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AndroidManifest.xml 소스입니다


<?xml version="1.0" encoding="utf-8"?>
<!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools">
  <application>
    <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector" android:screenOrientation="portrait" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false">
      <intent-filter>
        <action android:name="android.intent.action.MAIN" />
        <category android:name="android.intent.category.LAUNCHER" />
      </intent-filter>
      <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
      <meta-data android:name="android.notch_support" android:value="true" />
    </activity>
<activity android:name="com.unity3d.player.SubActivity"/>
  
    <meta-data android:name="unity.splash-mode" android:value="0" />
    <meta-data android:name="unity.splash-enable" android:value="True" />
    <meta-data android:name="notch.config" android:value="portrait|landscape" />
    <meta-data android:name="unity.build-id" android:value="ff7df1ad-2ddd-469e-bda3-7dc87c3c105e" />
  </application>
  <uses-feature android:glEsVersion="0x00030000" />
  <uses-feature android:name="android.hardware.vulkan.version" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>











UnityPlayerActivity.java 소스입니다


package com.unity3d.player;

import android.app.Activity;
import android.content.Intent;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
import android.os.Process;




public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents
{
    protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code

    // Override this in your custom UnityPlayerActivity to tweak the command line arguments passed to the Unity Android Player
    // The command line arguments are passed as a string, separated by spaces
    // UnityPlayerActivity calls this from 'onCreate'
    // Supported: -force-gles20, -force-gles30, -force-gles31, -force-gles31aep, -force-gles32, -force-gles, -force-vulkan
    // See https://docs.unity3d.com/Manual/CommandLineArguments.html
    // @param cmdLine the current command line arguments, may be null
    // @return the modified command line string or null
    protected String updateUnityCommandLineArguments(String cmdLine)
    {
        return cmdLine;
    }

    // Setup activity layout
    @Override protected void onCreate(Bundle savedInstanceState)
    {
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        super.onCreate(savedInstanceState);

        String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity"));
        getIntent().putExtra("unity", cmdLine);

        mUnityPlayer = new UnityPlayer(this, this);
        setContentView(mUnityPlayer);
        mUnityPlayer.requestFocus();



        int activity_sub_id = getResources().getIdentifier( "activity_sub", "layout", getPackageName());
        int send_et_id = getResources().getIdentifier( "send_et", "id", getPackageName());
        int send_btn_id = getResources().getIdentifier( "send_btn", "id", getPackageName());

        SubActivity sub = new SubActivity();
        sub.SubFun(this, activity_sub_id, send_et_id, send_btn_id);
    }

    // When Unity player unloaded move task to background
    @Override public void onUnityPlayerUnloaded() {
        moveTaskToBack(true);
    }

    // When Unity player quited kill process
    @Override public void onUnityPlayerQuitted() {
        Process.killProcess(Process.myPid());
    }

    @Override protected void onNewIntent(Intent intent)
    {
        // To support deep linking, we need to make sure that the client can get access to
        // the last sent intent. The clients access this through a JNI api that allows them
        // to get the intent set on launch. To update that after launch we have to manually
        // replace the intent with the one caught here.
        setIntent(intent);
        mUnityPlayer.newIntent(intent);
    }

    // Quit Unity
    @Override protected void onDestroy ()
    {
        mUnityPlayer.destroy();
        super.onDestroy();
    }

    // Pause Unity
    @Override protected void onPause()
    {
        super.onPause();
        mUnityPlayer.pause();
    }

    // Resume Unity
    @Override protected void onResume()
    {
        super.onResume();
        mUnityPlayer.resume();
    }

    // Low Memory Unity
    @Override public void onLowMemory()
    {
        super.onLowMemory();
        mUnityPlayer.lowMemory();
    }

    // Trim Memory Unity
    @Override public void onTrimMemory(int level)
    {
        super.onTrimMemory(level);
        if (level == TRIM_MEMORY_RUNNING_CRITICAL)
        {
            mUnityPlayer.lowMemory();
        }
    }

    // This ensures the layout will be correct.
    @Override public void onConfigurationChanged(Configuration newConfig)
    {
        super.onConfigurationChanged(newConfig);
        mUnityPlayer.configurationChanged(newConfig);
    }

    // Notify Unity of the focus change.
    @Override public void onWindowFocusChanged(boolean hasFocus)
    {
        super.onWindowFocusChanged(hasFocus);
        mUnityPlayer.windowFocusChanged(hasFocus);
    }

    // For some reason the multiple keyevent type is not supported by the ndk.
    // Force event injection by overriding dispatchKeyEvent().
    @Override public boolean dispatchKeyEvent(KeyEvent event)
    {
        if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
            return mUnityPlayer.injectEvent(event);
        return super.dispatchKeyEvent(event);
    }

    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
    /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }

}








SubActivity.kt 소스입니다


package com.unity3d.player

import android.app.Activity
import android.content.Context
import android.text.Editable
import android.text.TextWatcher
import android.view.LayoutInflater
import android.view.View
import android.widget.Button
import android.widget.EditText
import android.widget.FrameLayout
import com.unity3d.player.UnityPlayer
import com.unity3d.player.UnityPlayerActivity

class SubActivity : UnityPlayerActivity() {

    fun SubFun(mContext : Context, activity_sub_id : Int, send_et_id : Int, send_btn_id : Int){

        // activity_sub.xml 뷰 추가, 이후에 mContext.뷰를 가져올 수 있음
        val inflater = mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE) as LayoutInflater
        val ll = inflater.inflate(activity_sub_id, null) as FrameLayout
        val paramll = FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT)
        (mContext as Activity).addContentView(ll, paramll)


        val send_et_view = mContext.findViewById<EditText>(send_et_id)
        val send_btn_view = mContext.findViewById<Button>(send_btn_id)

        send_et_view.addTextChangedListener(object : TextWatcher {
            override fun afterTextChanged(p0: Editable?) {}
            override fun beforeTextChanged(p0: CharSequence?, p1: Int, p2: Int, p3: Int) {}
            override fun onTextChanged(p0: CharSequence?, p1: Int, p2: Int, p3: Int) {
                if(p0.toString() != "") send_btn_view.visibility = View.VISIBLE
                else send_btn_view.visibility = View.GONE
            }
        })

        send_btn_view.setOnClickListener{
            // 호출할 게임오브젝트 이름, 함수명, 매개변수 하나
            UnityPlayer.UnitySendMessage("GameManager", "ReceiveMessage", send_et_view.text.toString())
            send_et_view.setText("")
        }
    }
}










activity_sub.xml 소스입니다


<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:background="#00FF0000"
    >

    <LinearLayout
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:weightSum="1"
        android:layout_gravity="bottom"
        >

        <EditText
            android:id="@+id/send_et"
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:layout_weight="1"
            android:textSize="20sp"
            android:text=""
            android:padding="7dp"
            android:background="#fff"
            />

        <Button
            android:id="@+id/send_btn"
            android:layout_width="50dp"
            android:layout_height="match_parent"
            android:drawableBottom="@drawable/ic_send_black_32dp"
            android:paddingBottom="4dp"
            android:background="#FFD500"
            android:visibility="gone"
            />

    </LinearLayout>

</FrameLayout>










ic_send_black_32dp.xml 소스입니다


<vector android:height="32dp" android:viewportHeight="24.0"
    android:viewportWidth="24.0" android:width="32dp" xmlns:android="http://schemas.android.com/apk/res/android">
    <path android:fillColor="#FF000000" android:pathData="M2.01,21L23,12 2.01,3 2,10l15,2 -15,2z"/>

</vector>










GameManager.cs 소스입니다


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GameManager : MonoBehaviour
{
    public Text DebugText;

public void ReceiveMessage(string msg) => DebugText.text = msg;

}