SDK_UnityMoney/Assets/Script/SDKManager/AdsSDKManager/Utils/PX2DP.cs

60 lines
1.8 KiB
C#

using UnityEngine;
namespace WZ
{
public class PX2DP
{
#if UNITY_ANDROID && !UNITY_EDITOR
private static AndroidJavaClass _unityPlayerClass;
private static AndroidJavaObject _currentActivity;
private static AndroidJavaObject _resources;
private static AndroidJavaObject _displayMetrics;
// 初始化Android相关类引用
private static void Init()
{
if (_unityPlayerClass == null)
{
_unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
_currentActivity = _unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity");
_resources = _currentActivity.Call<AndroidJavaObject>("getResources");
_displayMetrics = _resources.Call<AndroidJavaObject>("getDisplayMetrics");
}
}
#endif
/// <summary>
/// Android平台dp转px
/// </summary>
/// <param name="dp">需要转换的dp值</param>
/// <returns>转换后的px值</returns>
public static int DpToPx(float dp)
{
#if UNITY_ANDROID && !UNITY_EDITOR
Init();
float scale = _displayMetrics.Get<float>("density");
return (int)(dp * scale + 0.5f);
#else
// 非Android平台返回近似值
return Mathf.RoundToInt(dp * Screen.dpi / 160f);
#endif
}
/// <summary>
/// Android平台px转dp
/// </summary>
/// <param name="px">需要转换的px值</param>
/// <returns>转换后的dp值</returns>
public static int PxToDp(float px)
{
#if UNITY_ANDROID && !UNITY_EDITOR
Init();
float scale = _displayMetrics.Get<float>("density");
return (int)(px / scale + 0.5f);
#else
// 非Android平台返回近似值
return Mathf.RoundToInt(px * 160f / Screen.dpi);
#endif
}
}
}