Unity提供了Input.location,方便我们获取经纬度。这里对其封装了一下,方便直接使用。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace WeatherSystem
{
public class LocationGetUtil : MonoBehaviour
{
private static LocationGetUtil instance;
public struct Location
{
private float longitude;
public float Longitude => longitude;
private float latitude;
public float Latitude => latitude;
public Location(float longitude, float latitude)
{
this.longitude = longitude;
this.latitude = latitude;
}
}
public static LocationGetUtil Instance
{
get
{
if (instance == null)
{
GameObject go = new GameObject();
LocationGetUtil locationGetUtil = go.AddComponent<LocationGetUtil>();
instance = locationGetUtil;
}
return instance;
}
}
private Location currentLocation;
private void Awake()
{
}
void Start()
{
Input.location.Start();
StartCoroutine(StartLocate());
}
public void GetLocation(Action<Location> onGet)
{
if (Input.location.status == LocationServiceStatus.Running)
{
float longitude = Input.location.lastData.longitude;
float latitude = Input.location.lastData.latitude;
currentLocation = new Location(longitude, latitude);
onGet?.Invoke(currentLocation);
}
else
{
StartCoroutine(WaitForLocation(onGet));
}
}
IEnumerator WaitForLocation(Action<Location> onGet)
{
while (true)
{
if (Input.location.status == LocationServiceStatus.Running)
{
float longitude = Input.location.lastData.longitude;
float latitude = Input.location.lastData.latitude;
// var logStr = "Location, 纬度: " + Input.location.lastData.latitude +
// ",经度: " + Input.location.lastData.longitude +
// ",高度: " + Input.location.lastData.altitude +
// "\n水平精确度: " + Input.location.lastData.horizontalAccuracy +
// ",时间戳: " + Input.location.lastData.timestamp;
currentLocation = new Location(longitude, latitude);
onGet?.Invoke(currentLocation);
yield break;
}
yield return null;
}
}
IEnumerator StartLocate()
{
if (!Input.location.isEnabledByUser)
{
Debug.LogError(" 获取地理位置权限不被用户允许 或者手机的定位开关未打开 ");
yield break;
}
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
maxWait--;
}
// Service didn't initialize in 20 seconds
if (maxWait < 1)
{
Debug.LogError(" Unity获取地理位置初始化超时 ");
yield break;
}
// Connection has failed
if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.LogError(" Unity获取地理位置初始化失败 ");
yield break;
}
// Access granted and location value could be retrieved
float longitude = Input.location.lastData.longitude;
float latitude = Input.location.lastData.latitude;
var logStr = "Location, 纬度: " + Input.location.lastData.latitude +
",经度: " + Input.location.lastData.longitude +
",高度: " + Input.location.lastData.altitude +
"\n水平精确度: " + Input.location.lastData.horizontalAccuracy +
",时间戳: " + Input.location.lastData.timestamp;
currentLocation = new Location(longitude, latitude);
// Input.location.Stop();
}
}
}
GetLocation回调进行访问,因为是异步加载位置信息的,虽然觉得一开始初始化的时间很短后面都是随叫随得。不这样写如果程序一开始就需要经纬信息那么返回值就不正常导致程序功能不正常。虽说初始化完成后,后面可以直接访问属性值,但公开两个接口容易不好维护,所以还是这样写了。
LocationService.Start函数有两个参数,准确度和更新距离,准确度越小,位置越准;引擎检测到更新距离达到了给定值后才会进行重新定位更新定位信息。否则调用返回的是缓存值。
想起了可以用c#的语法糖await,这样就不用回调了,异步方法写的和同步方法一样。这里就不改了。功能定型了。下次使用再考虑
使用的时候注意打开手机的定位开关