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Unity+AndroidStudio混合开发:安卓手机桌面宠物

开发流程:

Unity导出透明背景的宠物组件

AndroidStudio导入组件后二次开发

Unity宠物组件设置

1.将宠物设置好后调整宠物大小占满整个屏幕,效果如图

2.调整Camera配置,Clear Flags->Solid Color,Background->RGBA0000,设置如图:

3.Unity设置如导出Android传统项目即可,最后勾选Export Project,如图所示

4.点击Export,等待导出成功即可

Android导入组件并进行二次开发

1.以Module的形式导入,如图

  

上图中的launcher是Unity自带的微启动器,并不需要导入

2.在ProjectStructure中为app主程序添加unityLibrary依赖(Module Dependence)

3.将unityLibrary的sdk配置设置为与app主程序相同,在Project Structure的Modules中配置即可

4.进入项目文件列表,将unityLibrary->libs->unity-classes.jar复制到app主程序的libs文件夹下并添加库依赖(需要使用其中的类进行开发,否则可能提示找不到类)

5.打开unityLibrary的AndroidManifest.xml文件,进行如下修改

android:process=":raadidcard"

其中添加部分修改启动模式,注释部分作用是创建安装图标,我们在app主程序使用即可

6.打开app主程序的AndroidManifest.xml文件添加代码,如下图

xmlns:tools="http://schemas.android.com/tools"

<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW" />

<uses-permission android:name="android.permission.SYSTEM_OVERLAY_WINDOW" />

tools:replace="android:icon,android:theme,android:allowBackup"

 

7.打开app主程序的build.gradle文件添加代码段如下图

ndk {

abiFilters 'armeabi-v7a'

}

splits {

abi {

enable true

reset()

include 'armeabi-v7a'

universalApk true

}

}

8.打开app主程序的values文件夹下的strings.xml文件添加代码

<string name="game_view_content_description">Game view</string>

9.新建一个布局文件,主布局要包含一个子布局,代码如下

<?xml version="1.0" encoding="utf-8"?>

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"

android:orientation="vertical" android:layout_width="match_parent"

android:layout_height="match_parent">

<RelativeLayout

android:id="@+id/rl_pet"

android:layout_width="200dp"

android:layout_height="300dp" />

</LinearLayout>

10.打开unityLibrary中的UnityPlayerActivity.java文件,注释一些代码,如下图

 

类似注释代码段2,将onStop/onStart/onPause/onResume内的mUnityPlayer操作均注释掉

11.新建MUnityActivity.java,代码如下

package com.jk.yuan;

import android.content.Intent;

import android.net.Uri;

import android.os.Bundle;

import android.provider.Settings;

import android.widget.Toast;

import com.unity3d.player.UnityPlayer;

import com.unity3d.player.UnityPlayerActivity;

public class MUnityActivity extends UnityPlayerActivity {

public static UnityPlayer mup;

@Override

protected void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

if(mup == null) {

mup = mUnityPlayer;

}

if (!Settings.canDrawOverlays(this)) {

Toast.makeText(this, "当前无权限,请授权", Toast.LENGTH_SHORT).show();

startActivityForResult(new Intent(Settings.ACTION_MANAGE_OVERLAY_PERMISSION, Uri.parse("package:" + getPackageName())), 1);

} else {

Toast.makeText(this, "启动!!!", Toast.LENGTH_SHORT).show();

startService(new Intent(MUnityActivity.this, UnityService.class));

moveTaskToBack(true);

}

}

@Override

protected void onActivityResult(int requestCode, int resultCode, Intent data) {

if (requestCode == 1) {

if (!Settings.canDrawOverlays(this)) {

Toast.makeText(this, "授权失败", Toast.LENGTH_SHORT).show();

} else {

Toast.makeText(this, "授权成功", Toast.LENGTH_SHORT).show();

startService(new Intent(MUnityActivity.this, UnityService.class));

moveTaskToBack(true);

}

}

}

}

12.新建UnityService.java文件,代码如下

package com.jk.yuan;

import android.app.Service;

import android.content.Context;

import android.content.Intent;

import android.graphics.PixelFormat;

import android.graphics.Point;

import android.os.Build;

import android.os.IBinder;

import android.provider.Settings;

import android.util.DisplayMetrics;

import android.view.Gravity;

import android.view.LayoutInflater;

import android.view.WindowManager;

import android.widget.LinearLayout;

import android.widget.RelativeLayout;

import androidx.annotation.Nullable;

import com.unity3d.player.UnityPlayer;

public class UnityService extends Service{

LinearLayout touchLayout;

WindowManager.LayoutParams params;

WindowManager windowManager;

protected UnityPlayer mUnityPlayer;

@Override

public void onCreate() {

super.onCreate();

}

@Nullable

@Override

public IBinder onBind(Intent intent) {

return null;

}

private void createToucher(UnityPlayer mup) {

params = new WindowManager.LayoutParams();

windowManager = (WindowManager) getApplication().getSystemService(Context.WINDOW_SERVICE);

if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {

params.type = WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY;

} else {

params.type = WindowManager.LayoutParams.TYPE_PHONE;

}

params.format = PixelFormat.RGBA_8888;

params.alpha = 1.0f;

params.flags = WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL | WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE;

params.gravity = Gravity.RIGHT | Gravity.BOTTOM;

params.x = 0;

params.y = 0;

Point point = new Point();

windowManager.getDefaultDisplay().getRealSize(point);

DisplayMetrics dm = new DisplayMetrics();

windowManager.getDefaultDisplay().getMetrics(dm);

int dpi = (int) (dm.density*160);

params.width = 200*(dpi/160);

params.height = 300*(dpi/160);

LayoutInflater inflater = LayoutInflater.from(getApplication());

touchLayout = (LinearLayout) inflater.inflate(R.layout.pet_window, null);

if (Settings.canDrawOverlays(this)) {

windowManager.addView(touchLayout, params);

}

mUnityPlayer = mup;

((RelativeLayout) touchLayout.findViewById(R.id.rl_pet)).addView(mUnityPlayer);

mUnityPlayer.resume();

}

@Override

public int onStartCommand(Intent intent, int flags, int startId) {

UnityPlayer upa = MUnityActivity.mup;

createToucher(upa);

mUnityPlayer.windowFocusChanged(true);

return super.onStartCommand(intent, flags, startId);

}

@Override public void onDestroy ()

{

mUnityPlayer.pause();

mUnityPlayer.quit();

super.onDestroy();

}

}

13.在app主程序的AndroidManifest.xml文件中配置MUnityActivity.java为主Acitivity,并添加UnityService的声明,代码如下

<activity

android:name=".MUnityActivity"

android:configChanges="orientation|keyboardHidden|screenSize"

android:exported="true"

android:launchMode="singleInstance"

android:theme="@style/UnityThemeSelector.Translucent">

<intent-filter>

<action android:name="android.intent.action.MAIN" />

<category android:name="android.intent.category.LAUNCHER" />

</intent-filter>

</activity>

<service android:name=".UnityService"></service>

14.在运行设置中设置运行选项为MUnityAcitivty,如图所示

14.连接安卓测试机运行即可

原理分析

笔者使用Service启动悬浮窗进行开发,但由于屡次尝试失败,只有将官方导出的代码中的UnityPlayer获取使用,将其部分生命周期在Service中执行

参考博客

http://t.csdn.cn/KId5Z

http://t.csdn.cn/mgxWj

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