ChatEditor.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(ChatManager))]
public class ChatEditor : Editor
{
ChatManager chatManager;
string text;
void OnEnable()
{
chatManager = target as ChatManager;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.BeginHorizontal();
text = EditorGUILayout.TextArea(text);
if (GUILayout.Button("보내기", GUILayout.Width(60)) && text.Trim() != "")
{
chatManager.Chat(true, text, "나", null);
text = "";
GUI.FocusControl(null);
}
if (GUILayout.Button("받기", GUILayout.Width(60)) && text.Trim() != "")
{
chatManager.Chat(false, text, "타인", null);
text = "";
GUI.FocusControl(null);
}
EditorGUILayout.EndHorizontal();
}
}
AreaScript.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AreaScript : MonoBehaviour
{
public RectTransform AreaRect, BoxRect, TextRect;
public GameObject Tail;
public Text TimeText, UserText, DateText;
public Image UserImage;
public string Time, User;
}
ChatManager.cs 소스입니다
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
public class ChatManager : MonoBehaviour
{
public GameObject YellowArea, WhiteArea, DateArea;
public RectTransform ContentRect;
public Scrollbar scrollBar;
public Toggle MineToggle;
AreaScript LastArea;
public void ReceiveMessage(string text)
{
if (MineToggle.isOn) Chat(true, text, "나", null);
else Chat(false, text, "타인", null);
}
public void LayoutVisible(bool b)
{
AndroidJavaClass kotlin = new AndroidJavaClass("com.unity3d.player.SubActivity");
kotlin.CallStatic("LayoutVisible", b);
}
public void Chat(bool isSend, string text, string user, Texture2D picture)
{
if (text.Trim() == "") return;
bool isBottom = scrollBar.value <= 0.00001f;
//보내는 사람은 노랑, 받는 사람은 흰색영역을 크게 만들고 텍스트 대입
AreaScript Area = Instantiate(isSend ? YellowArea : WhiteArea).GetComponent<AreaScript>();
Area.transform.SetParent(ContentRect.transform, false);
Area.BoxRect.sizeDelta = new Vector2(600, Area.BoxRect.sizeDelta.y);
Area.TextRect.GetComponent<Text>().text = text;
Fit(Area.BoxRect);
// 두 줄 이상이면 크기를 줄여가면서, 한 줄이 아래로 내려가면 바로 전 크기를 대입
float X = Area.TextRect.sizeDelta.x + 42;
float Y = Area.TextRect.sizeDelta.y;
if (Y > 49)
{
for (int i = 0; i < 200; i++)
{
Area.BoxRect.sizeDelta = new Vector2(X - i * 2, Area.BoxRect.sizeDelta.y);
Fit(Area.BoxRect);
if (Y != Area.TextRect.sizeDelta.y) { Area.BoxRect.sizeDelta = new Vector2(X - (i * 2) + 2, Y); break; }
}
}
else Area.BoxRect.sizeDelta = new Vector2(X, Y);
// 현재 것에 분까지 나오는 날짜와 유저이름 대입
DateTime t = DateTime.Now;
Area.Time = t.ToString("yyyy-MM-dd-HH-mm");
Area.User = user;
// 현재 것은 항상 새로운 시간 대입
int hour = t.Hour;
if (t.Hour == 0) hour = 12;
else if (t.Hour > 12) hour -= 12;
Area.TimeText.text = (t.Hour > 12 ? "오후 " : "오전 ") + hour + ":" + t.Minute.ToString("D2");
// 이전 것과 같으면 이전 시간, 꼬리 없애기
bool isSame = LastArea != null && LastArea.Time == Area.Time && LastArea.User == Area.User;
if (isSame) LastArea.TimeText.text = "";
Area.Tail.SetActive(!isSame);
// 타인이 이전 것과 같으면 이미지, 이름 없애기
if (!isSend)
{
Area.UserImage.gameObject.SetActive(!isSame);
Area.UserText.gameObject.SetActive(!isSame);
Area.UserText.text = Area.User;
if(picture != null) Area.UserImage.sprite = Sprite.Create(picture, new Rect(0, 0, picture.width, picture.height), new Vector2(0.5f, 0.5f));
}
// 이전 것과 날짜가 다르면 날짜영역 보이기
if (LastArea != null && LastArea.Time.Substring(0, 10) != Area.Time.Substring(0, 10))
{
Transform CurDateArea = Instantiate(DateArea).transform;
CurDateArea.SetParent(ContentRect.transform, false);
CurDateArea.SetSiblingIndex(CurDateArea.GetSiblingIndex() - 1);
string week = "";
switch (t.DayOfWeek)
{
case DayOfWeek.Sunday: week = "일"; break;
case DayOfWeek.Monday: week = "월"; break;
case DayOfWeek.Tuesday: week = "화"; break;
case DayOfWeek.Wednesday: week = "수"; break;
case DayOfWeek.Thursday: week = "목"; break;
case DayOfWeek.Friday: week = "금"; break;
case DayOfWeek.Saturday: week = "토"; break;
}
CurDateArea.GetComponent<AreaScript>().DateText.text = t.Year + "년 " + t.Month + "월 " + t.Day + "일 " + week + "요일";
}
Fit(Area.BoxRect);
Fit(Area.AreaRect);
Fit(ContentRect);
LastArea = Area;
// 스크롤바가 위로 올라간 상태에서 메시지를 받으면 맨 아래로 내리지 않음
if (!isSend && !isBottom) return;
Invoke("ScrollDelay", 0.03f);
}
void Fit(RectTransform Rect) => LayoutRebuilder.ForceRebuildLayoutImmediate(Rect);
void ScrollDelay() => scrollBar.value = 0;
}
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.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.view.inputmethod.InputMethodManager
import android.widget.*
import com.unity3d.player.UnityPlayer
class SubActivity{
companion object {
lateinit var mContext : Activity
lateinit var fl : FrameLayout
lateinit var imm : InputMethodManager
@JvmStatic fun SubFun(_mContext : Activity, activity_sub_id : Int, send_et_id : Int, send_btn_id : Int) {
mContext = _mContext
imm = mContext.getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
// activity_sub.xml 뷰 추가, 이후에 mContext.뷰를 가져올 수 있음
val inflater = mContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE) as LayoutInflater
fl = inflater.inflate(activity_sub_id, null) as FrameLayout
val paramll = FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT)
mContext.addContentView(fl, paramll)
val send_et_view = mContext.findViewById<EditText>(send_et_id)
val send_btn_view = mContext.findViewById<Button>(send_btn_id)
// 에딧텍스트 글자가 있으면 보내기 활성화
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?.trim().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("ChatManager", "ReceiveMessage", send_et_view.text.toString())
send_et_view.setText("")
}
LayoutVisible(false)
}
@JvmStatic fun LayoutVisible(isVisible : Boolean) {
mContext.runOnUiThread{
if(isVisible) fl.visibility = View.VISIBLE
else
{
fl.visibility = View.GONE
imm.hideSoftInputFromWindow(mContext.window.currentFocus?.windowToken, 0)
}
}
}
}
}
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>