///
/// Game-specific code for the native plugin
///
///
/// Jackson Dunstan, 2017, http://JacksonDunstan.com
///
///
/// MIT
///
#include "Bindings.h"
using namespace System;
using namespace UnityEngine;
void PrintPlatformDefines();
// Called when the plugin is initialized
// This is mostly full of test code. Feel free to remove it all.
void PluginMain()
{
PrintPlatformDefines();
Debug::Log(String("Game booted up"));
GameObject go(String("GameObject with a TestScript"));
go.AddComponent();
}
void MyGame::MonoBehaviours::TestScript::Awake()
{
Debug::Log(String("C++ TestScript Awake"));
}
void MyGame::MonoBehaviours::TestScript::OnAnimatorIK(int32_t param0)
{
Debug::Log(String("C++ TestScript OnAnimatorIK"));
}
void MyGame::MonoBehaviours::TestScript::OnCollisionEnter(UnityEngine::Collision param0)
{
Debug::Log(String("C++ TestScript OnCollisionEnter"));
}
void MyGame::MonoBehaviours::TestScript::Update()
{
static int32_t numCreated = 0;
if (numCreated < 10)
{
GameObject go;
Transform transform = go.GetTransform();
float comp = (float)numCreated;
Vector3 position(comp, comp*10.0f, comp*100.0f);
transform.SetPosition(position);
numCreated++;
if (numCreated == 10)
{
Debug::Log(String("Done spawning game objects"));
}
}
}
void PrintPlatformDefines()
{
#if defined(UNITY_EDITOR)
Debug::Log(String("UNITY_EDITOR"));
#endif
#if defined(UNITY_STANDALONE)
Debug::Log(String("UNITY_STANDALONE"));
#endif
#if defined(UNITY_IOS)
Debug::Log(String("UNITY_IOS"));
#endif
#if defined(UNITY_ANDROID)
Debug::Log(String("UNITY_ANDROID"));
#endif
#if defined(UNITY_EDITOR_WIN)
Debug::Log(String("UNITY_EDITOR_WIN"));
#endif
#if defined(UNITY_EDITOR_OSX)
Debug::Log(String("UNITY_EDITOR_OSX"));
#endif
#if defined(UNITY_EDITOR_LINUX)
Debug::Log(String("UNITY_EDITOR_LINUX"));
#endif
#if defined(UNITY_STANDALONE_OSX)
Debug::Log(String("UNITY_STANDALONE_OSX"));
#endif
#if defined(UNITY_STANDALONE_WIN)
Debug::Log(String("UNITY_STANDALONE_WIN"));
#endif
#if defined(UNITY_STANDALONE_LINUX)
Debug::Log(String("UNITY_STANDALONE_LINUX"));
#endif
}