• Unity打包APP控制顶部状态栏


    Android:

    unity5.0以上版本(PlayerSettings中移除了相关选项):需要代码控制

    AndroidStatusBar.cs  (已知问题:华为部分机型Crash) crash问题已解决:  使用虚拟导航栏的设备在设置SplashImage时 只能选择cropped模式

    using System;
    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();
                }
            }
        }
    }
     

    相关使用代码:AppStatusBar

    using UnityEngine;
    using System.Collections;
     
    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.Visible;
        // Use this for initialization
        void Awake()
        {
            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;
            }
        }
    }

    IOS:

    playerSettings 中: statusBar Hidden 取消勾选,Default模式对应透明底部(Translucent Over Content)

     
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  • 原文地址:https://www.cnblogs.com/monkeyst/p/7766662.html
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