Unity集成iOS 3DTouch

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原文出處:http://www.itdecent.cn/p/3e44b3fa9e19

Unity 5以前的版本是不支持3DTouch的,需要手動編寫Objective-C代碼來實(shí)現(xiàn)與Unity交互。
先介紹下iOS 3DTouch相關(guān)知識:

一、支持以下三種運(yùn)用

3DTouch

a、Quick Actions 快捷選項(xiàng)標(biāo)簽
b、Peek and Pop 展示預(yù)覽 跳轉(zhuǎn)到預(yù)覽頁面
c、Pressure Sensitivity 壓力值

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

二、Pressure Sensitivity 介紹

前面兩種就不介紹了,一般應(yīng)用都支持,主要講下壓力值的運(yùn)用,這個(gè)在游戲里面可以做一些操控。例如:王者榮耀 技能重壓力取消操作

首先我們在Unity里面需要有兩個(gè)接口或?qū)傩裕?/p>

1、bool IsForceTouchCapability() : 3DTouch支持判斷
2、bool IsForcePressTouch : 是否重壓,這里取大于0.5
3、For3DTouch.cs //中間件Unity上層調(diào)用
using UnityEngine;
using System;
using System.Collections;
using System.Runtime.InteropServices;
using AOT;

//3DTouch 單例
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回調(diào)過來的壓力值
   [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);
   }

   //注冊重壓回調(diào)
   [DllImport("__Internal")]
   private static extern void _registerTouchEventCallback(touch_event_callback_delegate func);
   //3DTouch支持判斷
   [DllImport("__Internal")]
   private static extern bool _isForceTouchCapability();   
   
   
#endif
}
4、新建Objective-C代碼 3DTouch Native Code:

UnityAppController+For3DTouch.h //UnityAppController 子類

#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自己寫的,我們需要改動一下,監(jiān)控Touch操作事件,反饋給Unity注冊過來的回調(diào)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項(xiàng)目

a、For3DTouch.cs拷貝到Plugins目錄下 Singleton.cs 單例之前的文章有了,就不再上傳,可以關(guān)注之前的文章
b、UnityAppController+For3DTouch.h UnityAppController+For3DTouch.mm拷貝到Plugins\iOS目錄下
c、UnityView.mm 覆蓋到導(dǎo)出的XCode工程目錄:Classes\UI

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

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