => e.gameObject.name).ToArray());
- if (set.Count != objs.Length)
- Debug.LogError("[" + gameObject.name + "] There is duplicate 'gameObject.name'.");
- }
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
- //Specify language and apply (update) localized string
- //(*) When dynamically changing Items, it is better not to use it because it is incompatible.
- //※動的にItemsを変更する場合は、互換性がないので使わない方が良い。
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], language, items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-#if UNITY_EDITOR
- CheckForErrors(); //Check for items (Editor only).
-#endif
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("MultiChoiceDialogController.Show called");
-#elif UNITY_ANDROID
- string[] texts; string[] values; bool[] checkedItems;
- GetItemArrays(out texts, out values, out checkedItems);
-
- AndroidPlugin.ShowMultiChoiceDialog(
- title,
- texts,
- checkedItems,
- gameObject.name, "ReceiveResult", "ReceiveChanged", "ReceiveCancel",
- true, //For internal processing, only uses Index type.
- okButton, cancelButton,
- style);
-#endif
- }
-
- //Set items dynamically and show dialog (current items will be overwritten).
- //Note: When the resultType is 'Value', the value becomes the index of string type.
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- //Note: Empty and duplication are not checked.
- public void Show(string[] texts)
- {
- SetItem(texts, false); //all off
- Show();
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- int[] indexes;
- if (!string.IsNullOrEmpty(result))
- {
- try {
- indexes = result.Split('\n').Select(e => int.Parse(e)).ToArray(); //For internal processing, only uses Index type.
- }
- catch (Exception) {
- return;
- }
- }
- else
- indexes = new int[0]; //Necessary for SetOn() -> all off
-
- if (saveValue)
- {
- SetOn(indexes);
- SavePrefs();
- }
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnResultIndex != null)
- OnResultIndex.Invoke(indexes);
- break;
- case ResultType.Text:
- if (OnResult != null)
- OnResult.Invoke(indexes.Select(i => items[i].text).ToArray());
- break;
- case ResultType.Value:
- if (OnResult != null)
- OnResult.Invoke(indexes.Select(i => items[i].value).ToArray());
- break;
- }
- }
-
- //Returns value when choice.
- public void ReceiveChanged(string result)
- {
- int[] indexes;
- if (!string.IsNullOrEmpty(result))
- {
- try {
- indexes = result.Split('\n').Select(e => int.Parse(e)).ToArray(); //For internal processing, only uses Index type.
- }
- catch (Exception) {
- return;
- }
- }
- else
- indexes = new int[0]; //Necessary for all empty
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnValueIndexChanged != null)
- OnValueIndexChanged.Invoke(indexes);
- break;
- case ResultType.Text:
- if (OnValueChanged != null)
- OnValueChanged.Invoke(indexes.Select(i => items[i].text).ToArray());
- break;
- case ResultType.Value:
- if (OnValueChanged != null)
- OnValueChanged.Invoke(indexes.Select(i => items[i].value).ToArray());
- break;
- }
- }
-
- //Returns value when 'Cancel' pressed or closed. (= initial value)
- private void ReceiveCancel(string result)
- {
- if (result != "CANCEL_DIALOG" && result != "CLOSE_DIALOG")
- return;
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnCancelIndex != null)
- {
- List list = new List();
- for (int i = 0; i < items.Length; i++)
- if (items[i].isOn)
- list.Add(i);
- OnCancelIndex.Invoke(list.ToArray());
- }
- break;
- case ResultType.Text:
- if (OnCancel != null)
- {
- List list = new List();
- foreach (var item in items)
- if (item.isOn)
- list.Add(item.text);
- OnCancel.Invoke(list.ToArray());
- }
- break;
- case ResultType.Value:
- if (OnCancel != null)
- {
- List list = new List();
- foreach (var item in items)
- if (item.isOn)
- list.Add(item.value);
- OnCancel.Invoke(list.ToArray());
- }
- break;
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs.meta
deleted file mode 100644
index ab9cb26e..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiChoiceDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 0065360fbaa145a45a077e5602a09141
-timeCreated: 1516197317
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs
deleted file mode 100644
index 70fdecbf..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs
+++ /dev/null
@@ -1,227 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Multi Line Text Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class MultiLineTextDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- [SerializeField, Multiline]
- private string text = "Text"; //Default text
- public int maxLength = 0; //Limit on number of characters (When it is 0 there is no limit).
- public int lines = 5; //Number of rows that can be displayed.
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the text (Also local value is always overwritten).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key for text.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- public string textID = "text";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text string
- public ResultHandler OnResult;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string TEXT_PREF = "_text";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_text'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + TEXT_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- text = PlayerPrefs.GetString(SaveKey, text);
- }
-
- //Save local values manually.
- public void SavePrefs()
- {
- PlayerPrefs.SetString(SaveKey, text);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //The currently (default) text.
- //・If saveValue is true, it will be automatically saved.
- public string CurrentValue {
- get { return text; }
- set {
- text = string.IsNullOrEmpty(value) ? "" : value;
- if (saveValue)
- SavePrefs();
- }
- }
-
-
- //The value for reset.
- private string initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = text;
- }
-
- //Restore the value of inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- text = initValue;
- DeletePrefs();
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- initValue = text = localize.localizeResource.Text(localize.textID, text);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- initValue = localize.localizeResource.Text(localize.textID, language, initValue);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("MultiLineTextDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowMultiLineTextDialog(
- title,
- message,
- text,
- maxLength,
- lines,
- gameObject.name, "ReceiveResult",
- okButton, cancelButton,
- style);
-#endif
- }
-
- //Set text dynamically and show dialog (current text will be overwritten)
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- public void Show(string text)
- {
- this.text = text;
- Show();
- }
-
- //(*) LocalizeString overload
- public void Show(LocalizeString text)
- {
- if (text != null)
- Show(text.Text);
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- if (saveValue)
- {
- text = result;
- SavePrefs();
- }
-
- if (OnResult != null)
- OnResult.Invoke(result);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs.meta
deleted file mode 100644
index 8da867d9..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/MultiLineTextDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: c28aa9aed18ce854c81e1aa700742199
-timeCreated: 1516503380
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs
deleted file mode 100644
index e7463590..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs
+++ /dev/null
@@ -1,256 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Numeric Text Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class NumericTextDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- [SerializeField] private float defaultValue = 0;//Default value
- public int maxLength = 0; //Limit on number of characters (When it is 0 there is no limit. Including decimal and sign).
- public bool enableDecimal = false; //Set to true when using decimal.
- public bool enableSign = false; //Set to true when using sign.
-
- //Callback value type
- [Serializable]
- public enum ResultType
- {
- Value, //float type
- Text, //string type
- }
- public ResultType resultType = ResultType.Value;
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the text (Also local value is always overwritten).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key for text.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //float value
- public ResultHandler OnResult;
-
- [Serializable] public class ResultTextHandler : UnityEvent { } //text string
- public ResultTextHandler OnResultText;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string TEXT_PREF = "_text";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_text'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + TEXT_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- string str = PlayerPrefs.GetString(SaveKey, defaultValue.ToString()); //string type in PlayerPrefs.
- float value;
- if (float.TryParse(str, out value))
- defaultValue = value;
- }
-
- //Save local values manually.
- public void SavePrefs()
- {
- PlayerPrefs.SetString(SaveKey, defaultValue.ToString()); //string type in PlayerPrefs.
- PlayerPrefs.Save();
- }
-
- //To save callback results directly (string type). Because there is rounding error will occur when converting float type.
- private void SavePrefs(string result)
- {
- PlayerPrefs.SetString(SaveKey, result);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //The currently (default) value.
- //・If saveValue is true, it will be automatically saved.
- public float CurrentValue {
- get { return defaultValue; }
- set {
- defaultValue = value;
- if (saveValue)
- SavePrefs();
- }
- }
-
-
- //The value for reset.
- private float initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = defaultValue;
- }
-
- //Restore the value of inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- defaultValue = initValue;
- DeletePrefs();
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("NumericTextDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowNumericTextDialog(
- title,
- message,
- defaultValue,
- maxLength,
- enableDecimal,
- enableSign,
- gameObject.name, "ReceiveResult",
- okButton, cancelButton,
- style);
-#endif
- }
-
- //Set value dynamically and show dialog (current value will be overwritten)
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- public void Show(float value)
- {
- defaultValue = value;
- Show();
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- result = string.IsNullOrEmpty(result) ? "0" : result; //empty is "0" (text string)
-
- float value;
- if (!float.TryParse(result, out value))
- return;
-
- if (saveValue)
- {
- defaultValue = value;
- SavePrefs(result); //Saved as string type (Because there is rounding error will occur when converting float type).
- }
-
- switch (resultType)
- {
- case ResultType.Value:
- if (OnResult != null)
- OnResult.Invoke(value);
- break;
- case ResultType.Text:
- if (OnResultText != null)
- OnResultText.Invoke(result);
- break;
- }
- }
- }
-}
\ No newline at end of file
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs.meta
deleted file mode 100644
index 9daac85e..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/NumericTextDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: fe6c95b96ddd8d24eb869fb036016a96
-timeCreated: 1516510199
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs
deleted file mode 100644
index 2cecf7b3..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// OK Dialog Controller
- ///
- ///・The value of the callback is always 'resultValue'.
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///・コールバックは常に「resultValue」の値が返ってくる。
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class OKDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- public string okButton = "OK"; //Text of 'OK' button.
- public string resultValue = "ok"; //Callback value when 'OK' pressed.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class CloseHandler : UnityEvent { } //resultValue
- public CloseHandler OnClose;
-
-#region Properties and Local values Section
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("OKDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowDialog(
- title,
- message,
- gameObject.name, "ReceiveResult",
- okButton, resultValue,
- style);
-#endif
- }
-
- //Set message dynamically and show dialog (current message will be overwritten)
- public void Show(string message)
- {
- this.message = message;
- Show();
- }
-
- //(*) LocalizeString overload
- public void Show(LocalizeString message)
- {
- if (message != null)
- Show(message.Text);
- }
-
-
- //Returns value when closed dialog.
- private void ReceiveResult(string result)
- {
- if (result == resultValue)
- {
- if (OnClose != null)
- OnClose.Invoke(resultValue);
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs.meta
deleted file mode 100644
index 6b6049ed..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-timeCreated: 1516186295
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs
deleted file mode 100644
index 5478f74d..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs
+++ /dev/null
@@ -1,232 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// OK with CheckBox Dialog Controller
- ///
- ///・The value of the callback is always 'resultValue'.
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) When using value save (saveChecked), it is better to give a specific save name (saveCheckedKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///・コールバックは常に「resultValue」の値が返ってくる。
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※値の保存(saveChecked)をするときは、なるべく固有の保存名(saveCheckedKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class OKWithCheckBoxDialogController : SavedCheckedBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- public string okButton = "OK"; //Text of 'OK' button.
- public string resultValue = "closed"; //Callback value when closed dialog.
-
- //CheckBox
- [SerializeField] private bool defaultChecked = false; //Default state of CheckBox (If saved, it will be overwritten).
- public string checkBoxText = "Remember me"; //Text of CheckBox
- public Color checkBoxTextColor = Color.black; //Text color of CheckBox
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveChecked = true; //Whether to save the CheckBox value (Also local value is always overwritten).
- [SerializeField] private string saveCheckedKey = ""; //When specifying the PlayerPrefs key for CheckBox.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string checkBoxTextID = "checkBoxText";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class CloseHandler : UnityEvent { } //resultValue, checked
- public CloseHandler OnClose;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveCheckedKey is empty)
- const string CHECKED_PREF = "_checked";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_checked'")
- public string SaveCheckedKey {
- get { return string.IsNullOrEmpty(saveCheckedKey) ? gameObject.name + CHECKED_PREF : saveCheckedKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- defaultChecked = XPlayerPrefs.GetBool(SaveCheckedKey, defaultChecked);
- }
-
- //Save local values manually.
- //・To be saved value is only checked state.
- public void SavePrefs()
- {
- XPlayerPrefs.SetBool(SaveCheckedKey, defaultChecked);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveCheckedKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveCheckedKey); }
- }
-
- //Checked already saved state. When first time (before saving) always false.
- public override bool SavedChecked {
- get { return XPlayerPrefs.GetBool(SaveCheckedKey, false); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //Initial state of CheckBox.
- //・If saveChecked is true, it will be automatically saved.
- public bool DefaultChecked {
- get { return defaultChecked; }
- set {
- defaultChecked = value;
- if (saveChecked)
- SavePrefs();
- }
- }
-
- //The value for reset.
- private bool initChecked;
-
- //Store the value of the inspector.
- private void StoreInitChecked()
- {
- initChecked = defaultChecked;
- }
-
- //Restore the value of the inspector and delete PlayerPrefs key.
- public void ResetChecked()
- {
- defaultChecked = initChecked;
- DeletePrefs();
- }
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- checkBoxText = localize.localizeResource.Text(localize.checkBoxTextID, checkBoxText);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- checkBoxText = localize.localizeResource.Text(localize.checkBoxTextID, language, checkBoxText);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitChecked();
-
- if (saveChecked)
- LoadPrefs();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("OKWithCheckBoxDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowDialogWithCheckBox(
- title,
- message,
- checkBoxText, checkBoxTextColor,
- defaultChecked,
- gameObject.name, "ReceiveResult",
- okButton, resultValue,
- style);
-#endif
- }
-
- //Set message dynamically and show dialog (current message will be overwritten)
- public void Show(string message)
- {
- this.message = message;
- Show();
- }
-
- //(*) LocalizeString overload
- public void Show(LocalizeString message)
- {
- if (message != null)
- Show(message.Text);
- }
-
-
- //The callback value (resultValue) always returns.
- private void ReceiveResult(string result)
- {
- bool check = result.EndsWith(", CHECKED_TRUE");
- if (saveChecked)
- {
- defaultChecked = check;
- SavePrefs();
- }
-
- if (result.StartsWith(resultValue))
- {
- if (OnClose != null)
- OnClose.Invoke(resultValue, check);
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs.meta
deleted file mode 100644
index 2fbe5325..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/OKWithCheckBoxDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 6414285c8af83fe419bd98d09197a7ae
-timeCreated: 1516186318
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs
deleted file mode 100644
index a8e5ff3c..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs
+++ /dev/null
@@ -1,123 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Password Text Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class PasswordTextDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- public int maxLength = 0; //Limit on number of characters (When it is 0 there is no limit).
- public bool numberOnly = false; //Only number characters can be entered.
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text (*)number -> string type
- public ResultHandler OnResult;
-
-#region Properties and Local values Section
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show(string password)
- {
-#if UNITY_EDITOR
- Debug.Log("PasswordTextDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowPasswordTextDialog(
- title,
- message,
- password,
- maxLength,
- numberOnly,
- gameObject.name, "ReceiveResult",
- okButton, cancelButton,
- style);
-#endif
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- if (OnResult != null)
- OnResult.Invoke(result); //Note: It is not encrypted (plane text).
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs.meta
deleted file mode 100644
index 5484e4b8..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/PasswordTextDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-guid: 36d1fd62d92ce8147bb83f799c91260d
-timeCreated: 1516510265
-licenseType: Store
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- userData:
- assetBundleName:
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diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs
deleted file mode 100644
index 77a82649..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs
+++ /dev/null
@@ -1,14 +0,0 @@
-using UnityEngine;
-
-namespace FantomLib
-{
- ///
- /// For get the state of the saved checkbox (SavedChecked property).
- /// Because to be able to register in the inspector (SavedCheckedSwitcher),
- /// make it an abstract class instead of an interface.
- ///
- public abstract class SavedCheckedBehaviour : LocalizableBehaviour
- {
- virtual public bool SavedChecked { get { return false; } }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs.meta
deleted file mode 100644
index 3cd550c0..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedBehaviour.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 43ffcde7557f5ad468ae2ba31eda9615
-timeCreated: 1516686822
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs
deleted file mode 100644
index 9e9c30c5..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// SavedChecked Switcher
- ///・Switch the processing (callback) depends on the SavedChecked state.
- ///・When first time (before saving) always false (SavedChecked).
- ///
- public class SavedCheckedSwitcher : MonoBehaviour
- {
- //Inspector Settings
- public SavedCheckedBehaviour target; //YesNoWithCheckBoxDialogController or OKWithCheckBoxDialogController
-
- //Callbacks
- public UnityEvent OnTrue; //Execute (callback) when SavedChecked is true.
- public UnityEvent OnFalse; //Execute (callback) when SavedChecked is false. Note: At first time (before saving), always false.
-
-
- // Use this for initialization
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Switch the processing by SavedChecked and execute (callback).
- public void StartSwitch()
- {
- if (target == null)
- return;
-
- if (target.SavedChecked)
- {
- if (OnTrue != null)
- OnTrue.Invoke();
- }
- else
- {
- if (OnFalse != null)
- OnFalse.Invoke();
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs.meta
deleted file mode 100644
index 7bac2af7..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SavedCheckedSwitcher.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 664bfb0b17081d74b80ac92f3503fde4
-timeCreated: 1516686228
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs
deleted file mode 100644
index 66254b56..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs
+++ /dev/null
@@ -1,306 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Select Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class SelectDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
-
- [Serializable]
- public class Item
- {
- public string text = ""; //Text for each item
- public string value = ""; //Value for each item
-
- public Item() { }
- public Item(string text, string value)
- {
- this.text = text;
- this.value = value;
- }
-
- public Item Clone()
- {
- return (Item)MemberwiseClone();
- }
- }
- [SerializeField] private Item[] items; //Choices
-
- //Callback value type
- [Serializable] public enum ResultType { Index, Text, Value }
- public ResultType resultType = ResultType.Value;
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
-
- [Serializable]
- public class LocalizeItem
- {
- public LocalizeStringResource localizeResource;
- public string[] textID;
- }
- public LocalizeItem items;
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text or value
- public ResultHandler OnResult;
-
- [Serializable] public class ResultIndexHandler : UnityEvent { } //index
- public ResultIndexHandler OnResultIndex;
-
-#region Properties and Local values Section
-
- //Propeties
- public string[] Texts {
- get { return items.Select(e => e.text).ToArray(); }
- }
-
- public string[] Values {
- get { return items.Select(e => e.value).ToArray(); }
- }
-
-
- //Set items dynamically (current items will be overwritten)
- //(*) When the resultType is 'Value', the value becomes the index of string type.
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //※「resultType」が「Value」の場合、値は文字列型のインデクスになる。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(string[] texts)
- {
- if (texts == null)
- return;
-
- items = new Item[texts.Length];
- for (int i = 0; i < texts.Length; i++)
- items[i] = new Item(texts[i], i.ToString()); //value is empty -> index (string type)
- }
-
- //Set items dynamically (current items will be overwritten)
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(Item[] items)
- {
- if (items == null)
- return;
-
- this.items = items;
- }
-
-
- //The value for reset.
- private Item[] initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = (Item[])items.Clone();
- for (int i = 0; i < items.Length; i++)
- initValue[i] = items[i].Clone();
- }
-
- //Restore the value of inspector.
- public void ResetValue()
- {
- items = (Item[])initValue.Clone();
- for (int i = 0; i < initValue.Length; i++)
- items[i] = initValue[i].Clone();
- }
-
-
- //Check empty or duplication from item elements.
- private void CheckForErrors()
- {
- if (items.Length == 0)
- {
- Debug.LogWarning("[" + gameObject.name + "] 'Items' is empty.");
- }
- else
- {
- if (resultType == ResultType.Value)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.value))
- set.Add(item.value);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Value'.");
- }
- else if (resultType == ResultType.Text)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.text))
- set.Add(item.text);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Text'.");
- }
- }
-
- //Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- //Note: Search only within the same type.
- SelectDialogController[] objs = FindObjectsOfType();
- if (objs.Length > 1)
- {
- HashSet set = new HashSet(objs.Select(e => e.gameObject.name).ToArray());
- if (set.Count != objs.Length)
- Debug.LogError("[" + gameObject.name + "] There is duplicate 'gameObject.name'.");
- }
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
- //Specify language and apply (update) localized string
- //(*) When dynamically changing Items, it is better not to use it because it is incompatible.
- //※動的にItemsを変更する場合は、互換性がないので使わない方が良い。
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], language, items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
- }
-
- private void Start()
- {
-#if UNITY_EDITOR
- CheckForErrors(); //Check for items (Editor only).
-#endif
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog with local values
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("SelectDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowSelectDialog(
- title,
- Texts,
- gameObject.name,
- "ReceiveResult",
- true, //For internal processing, only uses Index type.
- style);
-#endif
- }
-
- //Set items dynamically and show dialog (current items will be overwritten)
- //Note: When the resultType is 'Value', the value becomes the index of string type.
- //Note: Empty and duplication are not checked.
- public void Show(string[] texts)
- {
- SetItem(texts);
- Show();
- }
-
-
- //Returns value when choiced item.
- private void ReceiveResult(string result)
- {
- int index; //For internal processing, only uses Index type.
- if (!int.TryParse(result, out index))
- return;
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnResultIndex != null)
- OnResultIndex.Invoke(index);
- break;
- case ResultType.Text:
- if (OnResult != null)
- OnResult.Invoke(items[index].text);
- break;
- case ResultType.Value:
- if (OnResult != null)
- OnResult.Invoke(items[index].value);
- break;
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs.meta
deleted file mode 100644
index 602a4f32..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SelectDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ea0179a2df2fedc40b67e600b3ef9c1a
-timeCreated: 1516190708
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs
deleted file mode 100644
index 4b3b3dc8..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs
+++ /dev/null
@@ -1,466 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Single Choice Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) 'SaveValue' is better not to use it when dynamically changing items (SetItem(), Show(strnig[])). It becomes incompatible with saved value.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※動的に items を変更(SetItem(), Show(strnig[]))するときは、値の保存(saveValue)は使用しない方が良い(保存された値との整合性が無くなるため)。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class SingleChoiceDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
-
- [Serializable]
- public class Item
- {
- public string text = ""; //Text for each item
- public string value = ""; //Value for each item
-
- public Item() { }
- public Item(string text, string value)
- {
- this.text = text;
- this.value = value;
- }
-
- public Item Clone()
- {
- return (Item)MemberwiseClone();
- }
- }
- [SerializeField] private Item[] items; //Choices
-
- [SerializeField] private int selectedIndex = 0; //Default selected index
-
- //Callback value type
- [Serializable] public enum ResultType { Index, Text, Value }
- public ResultType resultType = ResultType.Value;
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the seleted index (Also local value is always overwritten). It is better not to use it when dynamically changing items (It becomes incompatible with saved value).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
-
- [Serializable]
- public class LocalizeItem
- {
- public LocalizeStringResource localizeResource;
- public string[] textID;
- }
- public LocalizeItem items;
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text or value
- public ResultHandler OnResult;
-
- [Serializable] public class ResultIndexHandler : UnityEvent { } //index
- public ResultIndexHandler OnResultIndex;
-
- [Serializable] public class ValueChangedHandler : UnityEvent { } //text or value
- public ValueChangedHandler OnValueChanged;
-
- [Serializable] public class ValueIndexChangedHandler : UnityEvent { } //index
- public ValueIndexChangedHandler OnValueIndexChanged;
-
- [Serializable] public class CancelHandler : UnityEvent { } //text or value
- public CancelHandler OnCancel;
-
- [Serializable] public class CancelIndexHandler : UnityEvent { } //index
- public CancelIndexHandler OnCancelIndex;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string SELECTED_PREF = "_selected"; //For selected index
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_selected'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + SELECTED_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- selectedIndex = Mathf.Clamp(PlayerPrefs.GetInt(SaveKey, selectedIndex), 0, items.Length -1);
- }
-
- //Save local values manually.
- //・To be saved value is only selected index.
- public void SavePrefs()
- {
- PlayerPrefs.SetInt(SaveKey, selectedIndex);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //The currently (default) selected index.
- //・If saveValue is true, it will be automatically saved.
- public int CurrentValue {
- get { return selectedIndex; }
- set {
- selectedIndex = Mathf.Clamp(value, 0, items.Length - 1);
- if (saveValue)
- SavePrefs();
- }
- }
-
- //Propeties
- public string[] Texts {
- get { return items.Select(e => e.text).ToArray(); }
- }
-
- public string[] Values {
- get { return items.Select(e => e.value).ToArray(); }
- }
-
-
- //Set items dynamically (current items will be overwritten)
- //・The selected index is 0. It can be changed by 'CurrentValue' property.
- //(*) When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- //(*) When the resultType is 'Value', the value becomes the index of string type.
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //・選択済みインデクスは 0 になる。変更したい場合は「CurrentValue」で設定する。
- //※動的にアイテム変更した場合、保存データ(PlayerPrefs)と互換性が無くなるので注意(saveValue オプションはオフで使う方が良い)。
- //※「resultType」が「Value」の場合、値は文字列型のインデクスになる。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(string[] texts)
- {
- if (texts == null)
- return;
-
- items = new Item[texts.Length];
- for (int i = 0; i < texts.Length; i++)
- items[i] = new Item(texts[i], i.ToString()); //value is empty -> index (string type)
-
- selectedIndex = 0;
- }
-
- //Set items dynamically (current items will be overwritten)
- //・The selected index is 0. It can be changed by 'CurrentValue' property.
- //(*) When changed dynamically, it is inconsistent with the value saved in PlayerPrefs (better to use saveValue is false).
- //(*) Empty and duplication are not checked.
- //(*) localization will be incompatible.
- //
- //動的にアイテムを設定する(現在のアイテムは上書き)
- //・選択済みインデクスは 0 になる。変更したい場合は「CurrentValue」で設定する。
- //※動的にアイテム変更した場合、保存データ(PlayerPrefs)と互換性が無くなるので注意(saveValue オプションはオフで使う方が良い)。
- //※空や重複データはチェックされないので注意。
- //※ローカライズデータは互換性が無くなるので注意。
- public void SetItem(Item[] items)
- {
- if (items == null)
- return;
-
- this.items = items;
- selectedIndex = 0;
- }
-
-
- //The value for reset.
- private Item[] initValue;
- private int initSelectIndex;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = (Item[])items.Clone();
- for (int i = 0; i < items.Length; i++)
- initValue[i] = items[i].Clone();
-
- initSelectIndex = selectedIndex;
- }
-
- //Restore the value of inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- items = (Item[])initValue.Clone();
- for (int i = 0; i < initValue.Length; i++)
- items[i] = initValue[i].Clone();
-
- selectedIndex = initSelectIndex;
- DeletePrefs();
- }
-
-
- //Check empty or duplication from item elements.
- private void CheckForErrors()
- {
- if (items.Length == 0)
- {
- Debug.LogWarning("[" + gameObject.name + "] 'Items' is empty.");
- }
- else
- {
- if (resultType == ResultType.Value)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.value))
- set.Add(item.value);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Value'.");
- }
- else if (resultType == ResultType.Text)
- {
- HashSet set = new HashSet();
- foreach (var item in items)
- {
- if (!string.IsNullOrEmpty(item.text))
- set.Add(item.text);
- }
- if (set.Count != items.Length)
- Debug.LogWarning("[" + gameObject.name + "] There is empty or duplicate 'Text'.");
- }
- }
-
- //Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- //Note: Search only within the same type.
- SingleChoiceDialogController[] objs = FindObjectsOfType();
- if (objs.Length > 1)
- {
- HashSet set = new HashSet(objs.Select(e => e.gameObject.name).ToArray());
- if (set.Count != objs.Length)
- Debug.LogError("[" + gameObject.name + "] There is duplicate 'gameObject.name'.");
- }
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
- //Specify language and apply (update) localized string
- //(*) When dynamically changing Items, it is better not to use it because it is incompatible.
- //※動的にItemsを変更する場合は、互換性がないので使わない方が良い。
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- }
-
- if (localize.items.localizeResource != null)
- {
- int len = Mathf.Min(items.Length, localize.items.textID.Length);
- for (int i = 0; i < len; i++)
- {
- items[i].text = localize.items.localizeResource.Text(localize.items.textID[i], language, items[i].text);
- if (initValue != null && i < initValue.Length)
- initValue[i].text = items[i].text;
- }
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- selectedIndex = Mathf.Clamp(selectedIndex, 0, items.Length - 1);
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-#if UNITY_EDITOR
- CheckForErrors(); //Check for items (Editor only).
-#endif
- }
-
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("SingleChoiceDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowSingleChoiceDialog(
- title,
- Texts,
- Mathf.Clamp(selectedIndex, 0, items.Length - 1),
- gameObject.name, "ReceiveResult", "ReceiveChanged", "ReceiveCancel",
- true, //For internal processing, only uses Index type.
- okButton, cancelButton,
- style);
-#endif
- }
-
-
- //Set items dynamically and show dialog (current items will be overwritten)
- //Note: When the resultType is 'Value', the value becomes the index of string type.
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- //Note: Empty and duplication are not checked.
- public void Show(string[] texts)
- {
- SetItem(texts);
- Show();
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- int index; //For internal processing, only uses Index type.
- if (!int.TryParse(result, out index))
- return;
-
- if (saveValue)
- {
- selectedIndex = index;
- SavePrefs();
- }
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnResultIndex != null)
- OnResultIndex.Invoke(index);
- break;
- case ResultType.Text:
- if (OnResult != null)
- OnResult.Invoke(items[index].text);
- break;
- case ResultType.Value:
- if (OnResult != null)
- OnResult.Invoke(items[index].value);
- break;
- }
- }
-
- //Returns value when choice.
- public void ReceiveChanged(string result)
- {
- int index; //For internal processing, only uses Index type.
- if (!int.TryParse(result, out index))
- return;
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnValueIndexChanged != null)
- OnValueIndexChanged.Invoke(index);
- break;
- case ResultType.Text:
- if (OnValueChanged != null)
- OnValueChanged.Invoke(items[index].text);
- break;
- case ResultType.Value:
- if (OnValueChanged != null)
- OnValueChanged.Invoke(items[index].value);
- break;
- }
- }
-
- //Returns value when 'Cancel' pressed or closed. (= initial value)
- private void ReceiveCancel(string result)
- {
- if (result != "CANCEL_DIALOG" && result != "CLOSE_DIALOG")
- return;
-
- switch (resultType)
- {
- case ResultType.Index:
- if (OnCancelIndex != null)
- OnCancelIndex.Invoke(selectedIndex);
- break;
- case ResultType.Text:
- if (OnCancel != null)
- OnCancel.Invoke(items[selectedIndex].text);
- break;
- case ResultType.Value:
- if (OnCancel != null)
- OnCancel.Invoke(items[selectedIndex].value);
- break;
- }
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs.meta
deleted file mode 100644
index 924d9b4f..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleChoiceDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: a383e57c50b74684cb40ead155e69b79
-timeCreated: 1516193841
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs
deleted file mode 100644
index 6b4cda89..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs
+++ /dev/null
@@ -1,225 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Single Line Text Dialog Controller
- ///
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class SingleLineTextDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message
- [SerializeField] private string text = "Text"; //Default text
- public int maxLength = 0; //Limit on number of characters (When it is 0 there is no limit).
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the text (Also local value is always overwritten).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key for text.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
- public string textID = "text";
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent { } //text string
- public ResultHandler OnResult;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string TEXT_PREF = "_text";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_text'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + TEXT_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- text = PlayerPrefs.GetString(SaveKey, text);
- }
-
- //Save local values manually.
- public void SavePrefs()
- {
- PlayerPrefs.SetString(SaveKey, text);
- PlayerPrefs.Save();
- }
-
- //Delete PlayerPrefs key.
- //Note: Local values are not initialized at this time.
- public void DeletePrefs()
- {
- PlayerPrefs.DeleteKey(SaveKey);
- }
-
- //Returns true if the saved value exists.
- public bool HasPrefs {
- get { return PlayerPrefs.HasKey(SaveKey); }
- }
-
-#endregion
-
-#region Properties and Local values Section
-
- //The currently (default) text.
- //・If saveValue is true, it will be automatically saved.
- public string CurrentValue {
- get { return text; }
- set {
- text = string.IsNullOrEmpty(value) ? "" : value;
- if (saveValue)
- SavePrefs();
- }
- }
-
-
- //The value for reset.
- private string initValue;
-
- //Store the values of the inspector.
- private void StoreInitValue()
- {
- initValue = text;
- }
-
- //Restore the value of inspector and delete PlayerPrefs key.
- public void ResetValue()
- {
- text = initValue;
- DeletePrefs();
- }
-
-
- //Initialize localized string
- private void ApplyLocalize()
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, title);
- message = localize.localizeResource.Text(localize.messageID, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, cancelButton);
- initValue = text = localize.localizeResource.Text(localize.textID, text);
- }
- }
-
- //Specify language and apply (update) localized string
- public override void ApplyLocalize(SystemLanguage language)
- {
- if (localize.localizeResource != null)
- {
- title = localize.localizeResource.Text(localize.titleID, language, title);
- message = localize.localizeResource.Text(localize.messageID, language, message);
- okButton = localize.localizeResource.Text(localize.okButtonID, language, okButton);
- cancelButton = localize.localizeResource.Text(localize.cancelButtonID, language, cancelButton);
- initValue = localize.localizeResource.Text(localize.textID, language, initValue);
- }
- }
-
-#endregion
-
- // Use this for initialization
- private void Awake()
- {
- ApplyLocalize();
- StoreInitValue();
-
- if (saveValue)
- LoadPrefs();
- }
-
- private void Start()
- {
-
- }
-
- // Update is called once per frame
- //private void Update()
- //{
-
- //}
-
-
- //Show dialog
- public void Show()
- {
-#if UNITY_EDITOR
- Debug.Log("SingleLineTextDialogController.Show called");
-#elif UNITY_ANDROID
- AndroidPlugin.ShowSingleLineTextDialog(
- title,
- message,
- text,
- maxLength,
- gameObject.name, "ReceiveResult",
- okButton, cancelButton,
- style);
-#endif
- }
-
- //Set text dynamically and show dialog (current text will be overwritten)
- //Note: When changed dynamically, it is inconsistent with the value saved in Playerprefs (better to use saveValue is false).
- public void Show(string text)
- {
- this.text = text;
- Show();
- }
-
- //(*) LocalizeString overload
- public void Show(LocalizeString text)
- {
- if (text != null)
- Show(text.Text);
- }
-
-
- //Returns value when 'OK' pressed.
- private void ReceiveResult(string result)
- {
- if (saveValue)
- {
- text = result;
- SavePrefs();
- }
-
- if (OnResult != null)
- OnResult.Invoke(result);
- }
- }
-}
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs.meta b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs.meta
deleted file mode 100644
index bab4a832..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SingleLineTextDialogController.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 3c598d3a58297f04dacdd86084291a0c
-timeCreated: 1516454928
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SliderDialogController.cs b/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SliderDialogController.cs
deleted file mode 100644
index 6fa00f7f..00000000
--- a/TECHMANIA/Assets/FantomPlugin/FantomLib/Scripts/Module/Dialogs/SliderDialogController.cs
+++ /dev/null
@@ -1,519 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace FantomLib
-{
- ///
- /// Slider Dialog Controller
- ///
- ///(*) The message character string (message) and the buttons are not displayed when the item does not fit in the dialog (exclusive to the scrolling display).
- /// In that case, you will only be able to display the button if you lose the message (to empty("")): Android dialog specification(?).
- ///(*) Callback from Android to Unity is received under 'GameObject.name'. That is, it is unique within the hierarchy.
- ///(*) 'SaveValue' is better not to use it when dynamically changing items (SetItem(), Show(strnig[])). It becomes incompatible with saved value.
- ///(*) When using value save (saveValue), it is better to give a specific save name (saveKey) individually.
- /// (By default it is saved as GameObject.name [*using PlayerPrefs], so the same name across the scene, it will be overwritten).
- ///(*) Localization is done only once at startup. It does not apply to dynamically modified character strings (Activated by registering 'LocalizeStringResource' in inspector).
- /// (Theme[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- ///
- ///※メッセージ文字列(message)、決定ボタンはアイテムがダイアログに収まらないとき表示されないので注意(スクロール表示に専有される)。
- /// その場合、メッセージを無くす(空文字("")にする)とボタンのみ表示できるようになる:Androidダイアログの仕様(?)。
- ///※Android から Unity へコールバック受信は「GameObject 名」で行われるため、ヒエラルキー上ではユニークにしておく必要がある。
- ///※動的に items を変更(SetItem(), Show(strnig[]))するときは、値の保存(saveValue)は使用しない方が良い(保存された値との整合性が無くなるため)。
- ///※値の保存(saveValue)をするときは、なるべく固有の保存名(saveKey)を設定した方が良い
- ///(デフォルトではGameObject名で保存されるため[※PlayerPrefs を利用]、シーンをまたがって同じ名前があると上書きされてしまう)。
- ///※ローカライズは起動時に一度だけ行われる。動的に変更した文字列には適用されないので注意(LocalizeStringResource をインスペクタで登録することで有効になる)。
- /// (テーマ[Style])
- /// https://developer.android.com/reference/android/R.style.html#Theme
- ///
- public class SliderDialogController : LocalizableBehaviour, ILocalizable
- {
- //Inspector Settings
- public string title = "Title"; //Dialog title
- [Multiline] public string message = "Message"; //Dialog message (It should be empty when overflowing)
-
- [Serializable]
- public class Item
- {
- public string text = ""; //Text for each item
- public string key = ""; //Identification key for each item
- public float value = 100; //Default (current) value
- public float minValue = 0; //Lower limit of value
- public float maxValue = 100; //Upper limit of value
- [Range(0, 3)] public int digits = 0; //The number of digits to the right of the decimal point (integer when 0).
-
- public Item() { }
- public Item(string text, string key, float value = 100, float minValue = 0, float maxValue = 100, int digits = 0)
- {
- this.text = text;
- this.key = key;
- this.value = Mathf.Clamp(value, minValue, maxValue);
- this.minValue = minValue;
- this.maxValue = maxValue;
- this.digits = Mathf.Clamp(digits, 0, 3);
- }
-
- public Item Clone()
- {
- return (Item)MemberwiseClone();
- }
- }
- [SerializeField] private Item[] items; //All items
-
- public Color itemsTextColor = Color.black; //Text color of all items
-
- public string okButton = "OK"; //Text of 'OK' button.
- public string cancelButton = "Cancel"; //Text of 'Cancel' button.
-
- public string style = "android:Theme.DeviceDefault.Light.Dialog.Alert"; //Dialog theme
-
- //Save PlayerPrefs Settings
- public bool saveValue = false; //Whether to save the seleted (Also local value is always overwritten). It is better not to use it when dynamically changing items (It becomes incompatible with saved value).
- [SerializeField] private string saveKey = ""; //When specifying the PlayerPrefs key.
-
- //Localize resource ID data
- [Serializable]
- public class LocalizeData
- {
- public LocalizeStringResource localizeResource;
- public string titleID = "title";
- public string messageID = "message";
- public string okButtonID = "okButton";
- public string cancelButtonID = "cancelButton";
-
- [Serializable]
- public class LocalizeItem
- {
- public LocalizeStringResource localizeResource;
- public string[] textID;
- }
- public LocalizeItem items;
- }
- public LocalizeData localize;
-
- //Callbacks
- [Serializable] public class ResultHandler : UnityEvent> { } //key, value
- public ResultHandler OnResult;
-
- [Serializable] public class ValueChangedHandler : UnityEvent { } //key, value
- public ValueChangedHandler OnValueChanged;
-
- [Serializable] public class CancelHandler : UnityEvent> { } //key, value
- public CancelHandler OnCancel;
-
-#region PlayerPrefs Section
-
- //Defalut PlayerPrefs Key (It is used only when saveKey is empty)
- const string SLIDER_PREF = "_sliders";
-
- //Saved key in PlayerPrefs (Default key is "gameObject.name + '_sliders'")
- public string SaveKey {
- get { return string.IsNullOrEmpty(saveKey) ? gameObject.name + SLIDER_PREF : saveKey; }
- }
-
- //Load local values manually.
- public void LoadPrefs()
- {
- Param param = Param.GetPlayerPrefs(SaveKey);
- SetValue(param);
- }
-
- //Save local values manually.
- //・To be saved value is only the 'key & value' pairs (Dictionary ).
- public void SavePrefs()
- {
- Dictionary