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using UnityEngine;
using UnityEngine.UI; //andr
using static CommunicationEvents;
using static StreamingAssetLoader;
//using static StreamingAssetLoader;
//using static CheckServer;
//using static CommunicationEvents;
using static UIconfig;
{
//public int myUI_ID;
public GameObject myself_GObj;
//public GameObject parent_GObj;
//public int backUI_ID;
//public int optionsUI_ID;
//public int failedUI_ID;
public GameObject child1_GObj;
public Text GObj_text;
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private void Awake()
//GObj_text.text = "1: "+ Application.streamingAssetsPath + " " + Application.persistentDataPath + " " + Application.dataPath;
toChild1();
if (checkOperationSystemAlreadyDone == false || checkOperationSystemAlreadyDone_check == false)
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{
start2_CheckOS_CheckConfig();
checkOperationSystemAlreadyDone = true;
}
GObj_text.text = Application.platform + " -> " + CommunicationEvents.Opsys + "";
//GObj_text.text = "2: " + Application.streamingAssetsPath + " " + Application.persistentDataPath + " " + Application.dataPath;
//Debug.Log(Application.streamingAssetsPath);
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//CheckServerA[1] = 1;
//CheckServerA[2] = 1;
//CheckServerA[3] = 1;
for(int i=0; i<CheckServerA.Length; i++)
{
CheckServerA[i] = 1;
}
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}
void Start()
{
}
void start2_CheckOS_CheckConfig()
{
//Try to find existing Config:
int configExists = 0;
//Debug.Log("Load Streaming Asset");
}
//Debug.Log("Load Streaming Asset finished");
//Debug.Log(checkPersistentDataPath());
if (configExists == 0)
{
Debug.Log(configExists + "No Config found");
checkOS2();
try
{
ResetPlayerConfig();
NetworkJSON_Load();
configExists = 3;
}
catch (Exception e)
{
Debug.Log(e);
}
}
else
{
//Debug.Log(configExists + "Config found");
checkOS();
}
{
//Debug.Log("initialReset_PDP");
ResetPersistentDataPath();
//Debug.Log("Reset_PDP_finished");
NetworkJSON_Load();
changeSettingsToOS();
NetworkJSON_Save();
}
//Save CheckOS
NetworkJSON_Save();
if (autoSettingsAdaption>0)
{
changeSettingsToOS();
NetworkJSON_Save();
if (!checkDataPath() && false)
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Debug.Log("Todo: Pr�fen auf Bugs bzl DataPath");
if (!checkDataPath() || true)
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//Debug.Log("Info: DataPath Resetted");
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if (UIconfig.MouseKeepingInWindow == true)
{
Cursor.lockState = CursorLockMode.Confined;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
}
private void Update()
{
}
void checkOS()
{
if (CommunicationEvents.autoOSrecognition == true)
{
checkOS2();
}
else
{
//CommunicationEvents.Opsys = CommunicationEvents.Opsys_Default;
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{
ServerAutoStart = false;
}
}
void checkOS2()
{
//https://docs.unity3d.com/ScriptReference/RuntimePlatform.html
if (Application.platform == RuntimePlatform.WindowsPlayer)
{
//Debug.Log("Windows OS detected");
CommunicationEvents.Opsys = OperationSystem.Windows;
return;
}
if (Application.platform == RuntimePlatform.Android)
{
//Debug.Log("Android OS detected");
CommunicationEvents.Opsys = OperationSystem.Android;
return;
}
if (Application.platform == RuntimePlatform.WindowsEditor)
{
CommunicationEvents.Opsys = OperationSystem.Windows;
return;
}
if (Application.platform == RuntimePlatform.OSXPlayer)
{
CommunicationEvents.Opsys = OperationSystem.iOS;
return;
}
if (Application.platform == RuntimePlatform.WindowsPlayer)
{
CommunicationEvents.Opsys = OperationSystem.WindowsStoreApps;
return;
}
Debug.Log("Detecting OS: " + Application.platform + " -> " + CommunicationEvents.Opsys);
//Default:
//CommunicationEvents.Opsys = CommunicationEvents.Opsys_Default;
return;
}
void changeSettingsToOS()
{
switch (Opsys)
{
case OperationSystem.Windows:
UIconfig.controlMode = ControlMode.Keyboard;
if (autoSettingsAdaption == 2) { UIconfig.FrameITUIversion = 1; }
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UIconfig.scrollViewVersion = ScrollViewVersion.ScrollWebView;
break;
case OperationSystem.Android:
UIconfig.controlMode = ControlMode.Mobile;
if (autoSettingsAdaption == 2) { UIconfig.FrameITUIversion = 2; }
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UIconfig.scrollViewVersion = ScrollViewVersion.ScrollShow;
break;
default:
break;
}
}
}
void ScreenOptimization()
{
Screen.orientation = ScreenOrientation.LandscapeLeft;
UIconfig.screHeight = Screen.height;
UIconfig.screWidth = Screen.width;
CommunicationEvents.lastIP = CommunicationEvents.selecIP;
/* //ScreenMatchMode.MatchWidthOrHeight:
// If one axis has twice resolution and the other has half, it should even out if widthOrHeight value is at 0.5.
// In normal space the average would be (0.5 + 2) / 2 = 1.25
// In logarithmic space the average is (-1 + 1) / 2 = 0
float scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);
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//Camera;
//mainInputField.text = "Enter IP Here...";
*/
UnityEngine.UI.CanvasScaler c = myself_GObj.GetComponent<UnityEngine.UI.CanvasScaler>();
c.uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
UIconfig.refWidth = (int)Mathf.Round(c.referenceResolution[0]);
UIconfig.refHeight = (int)Mathf.Round(c.referenceResolution[1]);
//CommunicationEvents.scaleMatch = 0.5f;
/*
//float kLogBase=10;
//CommunicationEvents.scaleMatch = Mathf.Max(CommunicationEvents.screWidth / CommunicationEvents.refWidth, CommunicationEvents.screHeight / CommunicationEvents.refHeight);
//float logWidth = Mathf.Log(CommunicationEvents.screWidth / CommunicationEvents.refWidth, kLogBase);
//float logHeight = Mathf.Log(CommunicationEvents.screHeight / CommunicationEvents.refHeight, kLogBase);
//float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, 0.5f);
//CommunicationEvents.scaleMatch = Mathf.Pow(kLogBase, logWeightedAverage);
//c.matchWidthOrHeight = CommunicationEvents.scaleMatch;
/*
RectTransform rt = GetComponent<RectTransform>();
Vector3 screenSize = Camera.main.ViewportToWorldPoint(Vector3.up + Vector3.right);
screenSize *= 02;
float sizeY = screenSize.y / rt.rect.height;
float sizeX = screenSize.x / rt.rect.width;
rt.localScale = new Vector3(sizeX, sizeY, 1);
*/
}
public void toChild1()
{
ClearUIC();
child1_GObj.SetActive(true); ;
}
/// <summary>
/// Deactivates all Pages.
/// </summary>
private void ClearUIC()
{
for (int i = 0; i < myself_GObj.transform.childCount; i++)
{
myself_GObj.transform.GetChild(i).gameObject.SetActive(false);
}
}