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@gashtio
Created February 21, 2013 21:36
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Component that handles signals received upon mech death
using UnityEngine;
using System.Collections;
using Coherent.UI;
using Coherent.UI.Binding;
using System.IO;
public class SignalReceiver : MonoBehaviour {
private CoherentUIView m_View;
private string m_LocalAppURL;
private const string FacebookAppURL = "http://www.coherent-labs.com/sample.html";
// Use this for initialization
void Start () {
m_View = GetComponent<CoherentUIView>();
m_LocalAppURL = m_View.Page;
if (m_View != null && m_View.Listener != null)
{
m_View.OnViewCreated += (view) => { view.InterceptURLRequests(true); };
m_View.Listener.URLRequest += OnURLRequestHandler;
}
}
void OnURLRequestHandler (string url, URLResponse response)
{
if (url.StartsWith(FacebookAppURL))
{
// change the url, keeping all parameters intact
string redirectURL = m_LocalAppURL + url.Substring(FacebookAppURL.Length);
response.RedirectRequest(redirectURL);
return;
}
response.AllowRequest();
}
void OnEnemyMechDeath() {
if (m_View != null && m_View.View != null)
{
m_View.View.TriggerEvent("ShowAchievementPopup");
// Uncomment the next line if you want a wall post along with the photo
//m_View.View.TriggerEvent("PostOnWall", "If you can see this, it's coming from Unity3D and apparently it's working!");
SaveScreenShotAsync(Application.dataPath + "/mechdeath.png");
}
}
void SaveScreenShotAsync(string filename) {
StartCoroutine(ScreenshotEncode(filename));
}
void SavePNGBytes(string filename, byte[] bytes) {
// Save to disk code path
//File.WriteAllBytes(filename, bytes);
// Upload to FaceBook
if (m_View != null && m_View.View != null)
{
m_View.View.TriggerEvent("UploadImageOnFacebook", bytes, "Victory for mankind! The evil mech was destroyed!");
}
}
IEnumerator ScreenshotEncode(string filename)
{
// wait for graphics to render
yield return new WaitForEndOfFrame();
// create a texture to pass to encoding
Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
// put buffer into texture
texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
texture.Apply();
// split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
yield return 0;
// Added by Karl. - Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
DestroyObject( texture );
byte[] bytes = texture.EncodeToPNG();
SavePNGBytes(filename, bytes);
}
}
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