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Unity3D 研究院之IOS高级界面发送消息与Unity3D消息的接收

今天和盆友们讨论IOS的高级界面与unity3d游戏引擎的交互,这个在开发中是非常重要的,unity3d 毕竟是一个面向多平台的一个游戏引擎,它不可能全部为IOS 考虑的面面俱到,引擎中也不存在针对IOS的高级界面的控件的使用。

         本例实现游戏背景是Unity3D 的游戏世界,前面添加4个IOS的高级界面的按钮,并且点击这些按钮可以将消息传递给背景的Unity3D ,让它做一些事情。
上一章介绍了触摸IOS屏幕 移动摄像机的位置,下面有盆友问我说他不想移动摄像机的位置,就想移动物体的位置,我在这里补充一下,可以把脚本绑定在箱子上,参照物选择为主摄像机,这样子更新箱子的脚本就OK啦。今天例子,我就将脚本绑定在箱子上,如下图所示,把Move脚本绑定在这个 Cube中。


先把Move脚本的代码贴出来,这里面我写了4个方法分别处理这个箱子的旋转,这4个方法是由IOS上的代码向Unity发送消息后调用的,下面我会介绍具体操作的方法。


// Create a full-screen window
    _window = [[UIWindow alloc] initWithFrame:rect];
    EAGLView* view = [[EAGLView alloc] initWithFrame:rect];
    [_window addSubview:view];
  
    MyView * myView =  [[MyView alloc] init];
    [_window addSubview:myView.view];
贴出MyView的代码,写完发现忘释放内存了,呵呵,懒得改了,本章主要的介绍的不是这个哦。
 
  
//  MyView.m
//  Unity-iPhone
//
//  Created by 雨松MOMO on 11-11-1.
//  Copyright 2011 __MyCompanyName__. All rights reserved.
//
  
#import "MyView.h"
  
@implementation MyView
  
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
    [super viewDidLoad];
    //创建label视图
    UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 320, 40)];
    //设置显示内容
    label.text = @"雨松MOMO的程序世界";
    //设置背景颜色
    label.backgroundColor = [UIColor blueColor];
    //设置文字颜色
    label.textColor = [UIColor whiteColor];
    //设置显示位置居中
    label.textAlignment = UITextAlignmentCenter;
    //设置字体大小
    label.font = [UIFont fontWithName:[[UIFont familyNames] objectAtIndex:10] size:20];
  
    //创建按钮
    UIButton *button0 = [UIButton buttonWithType:1];
    //设置按钮范围
    button0.frame = CGRectMake(0, 40, 100, 30);
    //设置按钮显示内容
    [button0 setTitle:@"矩形左旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button0 addTarget:self action:@selector(LeftButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button1 = [UIButton buttonWithType:1];
    //设置按钮范围
    button1.frame = CGRectMake(0, 100, 100, 30);
    //设置按钮显示内容
    [button1 setTitle:@"矩形右旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button1 addTarget:self action:@selector(RightButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button2 = [UIButton buttonWithType:1];
    //设置按钮范围
    button2.frame = CGRectMake(0, 160, 100, 30);
    //设置按钮显示内容
    [button2 setTitle:@"矩形上旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button2 addTarget:self action:@selector(UpButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button3 = [UIButton buttonWithType:1];
    //设置按钮范围
    button3.frame = CGRectMake(0, 220, 100, 30);
    //设置按钮显示内容
    [button3 setTitle:@"矩形下旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button3 addTarget:self action:@selector(DownButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //向view添加
    [self.view addSubview:label];
    [self.view addSubview:button0];
    [self.view addSubview:button1];
    [self.view addSubview:button2];
    [self.view addSubview:button3];
}
  
//向左按钮
-(void)LeftButtonPressed{
    UnitySendMessage("Cube","MoveLeft","");
}
  
//向右按钮
-(void)RightButtonPressed{
    UnitySendMessage("Cube","MoveRight","");
}
//向上按钮
-(void)UpButtonPressed{
    UnitySendMessage("Cube","MoveUp","");
}
  
//向下按钮
-(void)DownButtonPressed{
    UnitySendMessage("Cube","MoveDown","");
}
  
- (void)didReceiveMemoryWarning {
    // Releases the view if it doesn't have a superview.
    [super didReceiveMemoryWarning];
  
    // Release any cached data, images, etc. that aren't in use.
}
  
- (void)viewDidUnload {
    [super viewDidUnload];
}
  
- (void)dealloc {
    [super dealloc];
}

到这里盆友们可以将这个Unity工程导出成Xcode项目,不会的盆友请看我之前的文章哈,Xcode项目导出成功后,我们先添加4个高级界面的按钮用来点击响应上面脚本的这4个旋转箱子的方法。

创建一个类继承UIViewController,用来添加我们的高级界面的视图,我暂且命名为MyView.

打开Unity3D导出的AppController.mm这个类,头文件处先导入我们的这个类 #import “MyView”找到下面这个方法,来添加viewint OpenEAGL_UnityCallback(UIWindow** window, int* screenWidth, int* screenHeight,  int* openglesVersion)



EAGLView 是Unity3D 背景的那个View, 下面我们添加一个我们自己写的View 覆盖在它上面。

// Create a full-screen window
    _window = [[UIWindow alloc] initWithFrame:rect];
    EAGLView* view = [[EAGLView alloc] initWithFrame:rect];
    [_window addSubview:view];
  
    MyView * myView =  [[MyView alloc] init];
    [_window addSubview:myView.view];
贴出MyView的代码,写完发现忘释放内存了,呵呵,懒得改了,本章主要的介绍的不是这个哦。
 
  
//  MyView.m
//  Unity-iPhone
//
//  Created by 雨松MOMO on 11-11-1.
//  Copyright 2011 __MyCompanyName__. All rights reserved.
//
  
#import "MyView.h"
  
@implementation MyView
  
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
    [super viewDidLoad];
    //创建label视图
    UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 320, 40)];
    //设置显示内容
    label.text = @"雨松MOMO的程序世界";
    //设置背景颜色
    label.backgroundColor = [UIColor blueColor];
    //设置文字颜色
    label.textColor = [UIColor whiteColor];
    //设置显示位置居中
    label.textAlignment = UITextAlignmentCenter;
    //设置字体大小
    label.font = [UIFont fontWithName:[[UIFont familyNames] objectAtIndex:10] size:20];
  
    //创建按钮
    UIButton *button0 = [UIButton buttonWithType:1];
    //设置按钮范围
    button0.frame = CGRectMake(0, 40, 100, 30);
    //设置按钮显示内容
    [button0 setTitle:@"矩形左旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button0 addTarget:self action:@selector(LeftButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button1 = [UIButton buttonWithType:1];
    //设置按钮范围
    button1.frame = CGRectMake(0, 100, 100, 30);
    //设置按钮显示内容
    [button1 setTitle:@"矩形右旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button1 addTarget:self action:@selector(RightButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button2 = [UIButton buttonWithType:1];
    //设置按钮范围
    button2.frame = CGRectMake(0, 160, 100, 30);
    //设置按钮显示内容
    [button2 setTitle:@"矩形上旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button2 addTarget:self action:@selector(UpButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //创建按钮
    UIButton *button3 = [UIButton buttonWithType:1];
    //设置按钮范围
    button3.frame = CGRectMake(0, 220, 100, 30);
    //设置按钮显示内容
    [button3 setTitle:@"矩形下旋转" forState:UIControlStateNormal];
    //设置按钮改变后 绑定响应方法
    [button3 addTarget:self action:@selector(DownButtonPressed) forControlEvents:UIControlEventTouchUpInside];  
  
    //向view添加
    [self.view addSubview:label];
    [self.view addSubview:button0];
    [self.view addSubview:button1];
    [self.view addSubview:button2];
    [self.view addSubview:button3];
}
  
//向左按钮
-(void)LeftButtonPressed{
    UnitySendMessage("Cube","MoveLeft","");
}
  
//向右按钮
-(void)RightButtonPressed{
    UnitySendMessage("Cube","MoveRight","");
}
//向上按钮
-(void)UpButtonPressed{
    UnitySendMessage("Cube","MoveUp","");
}
  
//向下按钮
-(void)DownButtonPressed{
    UnitySendMessage("Cube","MoveDown","");
}
  
- (void)didReceiveMemoryWarning {
    // Releases the view if it doesn't have a superview.
    [super didReceiveMemoryWarning];
  
    // Release any cached data, images, etc. that aren't in use.
}
  
- (void)viewDidUnload {
    [super viewDidUnload];
}
  
- (void)dealloc {
    [super dealloc];
}

@end
这里我主要说一下下面这个方法,它是Unity底层帮我们写好的一个方法,意思iPhone向向Unity发送消息,



参数1:场景中的模型名称,Cube就是我们定义的一个箱子。

参数2:脚本方法名称MoveLeft就是上面脚本中的方法,

参数3:为一个char *类型的 可以向Unity中传递数据。

文章出自:http://www.unitymanual.com/thread-20376-1-1.html