ANDROID









How do I use A N D R O I D
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PhotonEditor.cs Copy
241     internal protected static bool CheckPunPlus()
242     {
243         androidLibExists = File.Exists("Assets/Plugins/Android/libPhotonSocketPlugin.so");
244         iphoneLibExists = File.Exists("Assets/Plugins/IPhone/libPhotonSocketPlugin.a");
245
246         isPunPlus = androidLibExists || iphoneLibExists;
247         return isPunPlus;
248     }
File name: PhotonEditor.cs Copy
420     protected virtual void OnGuiRegisterCloudApp()
421     {
422         GUI.skin.label.wordWrap = true;
423         if (!this.isSetupWizard)
424         {
425             GUILayout.BeginHorizontal();
426             GUILayout.FlexibleSpace();
427             if (GUILayout.Button(CurrentLang.MainMenuButton, GUILayout.ExpandWidth(false)))
428             {
429                 this.SwitchMenuState(GUIState.Main);
430             }
431
432             GUILayout.EndHorizontal();
433
434             GUILayout.Space(15);
435         }
436
437         if (this.photonSetupState == PhotonSetupStates.RegisterForPhotonCloud)
438         {
439             GUI.skin.label.fontStyle = FontStyle.Bold;
440             GUILayout.Label(CurrentLang.ConnectButton);
441             EditorGUILayout.Separator();
442             GUI.skin.label.fontStyle = FontStyle.Normal;
443
444             GUILayout.Label(CurrentLang.UsePhotonLabel);
445             EditorGUILayout.Separator();
446             this.emailAddress = EditorGUILayout.TextField(CurrentLang.EmailLabel, this.emailAddress);
447
448             if (GUILayout.Button(CurrentLang.SendButton))
449             {
450                 GUIUtility.keyboardControl = 0;
451                 this.RegisterWithEmail(this.emailAddress);
452             }
453
454             GUILayout.Space(20);
455
456
457             GUILayout.Label(CurrentLang.SignedUpAlreadyLabel);
458             if (GUILayout.Button(CurrentLang.SetupButton))
459             {
460                 this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
461             }
462             EditorGUILayout.Separator();
463
464
465             GUILayout.Label(CurrentLang.RegisterByWebsiteLabel);
466             if (GUILayout.Button(CurrentLang.AccountWebsiteButton))
467             {
468                 EditorUtility.OpenWithDefaultApp(UrlAccountPage + Uri.EscapeUriString(this.emailAddress));
469             }
470
471             EditorGUILayout.Separator();
472
473             GUILayout.Label(CurrentLang.SelfHostLabel);
474
475             if (GUILayout.Button(CurrentLang.SelfHostSettingsButton))
476             {
477                 this.photonSetupState = PhotonSetupStates.SetupSelfHosted;
478             }
479
480             GUILayout.FlexibleSpace();
481
482
483             if (!InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.Android) || !InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.iOS))
484             {
485                 GUILayout.Label(CurrentLang.MobileExportNoteLabel);
486             }
487             EditorGUILayout.Separator();
488         }
489         else if (this.photonSetupState == PhotonSetupStates.EmailAlreadyRegistered)
490         {
491             GUI.skin.label.fontStyle = FontStyle.Bold;
492             GUILayout.Label(CurrentLang.OopsLabel);
493             GUI.skin.label.fontStyle = FontStyle.Normal;
494
495             GUILayout.Label(CurrentLang.EmailInUseLabel);
496
497             if (GUILayout.Button(CurrentLang.SeeMyAccountPageButton))
498             {
499                 EditorUtility.OpenWithDefaultApp(UrlCloudDashboard + Uri.EscapeUriString(this.emailAddress));
500             }
501
502             EditorGUILayout.Separator();
503
504             GUILayout.Label(CurrentLang.KnownAppIdLabel);
505             GUILayout.BeginHorizontal();
506             if (GUILayout.Button(CurrentLang.CancelButton))
507             {
508                 this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
509             }
510
511             if (GUILayout.Button(CurrentLang.SetupButton))
512             {
513                 this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
514             }
515
516             GUILayout.EndHorizontal();
517         }
518         else if (this.photonSetupState == PhotonSetupStates.SetupPhotonCloud)
519         {
520             // cloud setup
521             GUI.skin.label.fontStyle = FontStyle.Bold;
522             GUILayout.Label(CurrentLang.PhotonCloudConnect);
523             GUI.skin.label.fontStyle = FontStyle.Normal;
524
525             EditorGUILayout.Separator();
526             this.OnGuiSetupCloudAppId();
527             this.OnGuiCompareAndHelpOptions();
528         }
529         else if (this.photonSetupState == PhotonSetupStates.SetupSelfHosted)
530         {
531             // self-hosting setup
532             GUI.skin.label.fontStyle = FontStyle.Bold;
533             GUILayout.Label(CurrentLang.SetupOwnHostLabel);
534             GUI.skin.label.fontStyle = FontStyle.Normal;
535
536             EditorGUILayout.Separator();
537
538             this.OnGuiSetupSelfhosting();
539             this.OnGuiCompareAndHelpOptions();
540         }
541     }
File name: PhotonEditor.cs Copy
543     protected virtual void OnGuiMainWizard()
544     {
545         GUILayout.BeginHorizontal();
546         GUILayout.FlexibleSpace();
547         GUILayout.Label(WizardIcon);
548         GUILayout.FlexibleSpace();
549         GUILayout.EndHorizontal();
550
551         EditorGUILayout.Separator();
552
553         GUILayout.Label(CurrentLang.PUNWizardLabel, EditorStyles.boldLabel);
554         if (isPunPlus)
555         {
556             GUILayout.Label(CurrentLang.MobilePunPlusExportNoteLabel);
557         }
558         else if (!InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.Android) || !InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(BuildTarget.iOS))
559         {
560             GUILayout.Label(CurrentLang.MobileExportNoteLabel);
561         }
562         EditorGUILayout.Separator();
563
564
565         // settings button
566         GUILayout.BeginHorizontal();
567         GUILayout.Label(CurrentLang.SettingsButton, EditorStyles.boldLabel, GUILayout.Width(100));
568         if (GUILayout.Button(new GUIContent(CurrentLang.SetupButton, CurrentLang.SetupServerCloudLabel)))
569         {
570             this.InitPhotonSetupWindow();
571         }
572
573         GUILayout.EndHorizontal();
574         EditorGUILayout.Separator();
575
576
577         // find / select settings asset
578         GUILayout.BeginHorizontal();
579         GUILayout.Label(CurrentLang.SettingsFileLabel, EditorStyles.boldLabel, GUILayout.Width(100));
580         if (GUILayout.Button(new GUIContent(CurrentLang.LocateSettingsButton, CurrentLang.SettingsHighlightLabel)))
581         {
582             EditorGUIUtility.PingObject(PhotonEditor.Current);
583         }
584
585         GUILayout.EndHorizontal();
586
587
588         GUILayout.FlexibleSpace();
589
590         // converter
591         GUILayout.BeginHorizontal();
592         GUILayout.Label(CurrentLang.ConverterLabel, EditorStyles.boldLabel, GUILayout.Width(100));
593         if (GUILayout.Button(new GUIContent(CurrentLang.StartButton, CurrentLang.UNtoPUNLabel)))
594         {
595             PhotonConverter.RunConversion();
596         }
597
598         GUILayout.EndHorizontal();
599         EditorGUILayout.Separator();
600
601
602         // documentation
603         GUILayout.BeginHorizontal();
604         GUILayout.Label(CurrentLang.DocumentationLabel, EditorStyles.boldLabel, GUILayout.Width(100));
605         GUILayout.BeginVertical();
606         if (GUILayout.Button(new GUIContent(CurrentLang.OpenPDFText, CurrentLang.OpenPDFTooltip)))
607         {
608             EditorUtility.OpenWithDefaultApp(DocumentationLocation);
609         }
610
611         if (GUILayout.Button(new GUIContent(CurrentLang.OpenDevNetText, CurrentLang.OpenDevNetTooltip)))
612         {
613             EditorUtility.OpenWithDefaultApp(UrlDevNet);
614         }
615
616         if (GUILayout.Button(new GUIContent(CurrentLang.OpenCloudDashboardText, CurrentLang.OpenCloudDashboardTooltip)))
617         {
618             EditorUtility.OpenWithDefaultApp(UrlCloudDashboard + Uri.EscapeUriString(this.emailAddress));
619         }
620
621         if (GUILayout.Button(new GUIContent(CurrentLang.OpenForumText, CurrentLang.OpenForumTooltip)))
622         {
623             EditorUtility.OpenWithDefaultApp(UrlForum);
624         }
625
626         GUILayout.EndVertical();
627         GUILayout.EndHorizontal();
628     }
File name: NetworkingPeer.cs Copy
1411     public void OnStatusChanged(StatusCode statusCode)
1412     {
1413         if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414             Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416         switch (statusCode)
1417         {
1418             case StatusCode.Connect:
1419                 if (this.State == global::PeerState.ConnectingToNameServer)
1420                 {
1421                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422                         Debug.Log("Connected to NameServer.");
1423
1424                     this.server = ServerConnection.NameServer;
1425                     if (this.CustomAuthenticationValues != null)
1426                     {
1427                         this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428                     }
1429                 }
1430
1431                 if (this.State == global::PeerState.ConnectingToGameserver)
1432                 {
1433                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434                         Debug.Log("Connected to gameserver.");
1435
1436                     this.server = ServerConnection.GameServer;
1437                     this.State = global::PeerState.ConnectedToGameserver;
1438                 }
1439
1440                 if (this.State == global::PeerState.ConnectingToMasterserver)
1441                 {
1442                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443                         Debug.Log("Connected to masterserver.");
1444
1445                     this.server = ServerConnection.MasterServer;
1446                     this.State = global::PeerState.ConnectedToMaster;
1447
1448                     if (this.IsInitialConnect)
1449                     {
1450                         this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451                         SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452                     }
1453                 }
1454
1455                 this.EstablishEncryption(); // always enable encryption
1456
1457                 if (this.IsAuthorizeSecretAvailable)
1458                 {
1459                     // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461                     if (this.didAuthenticate)
1462                     {
1463                         this.State = global::PeerState.Authenticating;
1464                     }
1465                 }
1466                 break;
1467
1468             case StatusCode.EncryptionEstablished:
1469                 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470                 if (this.server == ServerConnection.NameServer)
1471                 {
1472                     this.State = global::PeerState.ConnectedToNameServer;
1473
1474                     if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475                     {
1476                         // this client is not setup to connect to a default region. find out which regions there are!
1477                         this.OpGetRegions(this.mAppId);
1478                     }
1479                 }
1480
1481                 // we might need to authenticate automatically now, so the client can do anything at all
1482                 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483                 {
1484                     // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486                     if (this.didAuthenticate)
1487                     {
1488                         this.State = global::PeerState.Authenticating;
1489                     }
1490                 }
1491                 break;
1492
1493             case StatusCode.EncryptionFailedToEstablish:
1494                 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495                 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496                 break;
1497
1498             case StatusCode.Disconnect:
1499                 this.didAuthenticate = false;
1500                 this.isFetchingFriends = false;
1501                 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502                 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504                 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505                 {
1506                     if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507                     {
1508                         this.State = global::PeerState.ConnectingToGameserver;
1509                     }
1510                 }
1511                 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512                 {
1513                     if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514                     {
1515                         this.State = global::PeerState.ConnectingToMasterserver;
1516                     }
1517                 }
1518                 else
1519                 {
1520                     if (this.CustomAuthenticationValues != null)
1521                     {
1522                         this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523                     }
1524
1525                     this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526                     SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527                 }
1528                 break;
1529
1530             case StatusCode.SecurityExceptionOnConnect:
1531             case StatusCode.ExceptionOnConnect:
1532                 this.State = global::PeerState.PeerCreated;
1533                 if (this.CustomAuthenticationValues != null)
1534                 {
1535                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536                 }
1537
1538                 DisconnectCause cause = (DisconnectCause)statusCode;
1539                 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540                 break;
1541
1542             case StatusCode.Exception:
1543                 if (this.IsInitialConnect)
1544                 {
1545                     Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546                     if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547                     {
1548                         Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549                         if (this.ServerAddress == this.mGameserver)
1550                         {
1551                             Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552                         }
1553                     }
1554
1555                     this.State = global::PeerState.PeerCreated;
1556                     cause = (DisconnectCause)statusCode;
1557                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558                 }
1559                 else
1560                 {
1561                     this.State = global::PeerState.PeerCreated;
1562
1563                     cause = (DisconnectCause)statusCode;
1564                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565                 }
1566
1567                 this.Disconnect();
1568                 break;
1569
1570             case StatusCode.TimeoutDisconnect:
1571             case StatusCode.ExceptionOnReceive:
1572             case StatusCode.DisconnectByServer:
1573             case StatusCode.DisconnectByServerLogic:
1574             case StatusCode.DisconnectByServerUserLimit:
1575                 if (this.IsInitialConnect)
1576                 {
1577                     Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579                     cause = (DisconnectCause)statusCode;
1580                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581                 }
1582                 else
1583                 {
1584                     cause = (DisconnectCause)statusCode;
1585                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586                 }
1587                 if (this.CustomAuthenticationValues != null)
1588                 {
1589                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590                 }
1591
1592                 this.Disconnect();
1593                 break;
1594
1595             case StatusCode.SendError:
1596                 // this.mListener.clientErrorReturn(statusCode);
1597                 break;
1598
1599             case StatusCode.QueueOutgoingReliableWarning:
1600             case StatusCode.QueueOutgoingUnreliableWarning:
1601             case StatusCode.QueueOutgoingAcksWarning:
1602             case StatusCode.QueueSentWarning:
1603                 // this.mListener.warningReturn(statusCode);
1604                 break;
1605
1606             case StatusCode.QueueIncomingReliableWarning:
1607             case StatusCode.QueueIncomingUnreliableWarning:
1608                 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609                 break;
1610
1611             // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612             //case StatusCode.TcpRouterResponseOk:
1613             // break;
1614             //case StatusCode.TcpRouterResponseEndpointUnknown:
1615             //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616             //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618             // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619             // break;
1620
1621             default:
1622
1623                 // this.mListener.serverErrorReturn(statusCode.value());
1624                 Debug.LogError("Received unknown status code: " + statusCode);
1625                 break;
1626         }
1627
1628         this.externalListener.OnStatusChanged(statusCode);
1629     }
File name: PingCloudRegions.cs Copy
118     public IEnumerator PingSocket(Region region)
119     {
120         region.Ping = Attempts*MaxMilliseconsPerPing;
121
122         this.PingsRunning++; // TODO: Add try-catch to make sure the PingsRunning are reduced at the end and that the lib does not crash the app
123         PhotonPing ping;
124         //Debug.Log("PhotonHandler.PingImplementation " + PhotonHandler.PingImplementation);
125         if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
126         {
127             Debug.Log("Using constructor for new PingNativeDynamic()"); // it seems on android, the Activator can't find the default Constructor
128             ping = new PingNativeDynamic();
129         }
130         else
131         {
132             ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
133         }
134
135         //Debug.Log("Ping is: " + ping + " type " + ping.GetType());
136
137         float rttSum = 0.0f;
138         int replyCount = 0;
139
140
141         // PhotonPing.StartPing() requires a plain IP address without port (on all but Windows 8 platforms).
142         // So: remove port and do the DNS-resolving if needed
143         string cleanIpOfRegion = region.HostAndPort;
144         int indexOfColon = cleanIpOfRegion.LastIndexOf(':');
145         if (indexOfColon > 1)
146         {
147             cleanIpOfRegion = cleanIpOfRegion.Substring(0, indexOfColon);
148         }
149         cleanIpOfRegion = ResolveHost(cleanIpOfRegion);
150         //Debug.Log("Resolved and port-less IP is: " + cleanIpOfRegion);
151
152
153         for (int i = 0; i < Attempts; i++)
154         {
155             bool overtime = false;
156             Stopwatch sw = new Stopwatch();
157             sw.Start();
158
159             try
160             {
161                 ping.StartPing(cleanIpOfRegion);
162             }
163             catch (Exception e)
164             {
165                 Debug.Log("catched: " + e);
166                 this.PingsRunning--;
167                 break;
168             }
169
170
171             while (!ping.Done())
172             {
173                 if (sw.ElapsedMilliseconds >= MaxMilliseconsPerPing)
174                 {
175                     overtime = true;
176                     break;
177                 }
178                 yield return 0; // keep this loop tight, to avoid adding local lag to rtt.
179             }
180             int rtt = (int)sw.ElapsedMilliseconds;
181
182
183             if (IgnoreInitialAttempt && i == 0)
184             {
185                 // do nothing.
186             }
187             else if (ping.Successful && !overtime)
188             {
189                 rttSum += rtt;
190                 replyCount++;
191                 region.Ping = (int)((rttSum) / replyCount);
192                 //Debug.Log("region " + region.Code + " RTT " + region.Ping + " success: " + ping.Successful + " over: " + overtime);
193             }
194
195             yield return new WaitForSeconds(0.1f);
196         }
197
198         this.PingsRunning--;
199
200         //Debug.Log("this.PingsRunning: " + this.PingsRunning + " this debug: " + ping.DebugString);
201         yield return null;
202     }
File name: PlayerController.cs Copy
31  void Update () {
32   if (GameplayController.instance.gameInProgress) {
33    LimitPosition ();
34    if (Application.platform == RuntimePlatform.WindowsEditor) {
35     PlayerMovement ();
36    }else if(Application.platform == RuntimePlatform.Android){
37     TouchMovement ();
38    }
39
40   }
41  }
File name: CameraFollow.cs Copy
30  void Update () {
31   if (GameplayController.instance.gameInProgress) {
32    if (isFollowing) {
33     if (GameObject.FindGameObjectWithTag ("Player Bullet") != null) {
34      MoveCameraFollow ();
35     }
36    } else {
37     if (!GameplayController.instance.player.GetChild (0).transform.GetComponent ().readyToShoot) {
38      MoveCameraBackToStart ();
39      AfterShotMoveAgain ();
40      allowToMove = false;
41     } else {
42      timeSinceShot = 0;
43      allowToMove = true;
44     }
45
46    }
47
48    if (Application.platform == RuntimePlatform.Android) {
49     TouchMoveCamera ();
50    } else if (Application.platform == RuntimePlatform.WindowsEditor) {
51     MoveCamera ();
52    }
53   }
54
55  }
File name: Cannon.cs Copy
43  void Update () {
44   if (GameplayController.instance.gameInProgress) {
45    if (readyToShoot) {
46     if(Application.platform == RuntimePlatform.Android){
47      TouchCannonShoot ();
48     }else if(Application.platform == RuntimePlatform.WindowsEditor){
49      CannonShoot ();
50     }
51
52    }
53
54    if(Application.platform == RuntimePlatform.Android){
55     TouchCannonMovement ();
56    }else if(Application.platform == RuntimePlatform.WindowsEditor){
57     CannonMovement ();
58    }
59
60   }
61  }

Download file with original file name:ANDROID

ANDROID 196 lượt xem

Gõ tìm kiếm nhanh...