网上大多数都是把android的工程放到unity里来打包成.apk。但是我感觉那样不好,因为我延用了ios的思想,unity和ios交互是使用unity导出xcode工程进行二次开发,其实unity也可以导出eclipse进行二次开发,我用的版本是unity4.3,我记得之前我用4.0导出eclipse工程会生成三个.java脚本,现在只生成一个,UnityPlayerNativeActivity,不过这个类往上继承两层也是UnityPlayerActivity,都一样一样的,只能说4.3更简化了unity和android的交互,
我做了个测试完全无压力交互。
unity测试代码,
using UnityEngine; using System.Collections; public class Test : MonoBehaviour { bool isSend = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnGUI() { if(GUI.Button(new Rect(0,0,200,200),"one")) { using(AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { using(AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity")) { AndroidJavaClass cls = new AndroidJavaClass("com.dilitechcompany.demotest.UnityPlayerNativeActivity"); //cls.CallStatic("_hideView", "one"); jo.Call("_hideView","two"); } } } if(GUI.Button(new Rect(0,200,200,200),"two")) { using(AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { using(AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity")) { AndroidJavaClass cls = new AndroidJavaClass("com.dilitechcompany.demotest.UnityPlayerNativeActivity"); //cls.CallStatic("_Display", "one"); jo.Call("_Display","two"); } } } if(isSend) { GUI.Button(new Rect(200,0,200,200),"testbtn"); } } void AndroidSendMessage(string name) { isSend = !isSend; } }
注解:unity为我们提供了调用android特定的类,AndroidJavaClass、AndroidJavaObject,这个不懂的可以查文档,网上解释一大堆,不过com.unity3d.player.UnityPlayer这个我解释一下,这个写法是一种固定写法,会android一般可以理解,就是去根据这个包路径去找到这个UnityPlayer,currentActivity这个有歧义不是当前activity而是主activity,这个不知道的可以去AndroidManifest.xml去看主activity,
这是一种固定写法,参数是写死的
另外可以使用AndroidJavaClass cls_CompassActivity = new AndroidJavaClass("com.dilitechcompany.demotest.UnityPlayerNativeActivity");
就是你导出的android工程包名+主activity,其实道理一样的也可以调用成功,
这样交互的代码只能写在主activity里了。
package com.dilitechcompany.demotest; import com.unity3d.player.UnityPlayer; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.util.Log; import android.view.KeyEvent; import android.view.View; import android.view.Window; import android.view.WindowManager; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // UnityPlayer.init() should be called before attaching the view to a layout - it will load the native code. // UnityPlayer.quit() should be the last thing called - it will unload the native code. protected void onCreate (Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); int glesMode = mUnityPlayer.getSettings().getInt("gles_mode", 1); boolean trueColor8888 = false; mUnityPlayer.init(glesMode, trueColor8888); View playerView = mUnityPlayer.getView(); setContentView(playerView); playerView.requestFocus(); // View rootView=mUnityPlayer.getView(); // // Toast.makeText(this, "class:"+rootView.getClass().getName(), Toast.LENGTH_LONG).show(); // } public void _hideView(String name) { UnityPlayer.UnitySendMessage("Main Camera", "AndroidSendMessage", ""); Log.v("unity3d", "hide view"); } public void _Display(String name) { UnityPlayer.UnitySendMessage("Main Camera", "AndroidSendMessage", ""); Log.v("unity3d", "display"); } protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // onPause()/onResume() must be sent to UnityPlayer to enable pause and resource recreation on resume. protected void onPause() { super.onPause(); mUnityPlayer.pause(); } protected void onResume() { super.onResume(); mUnityPlayer.resume(); } public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.onKeyMultiple(event.getKeyCode(), event.getRepeatCount(), event); return super.dispatchKeyEvent(event); } }
最后java代码附上,这也是个3dview视图,操作方便,二次开发使用,大家可以看log信息,也可以反调unity看交互验证结果。