using System; using UnityEngine; namespace XUtliPoolLib { public interface IPlatform : IXInterface { XPlatformType Platfrom(); bool IsEdior(); void SetNoBackupFlag(string fullpath); void OnPlatformLogin(); void OnQQLogin(); void OnWeChatLogin(); void OnGuestLogin(); void LogOut(); void ResgiterSDONotification(uint serverid, string rolename); string GetPFToken(); string GetVersionServer(); string GetHostUrl(); string GetLoginServer(string loginType); bool IsPublish(); bool IsTestMode(); void SendGameExData(string type, string json); void SetPushStatus(bool status); string GetHostWithHttpDns(string url); bool CheckStatus(string type, string json); string GetSDKConfig(string type, string json); bool CheckWeChatInstalled(); string GetChannelID(); string GetBatteryLevel(); void SendUserInfo(uint serverID, ulong roleID); int GetQualityLevel(); void MarkLoadlevel(string scene_name); void InitApm(); void MarkLoadlevelCompleted(); void MarkLevelEnd(); void SetApmUserID(string userID); void SetScreenLightness(int percentage); void ResetScreenLightness(); object CreateClass(EClassType type); void ReturnClass(EClassType type, object obj); void ClearClass(); string GetPayBill(); void Pay(int price, string orderID, string paramID, ulong role, uint serverID); void SendExtDara(string key, string param); void CreateWXGroup(string param); void JoinWXGroup(string param); void ShareWithWXGroup(string param); void QueryWXGroup(string param); string GetMD5(string plainText); string UserMd5(string str); int GetDensity(); string GetSim(); Component AddComponent(GameObject go, EComponentType type); void ReloadFMOD(); INativePlugin GetNativePlugin(); } }