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#if UNITY_EDITOR || UNITY_ANDROID
using UnityEngine;
namespace NativeGalleryNamespace
{
public class NGCallbackHelper : MonoBehaviour
{
private System.Action mainThreadAction = null;
private void Awake()
{
DontDestroyOnLoad( gameObject );
}
private void Update()
{
if( mainThreadAction != null )
{
System.Action temp = mainThreadAction;
mainThreadAction = null;
temp();
}
}
public void CallOnMainThread( System.Action function )
{
mainThreadAction = function;
}
}
}
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#if UNITY_EDITOR || UNITY_ANDROID
using UnityEngine;
namespace NativeGalleryNamespace
{
public class NGMediaReceiveCallbackAndroid : AndroidJavaProxy
{
private readonly NativeGallery.MediaPickCallback callback;
private readonly NativeGallery.MediaPickMultipleCallback callbackMultiple;
private readonly NGCallbackHelper callbackHelper;
public NGMediaReceiveCallbackAndroid( NativeGallery.MediaPickCallback callback, NativeGallery.MediaPickMultipleCallback callbackMultiple ) : base( "com.yasirkula.unity.NativeGalleryMediaReceiver" )
{
this.callback = callback;
this.callbackMultiple = callbackMultiple;
callbackHelper = new GameObject( "NGCallbackHelper" ).AddComponent<NGCallbackHelper>();
}
public void OnMediaReceived( string path )
{
callbackHelper.CallOnMainThread( () => MediaReceiveCallback( path ) );
}
public void OnMultipleMediaReceived( string paths )
{
string[] result = null;
if( !string.IsNullOrEmpty( paths ) )
{
string[] pathsSplit = paths.Split( '>' );
int validPathCount = 0;
for( int i = 0; i < pathsSplit.Length; i++ )
{
if( !string.IsNullOrEmpty( pathsSplit[i] ) )
validPathCount++;
}
if( validPathCount == 0 )
pathsSplit = new string[0];
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{
string[] validPaths = new string[validPathCount];
for( int i = 0, j = 0; i < pathsSplit.Length; i++ )
{
if( !string.IsNullOrEmpty( pathsSplit[i] ) )
validPaths[j++] = pathsSplit[i];
}
pathsSplit = validPaths;
}
result = pathsSplit;
}
callbackHelper.CallOnMainThread( () => MediaReceiveMultipleCallback( result ) );
}
private void MediaReceiveCallback( string path )
{
if( string.IsNullOrEmpty( path ) )
path = null;
try
{
if( callback != null )
callback( path );
}
finally
{
Object.Destroy( callbackHelper.gameObject );
}
}
private void MediaReceiveMultipleCallback( string[] paths )
{
if( paths != null && paths.Length == 0 )
paths = null;
try
{
if( callbackMultiple != null )
callbackMultiple( paths );
}
finally
{
Object.Destroy( callbackHelper.gameObject );
}
}
}
}
#endif
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#if UNITY_EDITOR || UNITY_ANDROID
using System.Threading;
using UnityEngine;
namespace NativeGalleryNamespace
{
public class NGPermissionCallbackAndroid : AndroidJavaProxy
{
private object threadLock;
public int Result { get; private set; }
public NGPermissionCallbackAndroid( object threadLock ) : base( "com.yasirkula.unity.NativeGalleryPermissionReceiver" )
{
Result = -1;
this.threadLock = threadLock;
}
public void OnPermissionResult( int result )
{
Result = result;
lock( threadLock )
{
Monitor.Pulse( threadLock );
}
}
}
}
#endif
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#if UNITY_IOS
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
#endif
namespace NativeGalleryNamespace
{
public class NGPostProcessBuild
{
private const bool ENABLED = true;
private const string PHOTO_LIBRARY_USAGE_DESCRIPTION = "The app requires access to Photos to interact with it.";
private const string PHOTO_LIBRARY_ADDITIONS_USAGE_DESCRIPTION = "The app requires access to Photos to save media to it.";
private const bool DONT_ASK_LIMITED_PHOTOS_PERMISSION_AUTOMATICALLY_ON_IOS14 = true; // See: https://mackuba.eu/2020/07/07/photo-library-changes-ios-14/
#if !UNITY_2018_1_OR_NEWER
private const bool MINIMUM_TARGET_8_OR_ABOVE = false;
#endif
#if UNITY_IOS
#pragma warning disable 0162
[PostProcessBuild]
public static void OnPostprocessBuild( BuildTarget target, string buildPath )
{
if( !ENABLED )
return;
if( target == BuildTarget.iOS )
{
string pbxProjectPath = PBXProject.GetPBXProjectPath( buildPath );
string plistPath = Path.Combine( buildPath, "Info.plist" );
PBXProject pbxProject = new PBXProject();
pbxProject.ReadFromFile( pbxProjectPath );
#if UNITY_2019_3_OR_NEWER
string targetGUID = pbxProject.GetUnityFrameworkTargetGuid();
#else
string targetGUID = pbxProject.TargetGuidByName( PBXProject.GetUnityTargetName() );
#endif
// Minimum supported iOS version on Unity 2018.1 and later is 8.0
#if !UNITY_2018_1_OR_NEWER
if( MINIMUM_TARGET_8_OR_ABOVE )
{
#endif
pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-weak_framework PhotosUI" );
pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-framework Photos" );
pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-framework MobileCoreServices" );
pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-framework ImageIO" );
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}
else
{
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pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-weak_framework PhotosUI" );
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pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-framework MobileCoreServices" );
pbxProject.AddBuildProperty( targetGUID, "OTHER_LDFLAGS", "-framework ImageIO" );
}
#endif
pbxProject.RemoveFrameworkFromProject( targetGUID, "Photos.framework" );
File.WriteAllText( pbxProjectPath, pbxProject.WriteToString() );
PlistDocument plist = new PlistDocument();
plist.ReadFromString( File.ReadAllText( plistPath ) );
PlistElementDict rootDict = plist.root;
rootDict.SetString( "NSPhotoLibraryUsageDescription", PHOTO_LIBRARY_USAGE_DESCRIPTION );
rootDict.SetString( "NSPhotoLibraryAddUsageDescription", PHOTO_LIBRARY_ADDITIONS_USAGE_DESCRIPTION );
if( DONT_ASK_LIMITED_PHOTOS_PERMISSION_AUTOMATICALLY_ON_IOS14 )
rootDict.SetBoolean( "PHPhotoLibraryPreventAutomaticLimitedAccessAlert", true );
File.WriteAllText( plistPath, plist.WriteToString() );
}
}
#pragma warning restore 0162
#endif
}
}
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#if UNITY_EDITOR || UNITY_IOS
using UnityEngine;
namespace NativeGalleryNamespace
{
public class NGMediaReceiveCallbackiOS : MonoBehaviour
{
private static NGMediaReceiveCallbackiOS instance;
private NativeGallery.MediaPickCallback callback;
private NativeGallery.MediaPickMultipleCallback callbackMultiple;
private float nextBusyCheckTime;
public static bool IsBusy { get; private set; }
[System.Runtime.InteropServices.DllImport( "__Internal" )]
private static extern int _NativeGallery_IsMediaPickerBusy();
public static void Initialize( NativeGallery.MediaPickCallback callback, NativeGallery.MediaPickMultipleCallback callbackMultiple )
{
if( IsBusy )
return;
if( instance == null )
{
instance = new GameObject( "NGMediaReceiveCallbackiOS" ).AddComponent<NGMediaReceiveCallbackiOS>();
DontDestroyOnLoad( instance.gameObject );
}
instance.callback = callback;
instance.callbackMultiple = callbackMultiple;
instance.nextBusyCheckTime = Time.realtimeSinceStartup + 1f;
IsBusy = true;
}
private void Update()
{
if( IsBusy )
{
if( Time.realtimeSinceStartup >= nextBusyCheckTime )
{
nextBusyCheckTime = Time.realtimeSinceStartup + 1f;
if( _NativeGallery_IsMediaPickerBusy() == 0 )
{
IsBusy = false;
NativeGallery.MediaPickCallback _callback = callback;
callback = null;
NativeGallery.MediaPickMultipleCallback _callbackMultiple = callbackMultiple;
callbackMultiple = null;
if( _callback != null )
_callback( null );
if( _callbackMultiple != null )
_callbackMultiple( null );
}
}
}
}
public void OnMediaReceived( string path )
{
IsBusy = false;
if( string.IsNullOrEmpty( path ) )
path = null;
NativeGallery.MediaPickCallback _callback = callback;
callback = null;
if( _callback != null )
_callback( path );
}
public void OnMultipleMediaReceived( string paths )
{
IsBusy = false;
string[] _paths = SplitPaths( paths );
if( _paths != null && _paths.Length == 0 )
_paths = null;
NativeGallery.MediaPickMultipleCallback _callbackMultiple = callbackMultiple;
callbackMultiple = null;
if( _callbackMultiple != null )
_callbackMultiple( _paths );
}
private string[] SplitPaths( string paths )
{
string[] result = null;
if( !string.IsNullOrEmpty( paths ) )
{
string[] pathsSplit = paths.Split( '>' );
int validPathCount = 0;
for( int i = 0; i < pathsSplit.Length; i++ )
{
if( !string.IsNullOrEmpty( pathsSplit[i] ) )
validPathCount++;
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result = pathsSplit;
}
return result;
}
}
}
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#if UNITY_EDITOR || UNITY_IOS
using UnityEngine;
namespace NativeGalleryNamespace
{
public class NGMediaSaveCallbackiOS : MonoBehaviour
{
private static NGMediaSaveCallbackiOS instance;
private NativeGallery.MediaSaveCallback callback;
public static void Initialize( NativeGallery.MediaSaveCallback callback )
{
if( instance == null )
{
instance = new GameObject( "NGMediaSaveCallbackiOS" ).AddComponent<NGMediaSaveCallbackiOS>();
DontDestroyOnLoad( instance.gameObject );
}
else if( instance.callback != null )
instance.callback( false, null );
instance.callback = callback;
}
public void OnMediaSaveCompleted( string message )
{
NativeGallery.MediaSaveCallback _callback = callback;
callback = null;
if( _callback != null )
_callback( true, null );
}
public void OnMediaSaveFailed( string error )
{
NativeGallery.MediaSaveCallback _callback = callback;
callback = null;
if( _callback != null )
_callback( false, null );
}
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class ARPlaceOnPlane : MonoBehaviour
{
public ARRaycastManager arRaycaster;
public GameObject placeObject;
GameObject spawnObject;
bool isSetted = false;
void Update()
{
//UpdateCenterObject();
if (!isSetted)
{
PlaceObjectByTouch();
}
}
private void PlaceObjectByTouch() {
if (Input.touchCount > 0) {
Touch touch = Input.GetTouch(0); //터치값 얻어오기
List<ARRaycastHit> hits = new List<ARRaycastHit>();
if (arRaycaster.Raycast(touch.position, hits, TrackableType.Planes)) {
Pose hitPose = hits[0].pose;
if (!spawnObject) // 아직 오브젝트 미생성됐으면
{
spawnObject = Instantiate(placeObject, hitPose.position, hitPose.rotation); // 생성하고
isSetted = true; // update문에서 바닥탐지/생성함수를 정지함
}
else {
spawnObject.transform.position = hitPose.position;
spawnObject.transform.rotation = hitPose.rotation;
}
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class CreateManager : MonoBehaviour
{
public ARRaycastManager raycastMgr;
public ARPlane _ARPlane;
public GameObject placeObject;
private List<ARRaycastHit> hits = new List<ARRaycastHit>();
private List<GameObject> obj = new List<GameObject>();
bool created;
public bool gameoverTimerActivate;
/// <summary>
/// Game Over Script here
/// </summary>
private float deadTime;
public GameObject gOverPanel;
// Start is called before the first frame update
void Start()
{
placeObject.SetActive(false);
deadTime = 0;
created = false;
gOverPanel.SetActive(false);
}
// Update is called once per frame
void Update()
{
if(created == false)
{
UpdateCenterObject();
}
if (placeObject.activeSelf == true) // 활성화 상태면
{
deadTime += Time.deltaTime; // 1초씩 타임 재기
}
checkDead();
}
void UpdateCenterObject()
{
Vector3 screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
raycastMgr.Raycast(screenCenter, hits, TrackableType.PlaneWithinPolygon);
if (hits.Count > 0)
{
Pose placementPose = hits[0].pose;
placeObject.SetActive(true);
placeObject.transform.SetPositionAndRotation(placementPose.position, placementPose.rotation);
created = true;
}
}
void checkDead()
{
if (gameoverTimerActivate)
{
if (deadTime >= 5f) // 타임이 10이 되면
{
Time.timeScale = 0; // 일시정지시키고
gOverPanel.SetActive(true); // gameOver 패널을 활성화
//GameOver 텍스트 출력
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class GetPicture : MonoBehaviour
{
#if !UNITY_EDITOR && UNITY_ANDROID
private static AndroidJavaClass m_ajc = null;
private static AndroidJavaClass AJC
{
get
{
if (m_ajc == null)
m_ajc = new AndroidJavaClass("com.yasirkula.unity.NativeGallery");
return m_ajc;
}
}
#endif
// 다른 스크립트에서 GetPicture.GetLastPicturePath()로 호출
public static string GetLastPicturePath()
{
// 디바이스마다 다른 저장경로
string saveDir;
#if !UNITY_EDITOR && UNITY_ANDROID
saveDir = AJC.CallStatic<string>( "GetMediaPath", "Shine Bright" );
#else
saveDir = Application.persistentDataPath;
#endif
// 저장경로에서 PNG파일 모두 검색
string[] files = Directory.GetFiles(saveDir, "*.png");
// 만약 PNG파일이 있다면, 마지막 파일을 반환
if (files.Length > 0)
{
return files[files.Length - 1];
}
// 없다면 null을
return null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ghost
{
string name;
int number;
string description;
bool isActivated;
bool iscaptured;
public static int timeState;
// 씬당 귀신이 하나일거라고 가정하여 변수 돌려쓰기를 위해 static으로 선언했습니다
public string getName() {
return name;
}
public int getNumber() {
return number;
}
public string getDescription() {
return description;
}
public bool getActivatedStatus() {
return isActivated;
}
public bool getCaptureStatus() {
return iscaptured;
}
public void setTime(int count) {
timeState = count;
}
public void setName(string _name) {
name = _name;
}
public void setNumber(int _number) {
number = _number;
}
public void setActivatedStatus(bool value) {
isActivated = value;
}
public void setCapturedStatus(bool value) {
iscaptured = value;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Hunting : MonoBehaviour
{
RaycastHit hit;
public Camera cam;
public Text text;
bool staringGhost = false;
public static bool isCaptured = false;
GameObject ghost;
bool isGhostInfoSaved = false;
void Start()
{
}
// 레이캐스트로 오브젝트를 감지한다. (콜라이더 조절 필요)
// 감지가 가능해지면 버튼을 클릭하여 레이캐스트 감지를 통해 태그 확인 후 오브젝트의 정보를 얻는다.
// 오브젝트의 모든 정보를 얻었다면 소멸시키고, 퇴치 유령 목록에 추가한다.
void Update()
{
hitObject();
if (staringGhost)
{
if (isCaptured)
{
//고스트라는 객체를 새로 만들어서, 해당 정보를 스테이지에서 저장하고 있는다.
//스테이지에서 저장된 게임 오브젝트를 Ghost라고 하자.
ghost.SetActive(false);
isCaptured = false;
}
}
}
void hitObject() {
Vector3 screenCenter = Camera.current.ViewportToScreenPoint(new Vector3(0.5f, 0.5f));
Ray ray = cam.ScreenPointToRay(screenCenter);
if (Physics.Raycast(ray, out hit))
{
// text.text = hit.collider.gameObject.name;
if (hit.collider.gameObject.tag == "Ghost") {
text.text = "유령";
staringGhost = true;
if (!isGhostInfoSaved) {
ghost = hit.collider.gameObject;
isGhostInfoSaved = true;
}
}
}
else {
text.text = "아무것도없다";
staringGhost = false;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneManagement : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
public void goToARScene() {
SceneManager.LoadScene(1);
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.UI;
public class Screenshot : MonoBehaviour
{
public GameObject blink; // 사진 찍을 때 깜빡일 것
//public GameObject shareButtons; // 공유 버튼
bool isCoroutinePlaying; // 코루틴 중복방지
// 파일 불러올 때 필요
string albumName = "ARHorrorGame"; // 생성될 앨범의 이름
[SerializeField]
GameObject panel; // 찍은 사진이 뜰 패널
// 캡쳐 버튼을 누르면 호출
public void Capture_Button()
{
// 중복방지 bool
if (!isCoroutinePlaying)
{
StartCoroutine("captureScreenshot");
}
}
IEnumerator captureScreenshot()
{
isCoroutinePlaying = true;
// UI 없앤다...
yield return new WaitForEndOfFrame();
// 스크린샷 + 갤러리갱신
ScreenshotAndGallery();
yield return new WaitForEndOfFrame();
// 블링크
BlinkUI();
// 셔터 사운드 넣기...
yield return new WaitForEndOfFrame();
// UI 다시 나온다...
yield return new WaitForSecondsRealtime(0.3f);
// 찍은 사진이 등장
GetPirctureAndShowIt();
isCoroutinePlaying = false;
}
// 흰색 블링크 생성
void BlinkUI()
{
GameObject b = Instantiate(blink);
b.transform.SetParent(transform);
b.transform.localPosition = new Vector3(0, 0, 0);
b.transform.localScale = new Vector3(1, 1, 1);
}
// 스크린샷 찍고 갤러리에 갱신
public void ScreenshotAndGallery()
{
// 스크린샷
Texture2D ss = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
ss.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
ss.Apply();
// 갤러리갱신
Debug.Log("" + NativeGallery.SaveImageToGallery(ss, albumName,
"Screenshot_" + System.DateTime.Now.ToString("dd-MM-yyyy-HH-mm-ss") + "{0}.png"));
// To avoid memory leaks.
// 복사 완료됐기 때문에 원본 메모리 삭제
Destroy(ss);
}
// 찍은 사진을 Panel에 보여준다.
void GetPirctureAndShowIt()
{
string pathToFile = GetPicture.GetLastPicturePath();
if (pathToFile == null)
{
return;
}
Texture2D texture = GetScreenshotImage(pathToFile);
Sprite sp = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
panel.SetActive(true);
//shareButtons.SetActive(true);
panel.GetComponent<Image>().sprite = sp;
}
// 찍은 사진을 불러온다.
Texture2D GetScreenshotImage(string filePath)
{
Texture2D texture = null;
byte[] fileBytes;
if (File.Exists(filePath))
{
fileBytes = File.ReadAllBytes(filePath);
texture = new Texture2D(2, 2, TextureFormat.RGB24, false);
texture.LoadImage(fileBytes);
}
return texture;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TakePicture : MonoBehaviour
{
public GameObject txt;
bool isActivated;
public GameObject flashImage;
Animator flashImageAni;
public GameObject screenUI;
public GameObject screenShotEvnet;
void Start()
{
isActivated = false;
flashImageAni = flashImage.GetComponentInChildren<Animator>();
}
public void buttonClick() {
if (isActivated) {
txt.SetActive(false);
isActivated = false;
Hunting.isCaptured = true;
screenUI.SetActive(false);
screenShotEvnet.GetComponentInChildren<Screenshot>().ScreenshotAndGallery(); //
flashImageAni.SetTrigger("capture");
screenUI.SetActive(true);
}
else
{
txt.SetActive(true);
isActivated = true;
}
}
}
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