To start an Android activity from a Unity application, you can use the AndroidJavaClass
and AndroidJavaObject
classes to access the Android SDK and call methods on Android objects.
Here's an example of how to start an Android activity from a Unity application:
using UnityEngine; using System.Collections; public class AndroidActivityStarter : MonoBehaviour { public void StartAndroidActivity() { // Get the current Android activity using the UnityPlayer class AndroidJavaClass unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject unityActivity = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity"); // Start the new activity using the Intent class AndroidJavaClass intentClass = new AndroidJavaClass("android.content.Intent"); AndroidJavaObject intentObject = new AndroidJavaObject("android.content.Intent"); // Set the activity to start and start it string packageName = "com.example.myapp"; string activityName = "com.example.myapp.MyActivity"; intentObject.Call<AndroidJavaObject>("setClassName", packageName, activityName); unityActivity.Call("startActivity", intentObject); } }
In this example, we define a C# class called AndroidActivityStarter
that has a public method called StartAndroidActivity()
. This method uses the AndroidJavaClass
and AndroidJavaObject
classes to access the Android SDK and start a new activity.
Attach the AndroidActivityStarter
script to a game object in your Unity scene.
Call the StartAndroidActivity()
method from your Unity code to start the Android activity. For example, you could attach the following code to a button in your Unity UI:
public void OnButtonClick() { AndroidActivityStarter androidActivityStarter = FindObjectOfType<AndroidActivityStarter>(); androidActivityStarter.StartAndroidActivity(); }
In this example, we find the AndroidActivityStarter
script in the scene using the FindObjectOfType
method, and then call the StartAndroidActivity()
method on the script when the button is clicked.
Note that in order to start an Android activity from a Unity application, you will need to know the package name and activity name of the activity that you want to start. You can find this information in the AndroidManifest.xml file of your Android application.
Handling COM events from a console application in C# requires a bit of setup to establish a connection to the COM object and register event handlers. Here's a step-by-step guide on how to do it:
Add a reference to the COM object: In your C# console application, you need to add a reference to the COM object you want to work with. To do this, right-click on the "References" in your project, select "Add Reference," and then browse to the COM object's DLL or TLB file.
Generate the Interop assembly (optional but recommended):
When you add a reference to the COM object, Visual Studio will automatically generate an Interop assembly for the COM object. This assembly simplifies the usage of the COM object in your C# code. If you don't see the Interop assembly automatically generated, you can manually create it by using the tlbimp
tool or by using Visual Studio's "Developer Command Prompt" to run tlbimp
.
Implement the event handler: The COM object should have some events you want to handle. To handle those events, define the event handler method in your console application:
using System; using YourCOMObjectNamespace; // Replace with the namespace from your Interop assembly. class Program { static void Main(string[] args) { YourCOMObject comObject = new YourCOMObject(); // Register event handler(s) comObject.YourEvent += ComObject_YourEvent; // Your code here // ... // Unregister event handler(s) if needed comObject.YourEvent -= ComObject_YourEvent; } // Define the event handler static void ComObject_YourEvent(object sender, EventArgs e) { // Handle the event here Console.WriteLine("Event received!"); } }
Application.Run()
from the System.Windows.Forms
namespace. This will keep the application running and processing events.using System; using System.Windows.Forms; // Needed for Application.Run() class Program { static void Main(string[] args) { YourCOMObject comObject = new YourCOMObject(); // Register event handler(s) comObject.YourEvent += ComObject_YourEvent; // Run the message pump Application.Run(); // Unregister event handler(s) if needed comObject.YourEvent -= ComObject_YourEvent; } // Define the event handler static void ComObject_YourEvent(object sender, EventArgs e) { // Handle the event here Console.WriteLine("Event received!"); } }
Remember to replace YourCOMObjectNamespace
and YourCOMObject
with the appropriate namespaces and class names for your specific COM object. Additionally, check the COM object's documentation for any specific requirements related to event handling or message pumping.
Note: If the COM object you are working with requires apartment threading (single-threaded apartment), you might need to use [STAThread]
attribute on your Main
method to set the proper threading model for your console application.
In a WinRT/Windows Store application, you can use the Windows.ApplicationModel.Email
namespace to send emails from within your app. Here's an example:
using Windows.ApplicationModel.Email; using Windows.Storage.Streams; using Windows.UI.Xaml.Media.Imaging; // ... public async void SendEmail() { EmailMessage email = new EmailMessage(); email.To.Add(new EmailRecipient("[email protected]")); email.Subject = "My subject"; email.Body = "My message body"; // Add an attachment StorageFile attachmentFile = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/myImage.png")); IRandomAccessStreamWithContentType stream = await attachmentFile.OpenReadAsync(); EmailAttachment attachment = new EmailAttachment("myImage.png", stream); email.Attachments.Add(attachment); // Add an inline image StorageFile imageFile = await StorageFile.GetFileFromApplicationUriAsync(new Uri("ms-appx:///Assets/myImage.png")); IRandomAccessStream imageStream = await imageFile.OpenReadAsync(); BitmapImage image = new BitmapImage(); image.SetSource(imageStream); EmailMessageBody body = new EmailMessageBody(); body.Body = "Here's my inline image:"; body.Inlines.Add(new EmailMessageBodyInline(image)); email.Body = body; await EmailManager.ShowComposeNewEmailAsync(email); }
In this example, the SendEmail
method creates an EmailMessage
object and sets its To
, Subject
, and Body
properties. It then adds an attachment to the email using the Attachments
property, and adds an inline image to the email body using the Inlines
property. Finally, it calls the EmailManager.ShowComposeNewEmailAsync
method to launch the email client and allow the user to edit and send the email.
Note that sending an email from a WinRT/Windows Store application requires the user's permission, and the email client will always be launched as a separate app. The user will have the final say on whether or not the email is sent, and the email will not be sent automatically from within your app.