AndroidStudio利用反射打包aar放到Unity3D调用,无需加载unity依赖,含重启等示例测试

Unity3D版本:2019.4.5
AndroidStudio版本:4.0

1,随意在工程中建立一个Android Library,名字按照自己规则来就行

 2,新加折射类

package com.yadong.mylibrary;

import android.app.Activity;
import android.app.AlarmManager;
import android.app.PendingIntent;
import android.content.ClipData;
import android.content.ClipboardManager;
import android.content.Context;
import android.content.Intent;
import android.content.pm.PackageInfo;
import android.content.pm.PackageManager;
import android.os.Process;
import android.util.Log;

import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;

//与unity对接的类
public class CallMethod {

    private static Context unityContext;
    private static Activity unityActivity;
    //private static Aler

    //利用反射调用unity方法 不用导入unity的class.jar包
    private static boolean CallUnity(String gameObjectName, String functionName, String args)
    {
        try
        {
            Class<?> classType = Class.forName("com.unity3d.player.UnityPlayer");
            Method method = classType.getMethod("UnitySendMessage",String.class,String.class,String.class);
            method.invoke(classType,gameObjectName,functionName,args);
            return true;
        }
        catch (ClassNotFoundException e)
        {
            //Test
            Log.e("获取unity类", "Failed");
            //Toast.makeText(unityActivity, "未获取到"+e, Toast.LENGTH_SHORT).show();
        } catch (NoSuchMethodException e) {
            //Test
            Log.e("获取unity类的方法", "Failed");
            //Toast.makeText(unityActivity, "未获取到"+e, Toast.LENGTH_SHORT).show();
        } catch (IllegalAccessException e) {
            //Test
            Log.e("调用unity类的方法", "Failed");
            //Toast.makeText(unityActivity, "未获取到"+e, Toast.LENGTH_SHORT).show();
        } catch (InvocationTargetException e) {
            //Test
            Log.e("调用unity类的方法", "Failed");
            //Toast.makeText(unityActivity, "未获取到"+e, Toast.LENGTH_SHORT).show();
        }
        return false;
    }

    //--------------接口方法---------------//
    //初始化
    public static void init(Context paramContext) {
        unityContext = paramContext.getApplicationContext();
        unityActivity = (Activity) paramContext;
    }
    //--------------接口方法---------------//



    //--------------工具方法---------------//
    //复制到剪切板
    public static void CopyTextToClipboard(String content)
    {
        ClipboardManager clipboardManager = (ClipboardManager) unityActivity.getSystemService(Context.CLIPBOARD_SERVICE);
        ClipData clipData = ClipData.newPlainText(null,content);
        clipboardManager.setPrimaryClip(clipData);
    }

    //获得版本号
    public static String GetVersionName()
    {
        try {
            PackageManager manager = unityActivity.getPackageManager();
            PackageInfo info = manager.getPackageInfo(unityActivity.getPackageName(), 0);
            return info.versionName;
        }catch (Exception e) {
            return "0";
        }
    }

    //重启
    public static void ReStart(int interval) {
        try {
            PackageManager manager = unityActivity.getPackageManager();
            PendingIntent intent = PendingIntent.getActivity(unityActivity, 0,
                    manager.getLaunchIntentForPackage(unityActivity.getPackageName()), 0);
            AlarmManager alarmManager = (AlarmManager) unityActivity.getSystemService(Context.ALARM_SERVICE);
            alarmManager.set(AlarmManager.RTC, System.currentTimeMillis() + interval, intent);
            unityActivity.finish();
            Process.killProcess(Process.myPid());
        } catch (Exception e) {
            return;
        }
    }


    //分享
    public static void Share(String content,String title)
    {
        Intent sendIntent = new Intent();
        sendIntent.setAction(Intent.ACTION_SEND);
        sendIntent.putExtra(Intent.EXTRA_TEXT,content);
        sendIntent.setType("text/plain");

        Intent shareIntent = Intent.createChooser(sendIntent,title);
        unityActivity.startActivity(shareIntent);
    }
    //--------------工具方法---------------//



}

其中第一句是包名,这个unity3D调用中会用到。

3,选中自己的Library,点击build,打出aar

 

4,Unity中写测试代码,打包测试

using UnityEngine;
using UnityEngine.UI;

public class ceshi : MonoBehaviour
{

    public Button btu;


    AndroidJavaClass unityPlayer;
    AndroidJavaObject currentActivity;
    AndroidJavaClass andriodCall;//安卓定义的CallMethod类 需要Activity联系上下文 unity与安卓互相调用就是通过com.unity3d.player.UnityPlayer类下的currentActivity


    void Start()
    {
        unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
        currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
        //通过该API来实例化导入的arr中对应的类
        andriodCall = new AndroidJavaClass("com.yadong.mylibrary.CallMethod");
        andriodCall.CallStatic("init", currentActivity);
        btu.onClick.AddListener(OnBtnClick);
    }

    void Update()
    {

    }

    /// <summary>
    /// 场景上按点击时触发该方法
    /// </summary>
    public void OnBtnClick()
    {
        andriodCall.CallStatic("ReStart",0);
    }
}

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值