using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VibrateHelper : MonoBehaviour
{
static public bool Acitve { get { return Global.VibrationOn; } }
#if UNITY_IOS
[DllImport("__Internal")]
static extern void _vibrateSmall();
[DllImport("__Internal")]
static extern void _vibrateMedium();
[DllImport("__Internal")]
static extern void _vibrateLarge();
public static void vibrateSmall()
{
if(Acitve)
#if !UNITY_EDITOR
_vibrateSmall();
#endif
}
public static void vibrateMedium()
{
#if !UNITY_EDITOR
if(Acitve)
_vibrateMedium();
#endif
}
public static void vibrateLarge()
{
#if !UNITY_EDITOR
if(Acitve)
_vibrateLarge();
#endif
}
#elif UNITY_ANDROID
static AndroidJavaObject _vibrator;
static AndroidJavaObject vibrateManager
{
get
{
var jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
var currentActivity = jc.GetStatic<AndroidJavaObject>("currentActivity");
_vibrator = currentActivity.Call<AndroidJavaObject>("getApplication").Call<AndroidJavaObject>("getSystemService", "vibrator");
return _vibrator;
}
}
public static void vibrateSmall()
{
if (!Application.isEditor && Acitve)
vibrateManager.Call("vibrate", 20L);
}
public static void vibrateMedium()
{
if (!Application.isEditor && Acitve)
vibrateManager.Call("vibrate", 45L);
}
public static void vibrateLarge()
{
if (!Application.isEditor && Acitve)
vibrateManager.Call("vibrate", 85L);
}
#endif
}
这个代码需要申请震动权限,如果没有申请震动权限的话可以在一个不会调用的函数里面加入Unity自己的一个震动代码,这样就会打包的时候自行添加震动权限