UnityPlayer.UnitySendMessage
is a void
function and does not return a value. Take a look at the UnitySendMessageExtension
function implementation below. It is similar to turnipinindia's answer but it returns a value. It only returns a string
so you have to convert that string to whatever variable type you are working with.
Java:
public final class MyPlugin
{
//Make class static variable so that the callback function is sent to one instance of this class.
public static MyPlugin testInstance;
public static MyPlugin instance()
{
if(testInstance == null)
{
testInstance = new MyPlugin();
}
return testInstance;
}
string result = "";
public string UnitySendMessageExtension(string gameObject, string functionName, string funcParam)
{
UnityPlayer.UnitySendMessage(gameObject, functionName, funcParam);
string tempResult = result;
return tempResult;
}
//Receives result from C# and saves it to result variable
void receiveResult(string value)
{
result = "";//Clear old data
result = value; //Get new one
}
}
C#:
class TestScript: MonoBehaviour
{
//Sends the data from PlayerPrefs to the receiveResult function in Java
void sendResultToJava(float value)
{
using(AndroidJavaClass javaPlugin = new AndroidJavaClass("com.company.product.MyPlugin"))
{
AndroidJavaObject pluginInstance = javaPlugin.CallStatic("instance");
pluginInstance.Call("receiveResult",value.ToString());
}
}
//Called from Java to get the saved PlayerPrefs
void testFunction(string key)
{
float value = PlayerPrefs.GetFloat(key) //Get the saved value from key
sendResultToJava(value); //Send the value to Java
}
}
Usage from Java:
String str = UnitySendMessageExtension("ProfileLoad", "testFunction","highScore");
This will work with any C# function. Just make sure that you call sendResultToJava
function at the end of the C# function like we did in the testFunction
function, if you want it to return value.
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