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版权声明:本文为Jumbo原创文章,采用[知识共享 署名-非商业性使用-禁止演绎 4.0 国际 许可协议],转载前请保证理解此协议 原文出处:https://www.jianshu.com/p/3e44b3fa9e19

Unity集成iOS_3DTouch

Unity 5以前的版本是不支持3DTouch的,需要手动编写Objective-C代码来实现与Unity交互。 先介绍下iOS 3DTouch相关知识:

一、支持以下三种运用

3DTouch a、Quick Actions 快捷选项标签 b、Peek and Pop 展示预览 跳转到预览页面 c、Pressure Sensitivity 压力值

【官方介绍】https://developer.apple.com/ios/3d-touch/

二、Pressure Sensitivity 介绍

前面两种就不介绍了,一般应用都支持,主要讲下压力值的运用,这个在游戏里面可以做一些操控。例如:王者荣耀 技能重压力取消操作

首先我们在Unity里面需要有两个接口或属性:

1、bool IsForceTouchCapability() : 3DTouch支持判断
2、bool IsForcePressTouch : 是否重压,这里取大于0.5
3、For3DTouch.cs //中间件Unity上层调用
using UnityEngine;
using System;
using System.Collections;
using System.Runtime.InteropServices;
using AOT;

//3DTouch 单例
public class For3DTouch : Singleton<For3DTouch>
{
    private bool _isForcePressTouch = false;
    public bool IsForcePressTouch
    {
        get
        {
            return _isForcePressTouch;
        }
    }

    public  For3DTouch()
    {
        RegisterTouchEventCallback();
    }

#if UNITY_EDITOR || UNITY_ANDROID
   
   private  void RegisterTouchEventCallback(Action<float, float> func = null)
   {
   
   }

     
   public  bool IsForceTouchCapability()
   {
       return false;
   }

#elif UNITY_IPHONE

    private delegate void touch_event_callback_delegate(float force, float maximumPossibleforce);

    private  Action<float, float> touchEventCallback;



   private  void  RegisterTouchEventCallback(Action<float, float> func = null)
   {
       touchEventCallback = func;
	   _registerTouchEventCallback(TouchEventCallback);
   }
   
   public  bool IsForceTouchCapability()
   {
       return _isForceTouchCapability();
   }
   	

   //OC回调过来的压力值
   [MonoPInvokeCallback(typeof(touch_event_callback_delegate))]
   private static void TouchEventCallback(float force, float maximumPossibleforce)
   {
       For3DTouch.Instance()._isForcePressTouch = (force / maximumPossibleforce) > 0.5;
       if (For3DTouch.Instance().touchEventCallback != null)
           For3DTouch.Instance().touchEventCallback(force, maximumPossibleforce);
   }

   //注册重压回调
   [DllImport("__Internal")]
   private static extern void _registerTouchEventCallback(touch_event_callback_delegate func);
   //3DTouch支持判断
   [DllImport("__Internal")]
   private static extern bool _isForceTouchCapability();   
   
   
#endif
}
4、新建Objective-C代码 3DTouch Native Code:

UnityAppController+For3DTouch.h //UnityAppController 子类

#import "UnityAppController.h"



typedef void (*registerTouchEventCallbackFunc)(float, float);

@interface UnityAppController(For3DTouch)

+(void)UpdateForce:(NSSet<UITouch *> *) touches;
+(void)TouchesEndorCancelled:(NSSet<UITouch *>*) touches;

-(BOOL)IsForceTouchCapability;
@end

#if defined(__cplusplus)
extern "C"{
#endif

extern bool _isForceTouchCapability();
extern void _registerTouchEventCallback(registerTouchEventCallbackFunc func);

#if defined(__cplusplus)
}
#endif

UnityAppController+For3DTouch.mm

#import "UnityAppController+For3DTouch.h"

static BOOL isSupport3DTouch = NO;
static registerTouchEventCallbackFunc touchEventCallback = nil;

@implementation UnityAppController(For3DTouch)


-(void)registerTouchEventCallback:(registerTouchEventCallbackFunc) func
{
   touchEventCallback = func;
}

-(BOOL)IsForceTouchCapability
{
	if ([[[UIDevice currentDevice] systemVersion] floatValue] < 9.0)
	{
	   isSupport3DTouch = NO;
	   return false;
	}
	
	if (self.rootViewController.view.traitCollection.forceTouchCapability == UIForceTouchCapabilityAvailable)
	{
		isSupport3DTouch = YES;
		return true;
	}
	else
	{
		isSupport3DTouch = NO;
		return false;
	}
}

+(void)UpdateForce:(NSSet<UITouch *>*) touches
{
	if (isSupport3DTouch && touchEventCallback != nil)
	{
		touchEventCallback(touches.anyObject.force, touches.anyObject.maximumPossibleForce);
	}
}

+(void)TouchesEndorCancelled:(NSSet<UITouch *>*) touches
{
	if (isSupport3DTouch && touchEventCallback != nil)
	{
		touchEventCallback(0, touches.anyObject.maximumPossibleForce);
	}
}

@end

#if defined(__cplusplus)
extern "C"{
#endif

bool _isForceTouchCapability()
{
    return [(UnityAppController *)[UIApplication sharedApplication].delegate IsForceTouchCapability];
}

void _registerTouchEventCallback(registerTouchEventCallbackFunc func)
{
   [(UnityAppController *)[UIApplication sharedApplication].delegate registerTouchEventCallback:func];
}


#if defined(__cplusplus)
}
#endif
5、UnityView.mm修改 Unity自己写的,我们需要改动一下,监控Touch操作事件,反馈给Unity注册过来的回调接口
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
	UnitySendTouchesBegin(touches, event);
	[UnityAppController UpdateForce:touches];//Add
}
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
{
	UnitySendTouchesEnded(touches, event);
	[UnityAppController  TouchesEndorCancelled:touches];//Add
}
- (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event
{
	UnitySendTouchesCancelled(touches, event);
	[UnityAppController  TouchesEndorCancelled:touches];//Add
}
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
	UnitySendTouchesMoved(touches, event);
	[UnityAppController UpdateForce:touches];//Add
}
6、集成到Unity项目

a、For3DTouch.cs拷贝到Plugins目录下 Singleton.cs 单例之前的文章有了,就不再上传,可以关注之前的文章 b、UnityAppController+For3DTouch.h UnityAppController+For3DTouch.mm拷贝到Plugins\iOS目录下 c、UnityView.mm 覆盖到导出的XCode工程目录:Classes\UI

[Demo Unity 4.7.2] https://github.com/JumpWu/3DTouch-for-Unity/blob/master/3DTouchDemo.unitypackage

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