unity打包apk后显示状态栏

1、AndroidStatusBar类

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AndroidStatusBar
{

    // Enums
    public enum States
    {
        Unknown,
        Visible,
        VisibleOverContent,
        TranslucentOverContent,
        Hidden,
    }

    // Constants
    private const uint DEFAULT_BACKGROUND_COLOR = 0xff000000;



#if UNITY_ANDROID
    // Original Android flags
    private const int VIEW_SYSTEM_UI_FLAG_VISIBLE = 0;                                        // Added in API 14 (Android 4.0.x): Status bar visible (the default)
    private const int VIEW_SYSTEM_UI_FLAG_LOW_PROFILE = 1;                                    // Added in API 14 (Android 4.0.x): Low profile for games, book readers, and video players; the status bar and/or navigation icons are dimmed out (if visible)
    private const int VIEW_SYSTEM_UI_FLAG_HIDE_NAVIGATION = 2;                                // Added in API 14 (Android 4.0.x): Hides all navigation. Cleared when theres any user interaction.
    private const int VIEW_SYSTEM_UI_FLAG_FULLSCREEN = 4;                                     // Added in API 16 (Android 4.1.x): Hides status bar. Does nothing in Unity (already hidden if "status bar hidden" is checked)
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE = 256;                                // Added in API 16 (Android 4.1.x): ?
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION = 512;                       // Added in API 16 (Android 4.1.x): like HIDE_NAVIGATION, but for layouts? it causes the layout to be drawn like that, even if the whole view isn't (to avoid artifacts in animation)
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN = 1024;                           // Added in API 16 (Android 4.1.x): like FULLSCREEN, but for layouts? it causes the layout to be drawn like that, even if the whole view isn't (to avoid artifacts in animation)
    private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE = 2048;                                   // Added in API 19 (Android 4.4): like HIDE_NAVIGATION, but interactive (it's a modifier for HIDE_NAVIGATION, needs to be used with it)
    private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE_STICKY = 4096;                            // Added in API 19 (Android 4.4): tells that HIDE_NAVIGATION and FULSCREEN are interactive (also just a modifier)

    private static int WINDOW_FLAG_FULLSCREEN = 0x00000400;
    private static int WINDOW_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
    private static int WINDOW_FLAG_LAYOUT_IN_SCREEN = 0x00000100;
    private static int WINDOW_FLAG_TRANSLUCENT_STATUS = 0x04000000;
    private static int WINDOW_FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
    private static int WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = -2147483648; // 0x80000000; // Added in API 21 (Android 5.0): tells the Window is responsible for drawing the background for the system bars. If set, the system bars are drawn with a transparent background and the corresponding areas in this window are filled with the colors specified in getStatusBarColor() and getNavigationBarColor()

    // Current values
    private static int systemUiVisibilityValue;
    private static int flagsValue;
#endif

    //Properties
    private static States _statusBarState;
    private static uint _statusBarColor = DEFAULT_BACKGROUND_COLOR;
    private static bool _isStatusBarTranslucent;
    private static bool _dimmed;

    static AndroidStatusBar()
    {
        applyUIStates();
        applyUIColors();
    }

    private static void applyUIStates()
    {
        if (Application.platform == RuntimePlatform.Android)
        {
            int newFlagsValue = 0;
            int newSystemUiVisibilityValue = 0;

            // Apply dim values
            if (_dimmed) newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LOW_PROFILE;

            // Apply color values
            if (_statusBarColor != DEFAULT_BACKGROUND_COLOR) newFlagsValue |= WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS;

            // Apply status bar values
            switch (_statusBarState)
            {
                case States.Visible:
                    _isStatusBarTranslucent = false;
                    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN;
                    break;
                case States.VisibleOverContent:
                    _isStatusBarTranslucent = false;
                    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
                    newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
                    break;
                case States.TranslucentOverContent:
                    _isStatusBarTranslucent = true;
                    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN | WINDOW_FLAG_TRANSLUCENT_STATUS;
                    newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
                    break;
                case States.Hidden:
                    newFlagsValue |= WINDOW_FLAG_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
                    if (_isStatusBarTranslucent) newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_STATUS;
                    break;
            }
            if (Screen.fullScreen) Screen.fullScreen = false;

            // Applies everything natively
            setFlags(newFlagsValue);
            setSystemUiVisibility(newSystemUiVisibilityValue);

        }
    }

    private static void applyUIColors()
    {
        if (Application.platform == RuntimePlatform.Android)
        {
            runOnAndroidUiThread(applyUIColorsAndroidInThread);
        }
    }

#if UNITY_ANDROID
    private static void runOnAndroidUiThread(Action target)
    {
        using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
        {
            using (var activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
            {
                activity.Call("runOnUiThread", new AndroidJavaRunnable(target));
            }
        }
    }

    private static void setSystemUiVisibility(int value)
    {
        if (systemUiVisibilityValue != value)
        {
            systemUiVisibilityValue = value;
            runOnAndroidUiThread(setSystemUiVisibilityInThread);
        }
    }

    private static void setSystemUiVisibilityInThread()
    {
        using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
        {
            using (var activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
            {
                using (var window = activity.Call<AndroidJavaObject>("getWindow"))
                {
                    using (var view = window.Call<AndroidJavaObject>("getDecorView"))
                    {
                        view.Call("setSystemUiVisibility", systemUiVisibilityValue);
                    }
                }
            }
        }
    }

    private static void setFlags(int value)
    {
        if (flagsValue != value)
        {
            flagsValue = value;
            runOnAndroidUiThread(setFlagsInThread);
        }
    }

    private static void setFlagsInThread()
    {
        using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
        {
            using (var activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
            {
                using (var window = activity.Call<AndroidJavaObject>("getWindow"))
                {
                    window.Call("setFlags", flagsValue, -1); // (int)0x7FFFFFFF
                }
            }
        }
    }

    private static void applyUIColorsAndroidInThread()
    {
        using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
        {
            using (var activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
            {
                using (var window = activity.Call<AndroidJavaObject>("getWindow"))
                {
                    window.Call("setStatusBarColor", unchecked((int)_statusBarColor));
                }
            }
        }
    }
#endif
    public static States statusBarState
    {
        get { return _statusBarState; }
        set
        {
            if (_statusBarState != value)
            {
                _statusBarState = value;
                applyUIStates();
            }
        }
    }

    public static bool dimmed
    {
        get { return _dimmed; }
        set
        {
            if (_dimmed != value)
            {
                _dimmed = value;
                applyUIStates();
            }
        }
    }

    public static uint statusBarColor
    {
        get { return _statusBarColor; }
        set
        {
            if (_statusBarColor != value)
            {
                _statusBarColor = value;
                applyUIColors();
                applyUIStates();
            }
        }
    }
}

2、AppStatusBar类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AppStatusBar : MonoBehaviour {

    [Tooltip("状态栏是否显示状态及通知")]
    public bool statusBar;
    [Tooltip("状态栏样式")]
    public AndroidStatusBar.States states = AndroidStatusBar.States.TranslucentOverContent;
    //  public Button[] button;
    // Use this for initialization
    void Awake()
    {
        statusBar = true;
        if (Application.platform == RuntimePlatform.Android)
        {
            AndroidStatusBar.dimmed = !statusBar;
            //当AndroidStatusBar.dimmed=false时,状态栏显示所有状态及通知图标
            //当AndroidStatusBar.dimmed=true时,状态栏仅电量和时间,不显示其他状态及通知

            显示状态栏,占用屏幕最上方的一部分像素
            //AndroidStatusBar.statusBarState = AndroidStatusBar.States.Visible;

            悬浮显示状态栏,不占用屏幕像素
            //AndroidStatusBar.statusBarState = AndroidStatusBar.States.VisibleOverContent;

            透明悬浮显示状态栏,不占用屏幕像素
            //AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;

            隐藏状态栏
            //AndroidStatusBar.statusBarState = AndroidStatusBar.States.Hidden;

            //AndroidStatusBar.statusBarState = states;
        }
    }
    private void Start()
    {
        /*
        for(int i = 0;i<4;i++)
        {
            if(i==0)
            {
                button[i].onClick.AddListener(
                    delegate
                    {
                        AndroidStatusBar.statusBarState = AndroidStatusBar.States.Visible;
                        //AndroidStatusBar.statusBarState = states;
                    });
            }
            if (i == 1)
            {
                button[i].onClick.AddListener(
                    delegate
                    {
                        AndroidStatusBar.statusBarState = AndroidStatusBar.States.VisibleOverContent;
                        //AndroidStatusBar.statusBarState = states;
                    });
            }
            if (i == 2)
            {
                button[i].onClick.AddListener(
                    delegate
                    {
                        AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;
                        //AndroidStatusBar.statusBarState = states;
                    });
            }
            if (i == 3)
            {
                button[i].onClick.AddListener(
                    delegate
                    {
                        AndroidStatusBar.statusBarState = AndroidStatusBar.States.Hidden;
                        //AndroidStatusBar.statusBarState = states;
                    });
            }



        }

    */
        AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;
        //AndroidStatusBar.statusBarState = states;


    }

}

3、把AppStatusBar 类 挂载到任意的物体上, 就可以实现功能了。

来源:https://blog.csdn.net/qq_36255400/article/details/90720131

  • 0
    点赞
  • 4
    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