本演示项目在Unity for Android Build中启用部分华为HMS和AGC服务,对应的类和函数的名称和用法相同。
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70 行
2.3 KiB

using System.IO;
using System.Threading;
using UnityEngine;
using HuaweiService.apm;
using HuaweiService;
using UnityEngine.UI;
namespace ApmTest
{
public class GameApmTest
{
private static string sceneHandler = "";
static int gameApmTest_count = 0;
private static int stopLoadingSceneTest_count = 0;
public void gameApmTest(Text text)
{
gameApmTest_count++;
text.text = "gameApmTest start, count: " + gameApmTest_count + "\n";
GameAttribute attribute = new GameAttribute("new scene", GameAttribute.LoadingState.NOT_LOADING);
text.text += "create new attribute success\n";
APMS.getInstance().startGamePlugin();
text.text +="GameAPM start\n";
APMS.getInstance().enableGamePlugin(true);
text.text +="enableGamePlugin: true\n";
sceneHandler = APMS.getInstance().startLoadingScene(attribute);
text.text +="startLoadingScene, sceneHandler= " + sceneHandler + "\n";
APMS.getInstance().setCurrentGameAttribute(attribute);
text.text +="setCurrentGameAttribute\n";
APMS.getInstance().setReportRate(1);
text.text += "setReportRate\n";
text.text += "gameApmTest success\n\n";
}
public void stopLoadingScene(Text text)
{
stopLoadingSceneTest_count++;
text.text = "stopLoadingSceneTest start, count: " + stopLoadingSceneTest_count + "\n";
APMS.getInstance().stopLoadingScene(sceneHandler);
text.text +="stopLoadingScene\n";
APMS.getInstance().stopGamePlugin();
text.text +="GameAPM stop\n";
text.text += "stopLoadingSceneTest success\n";
}
public void switchGamePluginStatus(bool status)
{
if (status == false)
{
Debug.Log("switch enableCollection status from false -> true");
APMS.getInstance().enableGamePlugin(true);
}
else if (status == true)
{
Debug.Log("switch enableCollection status from true -> false");
APMS.getInstance().enableGamePlugin(false);
}
}
}
}