Unity获取经纬度类封装
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Unity获取经纬度类封装
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Unity提供了Input.location,方便我們獲取經緯度。這里對其封裝了一下,方便直接使用。
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;namespace WeatherSystem {public class LocationGetUtil : MonoBehaviour{private static LocationGetUtil instance;public struct Location{private float longitude;public float Longitude => longitude;private float latitude;public float Latitude => latitude;public Location(float longitude, float latitude){this.longitude = longitude;this.latitude = latitude;}}public static LocationGetUtil Instance{get{if (instance == null){GameObject go = new GameObject();LocationGetUtil locationGetUtil = go.AddComponent<LocationGetUtil>();instance = locationGetUtil;}return instance;}}private Location currentLocation;private void Awake(){}void Start(){Input.location.Start();StartCoroutine(StartLocate());}public void GetLocation(Action<Location> onGet){if (Input.location.status == LocationServiceStatus.Running){float longitude = Input.location.lastData.longitude;float latitude = Input.location.lastData.latitude;currentLocation = new Location(longitude, latitude);onGet?.Invoke(currentLocation);}else{StartCoroutine(WaitForLocation(onGet));}}IEnumerator WaitForLocation(Action<Location> onGet){while (true){if (Input.location.status == LocationServiceStatus.Running){float longitude = Input.location.lastData.longitude;float latitude = Input.location.lastData.latitude;// var logStr = "Location, 緯度: " + Input.location.lastData.latitude + // ",經度: " + Input.location.lastData.longitude + // ",高度: " + Input.location.lastData.altitude + // "\n水平精確度: " + Input.location.lastData.horizontalAccuracy +// ",時間戳: " + Input.location.lastData.timestamp;currentLocation = new Location(longitude, latitude);onGet?.Invoke(currentLocation);yield break;}yield return null;}}IEnumerator StartLocate(){if (!Input.location.isEnabledByUser){Debug.LogError(" 獲取地理位置權限不被用戶允許 或者手機的定位開關未打開 ");yield break;}int maxWait = 20;while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0){yield return new WaitForSeconds(1);maxWait--;}// Service didn't initialize in 20 secondsif (maxWait < 1){Debug.LogError(" Unity獲取地理位置初始化超時 ");yield break;}// Connection has failedif (Input.location.status == LocationServiceStatus.Failed){Debug.LogError(" Unity獲取地理位置初始化失敗 ");yield break;}// Access granted and location value could be retrievedfloat longitude = Input.location.lastData.longitude;float latitude = Input.location.lastData.latitude;var logStr = "Location, 緯度: " + Input.location.lastData.latitude +",經度: " + Input.location.lastData.longitude +",高度: " + Input.location.lastData.altitude +"\n水平精確度: " + Input.location.lastData.horizontalAccuracy +",時間戳: " + Input.location.lastData.timestamp;currentLocation = new Location(longitude, latitude);// Input.location.Stop();}} }GetLocation回調進行訪問,因為是異步加載位置信息的,雖然覺得一開始初始化的時間很短后面都是隨叫隨得。不這樣寫如果程序一開始就需要經緯信息那么返回值就不正常導致程序功能不正常。雖說初始化完成后,后面可以直接訪問屬性值,但公開兩個接口容易不好維護,所以還是這樣寫了。
LocationService.Start函數有兩個參數,準確度和更新距離,準確度越小,位置越準;引擎檢測到更新距離達到了給定值后才會進行重新定位更新定位信息。否則調用返回的是緩存值。
想起了可以用c#的語法糖await,這樣就不用回調了,異步方法寫的和同步方法一樣。這里就不改了。功能定型了。下次使用再考慮
使用的時候注意打開手機的定位開關
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