using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
float e = 0;
private void OnGUI()
GUILayout.Label(string.Format($"<size=80>电池总容量{Power.capacity}毫安,电压{Power.voltage}伏</size>"));
GUILayout.Label(string.Format($"<size=80>实时电流{e}毫安,实时功率{(int)(e * Power.voltage)},满电量能玩{((Power.capacity /e).ToString("f2"))}小时</size>"));
float t = 0f;
private void Update()
if(Time.time - t > 1f)
t = Time.time;
e = Power.electricity;
public class Power
static public float electricity
#if UNITY_ANDROID
//获取电流(微安),避免频繁获取,取一次大概2毫秒
float electricity = (float)manager.Call<int>("getIntProperty", PARAM_BATTERY);
//小于1W就认为它的单位是毫安,否则认为是微安
return ToMA(electricity);
#else
return -1f;
#endif
//获取电压 伏
static public float voltage { get; private set; }
//获取电池总容量 毫安
static public int capacity { get; private set; }
//获取实时电流参数
static object[] PARAM_BATTERY = new object[] { 2 }; //BatteryManager.BATTERY_PROPERTY_CURRENT_NOW)
static AndroidJavaObject manager;
static Power()
#if UNITY_ANDROID
AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject currActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
manager = currActivity.Call<AndroidJavaObject>("getSystemService", new object[] { "batterymanager" });
capacity = (int)(ToMA((float)manager.Call<int>("getIntProperty", new object[] { 1 })) / ((float)manager.Call<int>("getIntProperty", new object[] { 4 })/100f)); //BATTERY_PROPERTY_CHARGE_COUNTER 1 BATTERY_PROPERTY_CAPACITY 4
AndroidJavaObject receive = currActivity.Call<AndroidJavaObject>("registerReceiver", new object[] { null,new AndroidJavaObject("android.content.IntentFilter", new object[] { "android.intent.action.BATTERY_CHANGED" }) });
if (receive != null)
voltage = (float)receive.Call<int>("getIntExtra", new object[] { "voltage",0 })/1000f; //BatteryManager.EXTRA_VOLTAGE
#endif
static float ToMA(float maOrua)
return maOrua < 10000 ? maOrua : maOrua / 1000f;