Unity 与 Android IOS交互笔记
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一、C#调OC:
1、为了使用DllImport,需要 using System.Runtime.InteropServices;
2、这些函数前面要加入[DllImport(“__Internal”)],说明这是从dll导入的函数,并且来源于游戏本身的dll。函数必须声明为
private static extern 。
3、需要在c#中声明OC的函数:
[DllImport("__Internal")]
private static extern void iosMethod(); //IosMethod 对应的OC中的函数名
二、OC调Unity C#代码:
1、当C#调用OC方法,OC方法处理完后,需要向C#返回处理的结果,这就需要使用Unity提供的发送回调事件的方法。
2、从Unity导出的xcode工程中,UnityInterface.h中声明了一个方法:
// obj-游戏物体名字,method-方法名字,msg-数据,通常把需要的数据打包成一个json字符串
void UnitySendMessage(const char* obj, const char* method, const char* msg);
三、C#调android:
1、AndroidJavaClass主要是读取arr包或者jar包中的类对象,用来读取静态属性或方法
2、AndroidJavaObject主要作用于生成实例对象,用来读取对象的实例属性或方法
//加载com.al.player.MainActivity类
AndroidJavaClass _JC = new AndroidJavaClass("com.al.player.MainActivity");
//实例com.al.player.test对象
AndroidJavaObject _JO = new AndroidJavaObject("com.al.player.test");
//调用com.al.player.MainActivity类中的Test静态方法
_JC.CallStatic("Test");
//调用com.al.player.MainActivity类中的Test静态方法,带返回值(不带返回值去掉<bool>)
bool flag = _JO.CallStatic<bool>("Test");
//调用com.al.player.test类中的TestInstance实例方法,带返回值(不带返回值去掉<string>),"TestString"-传值
string str = _JO.Call<string>("TestInstance", "TestString");
// 获取Unity导出的Activity对象
AndroidJavaClass _JC = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject currentActivity = _JC.GetStatic<AndroidJavaObject>("currentActivity");
四、Android调Unity C#代码:
// obj-游戏物体名字,method-方法名字,msg-数据(可空”“)
UnityPlayer.UnitySendMessage(string obj, string method, string msg);
五、C#请求摄像机权限代码:
// 请求摄像机使用权限
public void RequestPermission()
// 是否已同意摄像机使用权限
if (!Permission.HasUserAuthorizedPermission(Permission.Camera))
// 请求摄像机权限
Permission.RequestUserPermission(Permission.Camera);
六、Unity C#修改Xcode项目配置代码:
1、XCodeProject文件要放在Editor文件夹下
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using UnityEngine.Android;
using System.Runtime.InteropServices;
public class XCodeProject : MonoBehaviour
[PostProcessBuild]
private static void OnBuildFinsh(BuildTarget buildTarget, string buildPath)
Debug.Log("构建完成:"+buildPath+" 路径:"+ buildPath);
#if UNITY_IPHONE
SetXCodeProject(buildPath);
#endif
public static void SetXCodeProject(string buildPath)
PBXProject project = new PBXProject();
project.ReadFromString(File.ReadAllText(PBXProject.GetPBXProjectPath(buildPath)));
// 添加库
string targetGuid = project.GetUnityFrameworkTargetGuid();
project.AddFrameworkToProject(targetGuid, "AVKit.framework", false);
project.WriteToFile(PBXProject.GetPBXProjectPath(buildPath));
// 设置签名证书
project.SetBuildProperty(targetGuid, "CODE_SIGN_IDENTITY", "test123");
// 为目标文件设定编译标识
string fileGuid = project.FindFileGuidByProjectPath("MainApp/main.mm");
project.SetCompileFlagsForFile(targetGuid, fileGuid, new List<string>() "xxx");
// 添加权限
PlistDocument plist = new PlistDocument();
plist.ReadFromString(File.ReadAllText(Path.Combine(buildPath, "Info.plist")));
plist.root.SetString("NSCameraUsageDescription", "请求摄像机权限");
project.WriteToFile(Path.Combine(buildPath, "Info.plist"));
[脚本] iOS 与unity交互 ,陀螺仪
// *********************************************************** // Written by Heyworks Unity Studio http://unity.heyworks.com/ // *********************************************************** using UnityEngine; /// <summary> /// Gyroscope controller that works with any device orientation. /// </summary> public class GyroController : MonoBehaviour { #region [Private fields] private bool gyroEnabled = true; private const float lowPassFilterFactor = 0.2f; private readonly Quaternion baseIdentity = Quaternion.Euler(90, 0, 0); private readonly Quaternion landscapeRight = Quaternion.Euler(0, 0, 90); private readonly Quaternion landscapeLeft = Quaternion.Euler(0, 0, -90); private readonly Quaternion upsideDown = Quaternion.Euler(0, 0, 180); private Quaternion cameraBase = Quaternion.identity; private Quaternion calibration = Quaternion.identity; private Quaternion baseOrientation = Quaternion.Euler(90, 0, 0); private Quaternion baseOrientationRotationFix = Quaternion.identity; private Quaternion referanceRotation = Quaternion.identity; private bool debug = true; #endregion #region [Unity events] protected void Start() { AttachGyro(); } protected void Update() { if (!gyroEnabled) return; transform.rotation = Quaternion.Slerp(transform.rotation, cameraBase * (ConvertRotation(referanceRotation * Input.gyro.attitude) * GetRotFix()), lowPassFilterFactor); } protected void OnGUI() { if (!debug) return; GUILayout.Label("Orientation: " + Screen.orientation); GUILayout.Label("Calibration: " + calibration); GUILayout.Label("Camera base: " + cameraBase); GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude); GUILayout.Label("transform.rotation: " + transform.rotation); if (GUILayout.Button("On/off gyro: " + Input.gyro.enabled, GUILayout.Height(100))) { Input.gyro.enabled = !Input.gyro.enabled; } if (GUILayout.Button("On/off gyro controller: " + gyroEnabled, GUILayout.Height(100))) { if (gyroEnabled) { DetachGyro(); } else { AttachGyro(); } } if (GUILayout.Button("Update gyro calibration (Horizontal only)", GUILayout.Height(80))) { UpdateCalibration(true); } if (GUILayout.Button("Update camera base rotation (Horizontal only)", GUILayout.Height(80))) { UpdateCameraBaseRotation(true); } if (GUILayout.Button("Reset base orientation", GUILayout.Height(80))) { ResetBaseOrientation(); } if (GUILayout.Button("Reset camera rotation", GUILayout.Height(80))) { transform.rotation = Quaternion.identity; } } #endregion #region [Public methods] /// <summary> /// Attaches gyro controller to the transform. /// </summary> private void AttachGyro() { gyroEnabled = true; ResetBaseOrientation(); UpdateCalibration(true); UpdateCameraBaseRotation(true); RecalculateReferenceRotation(); } /// <summary> /// Detaches gyro controller from the transform /// </summary> private void DetachGyro() { gyroEnabled = false; } #endregion #region [Private methods] /// <summary> /// Update the gyro calibration. /// </summary> private void UpdateCalibration(bool onlyHorizontal) { if (onlyHorizontal) { var fw = (Input.gyro.attitude) * (-Vector3.forward); fw.z = 0; if (fw == Vector3.zero) { calibration = Quaternion.identity; } else { calibration = (Quaternion.FromToRotation(baseOrientationRotationFix * Vector3.up, fw)); } } else { calibration = Input.gyro.attitude; } } /// <summary> /// Update the camera base rotation. /// </summary> /// <param name=‘onlyHorizontal‘> /// Only y rotation. /// </param> private void UpdateCameraBaseRotation(bool onlyHorizontal) { if (onlyHorizontal) { var fw = transform.forward; fw.y = 0; if (fw == Vector3.zero) { cameraBase = Quaternion.identity; } else { cameraBase = Quaternion.FromToRotation(Vector3.forward, fw); } } else { cameraBase = transform.rotation; } } /// <summary> /// Converts the rotation from right handed to left handed. /// </summary> /// <returns> /// The result rotation. /// </returns> /// <param name=‘q‘> /// The rotation to convert. /// </param> private static Quaternion ConvertRotation(Quaternion q) { return new Quaternion(q.x, q.y, -q.z, -q.w); } /// <summary> /// Gets the rot fix for different orientations. /// </summary> /// <returns> /// The rot fix. /// </returns> private Quaternion GetRotFix() { #if UNITY_3_5 if (Screen.orientation == ScreenOrientation.Portrait) return Quaternion.identity; if (Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.Landscape) return landscapeLeft; if (Screen.orientation == ScreenOrientation.LandscapeRight) return landscapeRight; if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) return upsideDown; return Quaternion.identity; #else return Quaternion.identity; #endif } /// <summary> /// Recalculates reference system. /// </summary> private void ResetBaseOrientation() { baseOrientationRotationFix = GetRotFix(); baseOrientation = baseOrientationRotationFix * baseIdentity; } /// <summary> /// Recalculates reference rotation. /// </summary> private void RecalculateReferenceRotation() { referanceRotation = Quaternion.Inverse(baseOrientation) * Quaternion.Inverse(calibration); } #endregion }
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