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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:
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/
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:
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
}
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
- (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
}
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