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static string | getVersion () |
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static string | getFilePath (string filepath, bool refresh=false, int timeout=0) |
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static List< string > | getMultipleFilePaths (IList< string > filepaths, bool refresh=false, int timeout=0) |
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static IEnumerator | getFilePathAsync (string filepath, Action< string > completed, bool refresh=false, int timeout=0) |
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static IEnumerator | getFilePathAsync (string filepath, Action< string > completed, Action< string, float > progressChanged, bool refresh=false, int timeout=0) |
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static IEnumerator | getFilePathAsync (string filepath, Action< string > completed, Action< string, float > progressChanged, Action< string, string, long > errorOccurred, bool refresh=false, int timeout=0) |
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static IEnumerator | getMultipleFilePathsAsync (IList< string > filepaths, Action< List< string >> allCompleted, bool refresh=false, int timeout=0) |
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static IEnumerator | getMultipleFilePathsAsync (IList< string > filepaths, Action< List< string >> allCompleted, Action< string > completed, bool refresh=false, int timeout=0) |
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static IEnumerator | getMultipleFilePathsAsync (IList< string > filepaths, Action< List< string >> allCompleted, Action< string > completed, Action< string, float > progressChanged, bool refresh=false, int timeout=0) |
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static IEnumerator | getMultipleFilePathsAsync (IList< string > filepaths, Action< List< string >> allCompleted, Action< string > completed, Action< string, float > progressChanged, Action< string, string, long > errorOccurred, bool refresh=false, int timeout=0) |
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static void | setDebugMode (bool debugMode, bool throwException=false, Action< string > callback=null) |
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static string DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePath |
( |
string |
filepath, |
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bool |
refresh = false , |
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int |
timeout = 0 |
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) |
| |
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static |
Gets the readable path of a file in the "StreamingAssets" folder.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] If the target file has not yet been copied to WebGL's virtual filesystem, you need to use getFilePathAsync at first.
- Parameters
-
filepath | a relative file path starting from "StreamingAssets" folder. |
refresh | [Android] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns a readable file path in case of success and returns empty in case of error.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync |
( |
string |
filepath, |
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Action< string > |
completed, |
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bool |
refresh = false , |
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|
int |
timeout = 0 |
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) |
| |
|
static |
Gets the readable path of a file in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepath | a relative file path starting from the "StreamingAssets" folder. |
completed | a callback function that is called when the process is completed. Returns a readable file path in case of success and returns empty in case of error. |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync |
( |
string |
filepath, |
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|
Action< string > |
completed, |
|
|
Action< string, float > |
progressChanged, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the readable path of a file in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepath | a relative file path starting from the "StreamingAssets" folder. |
completed | a callback function that is called when the process is completed. Returns a readable file path in case of success and returns empty in case of error. |
progressChanged | a callback function that is called when the process is the progress. Returns the file path and a progress value (0.0 to 1.0). |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync |
( |
string |
filepath, |
|
|
Action< string > |
completed, |
|
|
Action< string, float > |
progressChanged, |
|
|
Action< string, string, long > |
errorOccurred, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the readable path of a file in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepath | a relative file path starting from the "StreamingAssets" folder. |
completed | a callback function that is called when the process is completed. Returns a readable file path in case of success and returns empty in case of error. |
progressChanged | a callback function that is called when the process is the progress. Returns the file path and a progress value (0.0 to 1.0). |
errorOccurred | a callback function that is called when the process is error occurred. Returns the file path and an error string and an error response code. |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static List<string> DlibFaceLandmarkDetector.UnityUtils.Utils.getMultipleFilePaths |
( |
IList< string > |
filepaths, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the multiple readable paths of files in the "StreamingAssets" folder.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] If the target file has not yet been copied to WebGL's virtual filesystem, you need to use getFilePathAsync at first.
- Parameters
-
filepaths | a list of relative file paths starting from the "StreamingAssets" folder. |
refresh | [Android] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns a list of readable file paths. Returns a readable file path in case of success and returns empty in case of error.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getMultipleFilePathsAsync |
( |
IList< string > |
filepaths, |
|
|
Action< List< string >> |
allCompleted, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the multiple readable paths of files in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepaths | a list of relative file paths starting from the "StreamingAssets" folder. |
allCompleted | a callback function that is called when all processes are completed. Returns a list of file paths. Returns a readable file path in case of success and returns empty in case of error. |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getMultipleFilePathsAsync |
( |
IList< string > |
filepaths, |
|
|
Action< List< string >> |
allCompleted, |
|
|
Action< string > |
completed, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the multiple readable paths of files in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepaths | a list of relative file paths starting from the "StreamingAssets" folder. |
allCompleted | a callback function that is called when all processes are completed. Returns a list of file paths. Returns a readable file path in case of success and returns empty in case of error. |
completed | a callback function that is called when one process is completed. Returns a readable file path in case of success and returns empty in case of error. |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getMultipleFilePathsAsync |
( |
IList< string > |
filepaths, |
|
|
Action< List< string >> |
allCompleted, |
|
|
Action< string > |
completed, |
|
|
Action< string, float > |
progressChanged, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the multiple readable paths of files in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepaths | a list of relative file paths starting from the "StreamingAssets" folder. |
allCompleted | a callback function that is called when all processes are completed. Returns a list of file paths. Returns a readable file path in case of success and returns empty in case of error. |
completed | a callback function that is called when one process is completed. Returns a readable file path in case of success and returns empty in case of error. |
progressChanged | a callback function that is called when one process is the progress. Returns the file path and a progress value (0.0 to 1.0). |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.
static IEnumerator DlibFaceLandmarkDetector.UnityUtils.Utils.getMultipleFilePathsAsync |
( |
IList< string > |
filepaths, |
|
|
Action< List< string >> |
allCompleted, |
|
|
Action< string > |
completed, |
|
|
Action< string, float > |
progressChanged, |
|
|
Action< string, string, long > |
errorOccurred, |
|
|
bool |
refresh = false , |
|
|
int |
timeout = 0 |
|
) |
| |
|
static |
Gets the multiple readable paths of files in the "StreamingAssets" folder by using coroutines.
Set a relative file path from the starting point of the "StreamingAssets" folder. e.g. "foobar.txt" or "hogehoge/foobar.txt".
[Android] The target file that exists in the "StreamingAssets" folder is copied into the folder of the Application.persistentDataPath. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
[WebGL] The target file in the "StreamingAssets" folder is copied to the WebGL's virtual filesystem. If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied.
- Parameters
-
filepaths | a list of relative file paths starting from the "StreamingAssets" folder. |
allCompleted | a callback function that is called when all processes are completed. Returns a list of file paths. Returns a readable file path in case of success and returns empty in case of error. |
completed | a callback function that is called when one process is completed. Returns a readable file path in case of success and returns empty in case of error. |
progressChanged | a callback function that is called when one process is the progress. Returns the file path and a progress value (0.0 to 1.0). |
errorOccurred | a callback function that is called when one process is error occurred. Returns the file path and an error string and an error response code. |
refresh | [Android][WebGL] If refresh flag is false, when the file has already been copied, the file is not copied. If refresh flag is true, the file is always copied. |
timeout | [Android 2017.1+][WebGL] Sets UnityWebRequest to attempt to abort after the number of seconds in timeout has passed. No timeout is applied when timeout is set to 0 and this property defaults to 0. |
- Returns
- returns an IEnumerator object. Yielding the IEnumerator inside a coroutine will cause the coroutine to pause until the UnityWebRequest encounters a system error or finishes communicating.