Untiy的PC端强制全屏、去掉标题栏插件简单使用

Untiy的PC端强制全屏插件简单使用

前言

在之前的公司做的项目中,客户经常要求将程序设置成全屏。Unity自己打包设置中虽然也有全屏的设置,但是效果不是很好,而且不能强制置顶,经常被其它应用程序遮盖。所以我在这里安利一个Unity强制全屏的插件,可以非常简单地解决这个问题…

使用步骤

1.将插件解压到项目中,如图所示:
在这里插入图片描述
2.将Prafabs文件夹中的WindowMod预制体拖入场景中,如图所示:
在这里插入图片描述
3.WindowMod.cs脚本代码如下所示:

using System;
using System.Runtime.InteropServices;
using UnityEngine;
public class WindowMod : MonoBehaviour
{
    public enum appStyle
    {
        FullScreen,
        WindowedFullScreen,
        Windowed,
        WindowedWithoutBorder
    }
    public enum zDepth
    {
        Normal,
        Top,
        TopMost
    }
    private const uint SWP_SHOWWINDOW = 64u;
    private const int GWL_STYLE = -16;
    private const int WS_BORDER = 1;
    private const int GWL_EXSTYLE = -20;
    private const int WS_CAPTION = 12582912;
    private const int WS_POPUP = 8388608;
    private const int SM_CXSCREEN = 0;
    private const int SM_CYSCREEN = 1;
    public WindowMod.appStyle AppWindowStyle = WindowMod.appStyle.WindowedFullScreen;
    public WindowMod.zDepth ScreenDepth;
    private int windowLeft = 0;
    private int windowTop = 0;
    private int windowWidth = 1008;
    private int windowHeight = 567;
    private Rect screenPosition;
    private IntPtr HWND_TOP = new IntPtr(0);
    private IntPtr HWND_TOPMOST = new IntPtr(-1);
    private IntPtr HWND_NORMAL = new IntPtr(-2);
    private int Xscreen;
    private int Yscreen;
    private int i;
    [DllImport("user32.dll")]
    private static extern IntPtr GetForegroundWindow();
    [DllImport("user32.dll", CharSet = CharSet.Auto)]
    public static extern bool SetWindowPos(IntPtr hWnd, IntPtr hPos, int x, int y, int cx, int cy, uint nflags);
    [DllImport("User32.dll")]
    private static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
    [DllImport("User32.dll")]
    private static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
    [DllImport("User32.dll")]
    private static extern int GetWindowLong(IntPtr hWnd, int dwNewLong);
    [DllImport("User32.dll")]
    private static extern bool MoveWindow(IntPtr hWnd, int x, int y, int width, int height, bool repaint);
    [DllImport("user32.dll", CharSet = CharSet.Auto)]
    public static extern int ShowWindow(IntPtr hwnd, int nCmdShow);
    [DllImport("user32.dll", CharSet = CharSet.Auto)]
    public static extern int SendMessage(IntPtr hwnd, int msg, IntPtr wP, IntPtr IP);
    [DllImport("user32.dll", CharSet = CharSet.Auto)]
    public static extern IntPtr SetParent(IntPtr hChild, IntPtr hParent);
    [DllImport("user32.dll", CharSet = CharSet.Auto)]
    public static extern IntPtr GetParent(IntPtr hChild);
    [DllImport("User32.dll")]
    public static extern IntPtr GetSystemMetrics(int nIndex);
    private void Start()
    {
        this.Xscreen = (int)WindowMod.GetSystemMetrics(0);
        this.Yscreen = (int)WindowMod.GetSystemMetrics(1);
        if (this.AppWindowStyle == WindowMod.appStyle.FullScreen)
        {
            Screen.SetResolution(this.Xscreen, this.Yscreen, true);
        }
        if (this.AppWindowStyle == WindowMod.appStyle.WindowedFullScreen)
        {
            Screen.SetResolution(this.Xscreen - 1, this.Yscreen - 1, false);
            this.screenPosition = new Rect(0f, 0f, (float)(this.Xscreen - 1), (float)(this.Yscreen - 1));
        }
        if (this.AppWindowStyle == WindowMod.appStyle.Windowed)
        {
            Screen.SetResolution(this.windowWidth, this.windowWidth, false);
        }
        if (this.AppWindowStyle == WindowMod.appStyle.WindowedWithoutBorder)
        {
            Screen.SetResolution(this.windowWidth, this.windowWidth, false);
            this.screenPosition = new Rect((float)this.windowLeft, (float)this.windowTop, (float)this.windowWidth, (float)this.windowHeight);
        }
    }
    private void Update()
    {
        if (this.i < 5)
        {
            if (this.AppWindowStyle == WindowMod.appStyle.WindowedFullScreen)
            {
                WindowMod.SetWindowLong(WindowMod.GetForegroundWindow(), -16, 369164288);
                if (this.ScreenDepth == WindowMod.zDepth.Normal)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_NORMAL, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.Top)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOP, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.TopMost)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOPMOST, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
                WindowMod.ShowWindow(WindowMod.GetForegroundWindow(), 3);
            }
            if (this.AppWindowStyle == WindowMod.appStyle.Windowed)
            {
                if (this.ScreenDepth == WindowMod.zDepth.Normal)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_NORMAL, 0, 0, 0, 0, 3u);
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_NORMAL, 0, 0, 0, 0, 35u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.Top)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOP, 0, 0, 0, 0, 3u);
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOP, 0, 0, 0, 0, 35u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.TopMost)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOPMOST, 0, 0, 0, 0, 3u);
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOPMOST, 0, 0, 0, 0, 35u);
                }
            }
            if (this.AppWindowStyle == WindowMod.appStyle.WindowedWithoutBorder)
            {
                WindowMod.SetWindowLong(WindowMod.GetForegroundWindow(), -16, 369164288);
                if (this.ScreenDepth == WindowMod.zDepth.Normal)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_NORMAL, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.Top)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOP, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
                if (this.ScreenDepth == WindowMod.zDepth.TopMost)
                {
                    WindowMod.SetWindowPos(WindowMod.GetForegroundWindow(), this.HWND_TOPMOST, (int)this.screenPosition.x, (int)this.screenPosition.y, (int)this.screenPosition.width, (int)this.screenPosition.height, 64u);
                }
            }
        }
        this.i++;
    }
}

4.通过修改windowWidth与windowHeight参数修改打包程序的分辨率,如下图所示:
在这里插入图片描述
5.WindowMod组件上WindowMod.cs设置如图所示:
在这里插入图片描述
6.打包,打开程序,发现程序已经强制全屏并去掉标题栏,而且程序已置顶,如下图所示:
在这里插入图片描述
7.此插件链接为:
强制全屏插件链接

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Unity 的 SpeechRecognizer 插件可以用于在 Android 平台上实现语音识别功能。使用 SpeechRecognizer 插件需要以下步骤: 1. 在 Unity 中导入 SpeechRecognizer 插件包。可以从 Unity Asset Store 中下载 SpeechRecognizer 插件。 2. 在 AndroidManifest.xml 文件中添加录音权限声明。打开 AndroidManifest.xml 文件,添加以下代码: ```xml <uses-permission android:name="android.permission.RECORD_AUDIO" /> ``` 3. 在脚本中使用 SpeechRecognizer。下面是一个简单的示例代码: ```csharp using UnityEngine; using System.Collections; using UnityEngine.Android; public class SpeechRecognizerDemo : MonoBehaviour { // 关键字 public string keyword = "hello"; // 识别结果 private string result = ""; void Start() { // 请求录音权限 #if UNITY_ANDROID if (!Permission.HasUserAuthorizedPermission(Permission.Microphone)) { Permission.RequestUserPermission(Permission.Microphone); } #endif // 创建 SpeechRecognizer 对象 AndroidJavaObject recognizer = new AndroidJavaObject("com.unity3d.player.UnitySpeechRecognizer"); // 开始识别 recognizer.Call("start", keyword); // 获取识别结果 result = recognizer.Call<string>("getResult"); } void OnGUI() { // 显示识别结果 GUILayout.Label("Result: " + result); } } ``` 在上面的示例代码中,我们首先请求录音权限,然后创建 SpeechRecognizer 对象,并使用关键字 "hello" 开始识别。最后,我们获取识别结果,并在界面上显示出来。 需要注意的是,SpeechRecognizer 插件只能在 Android 平台上使用,而且需要在 AndroidManifest.xml 文件中添加相应的权限声明。另外,建议将关键字设置得尽量独特,以避免与其他应用程序的语音指令冲突。 希望这个简单的指南能够帮助你使用 SpeechRecognizer 插件实现语音识别功能。
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