unity 监听导入资源

监听资源导入接口(AssetPostprocessor),批量修改新增图片资源设置

public class ImportAsset : AssetPostprocessor

{

        ///

    /// 纹理导入之后调用

    ///

    static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)

    {

    }

      ///

    /// 纹理导入之前调用

    ///

    void OnPreprocessTexture()

    {


    }

    ///

    /// 音频资源导入完成之前调用

    ///

    private void OnPreprocessAudio()

    {

        AudioImporter _importer = (AudioImporter)assetImporter;

        _importer.preloadAudioData = true;

    }

    ///

    /// 从模型(.fbx,.mb文件等)导入动画之前调用

    ///

    private void OnPreprocessAnimation()

    {

        ModelImporter _importer = (ModelImporter)assetImporter;

    }

    ///

    /// 模型导入之前调用

    ///

    private void OnPreprocessModel()

    {

        ModelImporter _importer = (ModelImporter)assetImporter;

    }

    ///

    /// 音频资源导入完成之后调用

    ///

    ///

    private void OnPostprocessAudio(AudioClip clip)

    {

        Debug.Log("导入音频:" + clip.name);

        AudioImporter _importer = (AudioImporter)assetImporter;

    }

    ///

    /// 模型导入完成之后调用

    ///

    ///

    private void OnPostprocessModel(GameObject g)

    {

        Debug.Log("导入模型:" + g.name);

    }

    ///

    /// 精灵的纹理导入完成之后调用

    ///

    ///

    ///

    private void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)

    {

        Debug.Log("导入纹理:" + texture.name);

    }

}

下面是我实现的类,参考了网络上的文章

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

#if  UNITY_ANDROID

using System;

using System.Collections.Generic;

using Unity.Notifications.Android;

using UnityEngine;

public class AndroidNotificationSender : MonoBehaviour

{

    private static bool _isInitialized;

    private static List _notificationInfos;

    private static int _notificationId = 1;

    private static void Init()

    {

        if (_isInitialized)

            return;

        _notificationInfos = new List();

        ResetNotificationChannel();

        var notificationGo = new GameObject("NotificationBehaviour").AddComponent();

        DontDestroyOnLoad(notificationGo);

        _isInitialized = true;

    }

    private static void ResetNotificationChannel()

    {

        _notificationId = 1;

        AndroidNotificationCenter.CancelAllNotifications();//清除上次注册的通知

        var channel = new AndroidNotificationChannel()

        {

            Id = "channel_id",

            Name = "Default Channel",

            Importance = Importance.High,

            Description = "Generic notifications",

            CanShowBadge = true,

            EnableLights = true,

            LockScreenVisibility = LockScreenVisibility.Public

        };

        AndroidNotificationCenter.RegisterNotificationChannel(channel);

    }

    protected static void ReSendNotification()

    {

        if (_isInitialized && _notificationInfos != null && _notificationInfos.Count > 0)

        {

            ResetNotificationChannel();

            for (var i = 0; i < _notificationInfos.Count; i++)

            {

                SendNotification(_notificationInfos[i]);

            }

        }

    }

    public static void SendNotification(string title, string text, int day, int hour, int minute, int second, string smallIconId = null, string largeIconId = null)

    {

        Init();

        var notificationInfo = new NotificationInfo()

        {

            title = title,

            text = text,

            day = day,

            hour = hour,

            minute = minute,

            second = second,

            smallIcon = smallIconId,

            largeIcon = largeIconId

        };

        _notificationInfos.Add(notificationInfo);

        SendNotification(notificationInfo);

    }

    public static void SendRepeatNotification(string title,string text)

    {

        Init();

        DateTime now = DateTime.Now;

        AndroidNotification notification = new AndroidNotification

        {

            Title = title,

            Text = text,

            FireTime = new DateTime(now.Year, now.Month, now.Day, 12, 0, 0).AddDays(1),

            RepeatInterval = new TimeSpan(1, 0, 0, 0),

            IntentData = "{\"title\": \"Notification 1\", \"data\": \"200\"}",

            ShouldAutoCancel = true

        };

        AndroidNotificationCenter.SendNotification(notification, "channel_id");

    }

    private static void SendNotification(NotificationInfo notificationInfo)//string title, string text,DateTime time,string smallIconId=null,string largeIconId=null)

    {

        DateTime now = DateTime.Now;

        var time = NotificationSender.GetNotificationTime(notificationInfo);

        var notification = new AndroidNotification()

        {

            Title = notificationInfo.title,

            Text = notificationInfo.text,

            FireTime = time,

            SmallIcon = notificationInfo.smallIcon,

            LargeIcon = notificationInfo.largeIcon,

            Number = _notificationId

        };

        _notificationId++;

        AndroidNotificationCenter.SendNotification(notification, "channel_id");

    }

}

#endif

#if  UNITY_IOS

using System;

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Unity.Notifications.iOS;

public class iOSNotificationSender:MonoBehaviour

{

    private static bool _isInitialized = false;

    private static int _notificationId = 1;

    private static List _notificationInfos;

    // Start is called before the first frame update

    private static void Init()

    {

        if(_isInitialized)

            return;

        _notificationInfos = new List();

        ResetNotificationChannel();

        var notificationGo= new GameObject("NotificationBehaviour").AddComponent();

        DontDestroyOnLoad(notificationGo);

        _isInitialized = true;

    }

    private static void ResetNotificationChannel()

    {

        _notificationId = 1;

        iOSNotificationCenter.ApplicationBadge=0;

        iOSNotificationCenter.RemoveAllDeliveredNotifications();

        iOSNotificationCenter.RemoveAllScheduledNotifications();

    }

    protected static void ReSendNotification()

    {

        if (_isInitialized&&_notificationInfos!=null && _notificationInfos.Count > 0)

        {

            ResetNotificationChannel();

            for (var i = 0; i < _notificationInfos.Count; i++)

            {

                SendNotification(_notificationInfos[i]);

            }

        }


    }


    public static void SendNotification(string title, string text,int day,int hour,int minute,int second ,string smallIconId=null,string largeIconId=null)

    {

        Init();



        var notificationInfo = new NotificationInfo()

        {

            title = title,

            text=text,

            day=day,

            hour = hour,

            minute = minute,

            second = second,

        };

        _notificationInfos.Add(notificationInfo);


        SendNotification(notificationInfo);

    }

    private static void SendNotification(NotificationInfo notificationInfo)//string title, string text,TimeSpan timeInterval)

    {


        var time = NotificationSender.GetNotificationTime(notificationInfo);

        var timeInterval =time.Subtract(DateTime.Now);


        var timeTrigger = new iOSNotificationTimeIntervalTrigger()

        {

            TimeInterval = new TimeSpan(timeInterval.Days, timeInterval.Hours, timeInterval.Minutes, timeInterval.Seconds),// timeInterval,

//            TimeInterval = new TimeSpan(0,0,0,5),// timeInterval,

            Repeats = false

        };

        var notification = new iOSNotification()

        {

            // You can optionally specify a custom identifier which can later be

            // used to cancel the notification, if you don't set one, a unique

            // string will be generated automatically.

            Identifier = "_notification_"+ _notificationId,

            Title = notificationInfo.title,

            Body = notificationInfo.text,

            Badge = _notificationId,

            ShowInForeground = true,

            ForegroundPresentationOption = (PresentationOption.Alert | PresentationOption.Sound | PresentationOption.Badge),

            CategoryIdentifier = "category_a",

            ThreadIdentifier = "thread1",

            Trigger = timeTrigger,

        };

        _notificationId++;

        iOSNotificationCenter.ScheduleNotification(notification);

    }


}

#endif

public class NotificationInfo

{

    public string title;

    public string text;

    public int day;

    public int hour;

    public int minute;

    public int second;

    public string smallIcon;

    public string largeIcon;

}

public class NotificationSender :

#if UNITY_ANDROID

    AndroidNotificationSender

#else

    iOSNotificationSender

#endif

{

    private void OnApplicationFocus(bool hasFocus)

    {

        if (hasFocus)

        {

            ReSendNotification();

            SendRepeatNotification(string.Empty, "Daily rewards can be claimed!");

        }

    }

    ///

    /// 得到注册通知的时间

    ///

    ///

    public static DateTime GetNotificationTime(NotificationInfo notificationInfo)

    {

        var daySpan = new TimeSpan(notificationInfo.day, 0, 0, 0);

        var dateTime = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, notificationInfo.hour, notificationInfo.minute, notificationInfo.second);

        dateTime += daySpan;

        Debug.Log("RegisterNotification:" + dateTime);

        //if (dateTime.Hour >= 23)

        //{

        //    dateTime += new TimeSpan(9, 0, 0);

        //}

        //if (dateTime.Hour <= 8)

        //{

        //    dateTime += new TimeSpan(8 - dateTime.Hour, 0, 0);

        //}

        // Debug.Log("LinneaNotify 发出通知时间 : " + dateTime);

        return dateTime;

    }

}

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