1.将Unity中的项目导出成Android项目,再放入到Eclipse中,然后新建一个Android项目,以Unity那个项目为类库。
2.然后本人开始写一个xml布局,布局中间是一个LinearLayout,上下分别是Button。LinearLayout用来放Unity里的内容。
现在遇到的问题是假如再Unity画面加载完成之前,按钮的点击事件是可以执行的。当Unity加载完成以后,按钮就失效了。根本点不了。是原因是Unity盖住了整个屏幕还是占据了整个焦点?现在不知道是应该在Unity代码里面改还是在Android里面改,有高手知道么?
下面附上代码:
2.然后本人开始写一个xml布局,布局中间是一个LinearLayout,上下分别是Button。LinearLayout用来放Unity里的内容。
现在遇到的问题是假如再Unity画面加载完成之前,按钮的点击事件是可以执行的。当Unity加载完成以后,按钮就失效了。根本点不了。是原因是Unity盖住了整个屏幕还是占据了整个焦点?现在不知道是应该在Unity代码里面改还是在Android里面改,有高手知道么?
下面附上代码:
package com.t.t; import com.unity3d.player.UnityPlayer; import com.unity3d.player.UnityPlayerNativeActivity; import android.os.Bundle; import android.view.View; import android.widget.Button; import android.widget.LinearLayout; import android.widget.Toast; public class MainActivity extends UnityPlayerNativeActivity{ private LinearLayout unity; private Button round,right,left; private String Tag="Unity3D"; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //设置布局文件 setContentView(R.layout.test); //mUnityPlayer为一个全局的引用变量,而且已 经在父类中设置好了,所以直接拿来用就可以了 View playerView = mUnityPlayer.getView(); //将Unity的视图添加到我们为其准备的父容器中 unity = (LinearLayout) findViewById(R.id.unity); playerView.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub Toast.makeText(MainActivity.this, "222222", Toast.LENGTH_LONG).show(); } }); unity.addView(playerView); round = (Button) findViewById(R.id.trun_round); round.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub UnityPlayer.UnitySendMessage("shouchengchangmaobing", "Answer", "3"); } }); left = (Button) findViewById(R.id.left); left.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub UnityPlayer.UnitySendMessage("shouchengchangmaobing", "Answer", "1"); } }); } }
package com.t.t; import com.unity3d.player.*; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.Window; import android.view.WindowManager; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don"t change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } }
<?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <Button android:id="@+id/trun_round" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:text="around" /> <LinearLayout android:id="@+id/unity" android:layout_width="100dp" android:layout_height="200dp" android:layout_below="@+id/trun_round" android:background="#ccffcc" android:orientation="horizontal" > </LinearLayout> <Button android:id="@+id/left" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:text="left" /> </RelativeLayout>
解决方案
100
Unity盖住了整个屏幕?
按钮可见能点击不?
按钮可见能点击不?