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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();
}
}
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