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
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
// 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;
}
}