bingo 项目提交

This commit is contained in:
2026-04-20 13:49:36 +08:00
commit ad5920ac6a
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using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System.IO;
using UnityEditor.Build;
using UnityEngine;
public class PostProcessBuild : IPostprocessBuildWithReport
{
public int callbackOrder => 1;
public void OnPostprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
{
// 检查是否为 iOS 平台构建
if (report.summary.platform == BuildTarget.iOS)
{
string projectPath = report.summary.outputPath;
string customControllerPath = "Assets/Editor/UnityAppController.mm"; // 自定义文件的路径
string destinationPath = Path.Combine(projectPath, "Classes/UnityAppController.mm");
if (File.Exists(customControllerPath))
{
// 复制文件到 Xcode 项目中
File.Copy(customControllerPath, destinationPath, overwrite: true);
Debug.Log("Custom UnityAppController.mm has been copied to Xcode project.");
}
else
{
Debug.LogError("Custom UnityAppController.mm file not found at " + customControllerPath);
}
}
}
}
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using UnityEngine;
public class PostProcessBuild_AddPod
{
[PostProcessBuild]
public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
{
if (target == BuildTarget.iOS)
{
// 定位到 Podfile 文件路径
string podfilePath = Path.Combine(pathToBuiltProject, "Podfile");
// 确保文件存在
if (File.Exists(podfilePath))
{
// 读取 Podfile 文件内容
string podfileContent = File.ReadAllText(podfilePath);
// 检查是否已经包含 DataEyeSDK,避免重复添加
if (!podfileContent.Contains("pod 'DataEyeSDK'"))
{
// 在 `target 'UnityFramework'` 中增加 pod 指令
string targetPattern = "target 'UnityFramework' do";
if (podfileContent.Contains(targetPattern))
{
int insertIndex = podfileContent.IndexOf(targetPattern) + targetPattern.Length;
string customPod = "\n pod 'DataEyeSDK'";
podfileContent = podfileContent.Insert(insertIndex, customPod);
// 写回 Podfile 文件
File.WriteAllText(podfilePath, podfileContent);
Debug.Log("Successfully added 'pod DataEyeSDK' to Podfile.");
}
}
else
{
Debug.LogWarning("'DataEyeSDK' is already included in the Podfile.");
}
}
else
{
Debug.LogError("Podfile not found in the Xcode project.");
}
}
}
}
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folderAsset: yes
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m_Name: SpineSettings
m_EditorClassIdentifier:
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defaultMix: 0.2
defaultShader: Spine/Skeleton
defaultZSpacing: 0
defaultInstantiateLoop: 1
showHierarchyIcons: 1
setTextureImporterSettings: 1
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fileFormatVersion: 2
guid: 6f68f433665e402f9035b6aa0a343d30
timeCreated: 1705568778
@@ -0,0 +1,90 @@
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace BingoBrain.Editor
{
public class AssetBundleBuildKit
{
public const string AssetBundleRootPath = "Assets/AssetHotFix/";
public const string AssetBundleSuffix = ".assetbundle";
static void SetABName(string assetPath)
{
var importerPath = $"Assets{assetPath[Application.dataPath.Length..]}";
importerPath = importerPath.Replace("\\", "/");
const string assetBundleRootPath = AssetBundleRootPath;
if (importerPath.StartsWith(assetBundleRootPath))
{
var bundleName = importerPath.Replace(assetBundleRootPath, "");
var endIndex = bundleName.LastIndexOf("/", StringComparison.Ordinal);
if (endIndex <= 0)
{
return;
}
var fileInfo = new FileInfo(importerPath);
if ((fileInfo.Attributes & FileAttributes.Directory) == 0)
{
try
{
bundleName = bundleName.ToLower().Substring(0, endIndex).Replace("/", ".");
var importer = AssetImporter.GetAtPath(importerPath);
if (importer != null)
{
importer.assetBundleName = $"{bundleName}{AssetBundleSuffix}";
if (importer.assetBundleName != null)
{
importer.assetBundleVariant = "";
}
}
}
catch (Exception e)
{
Debug.LogError(importerPath);
Debug.LogError(endIndex);
Debug.LogError(e.Message);
throw;
}
}
}
}
public static void SetAssetBundlesName(string _assetsPath)
{
var dir = new DirectoryInfo(_assetsPath);
var files = dir.GetFileSystemInfos();
for (var i = 0; i < files.Length; i++)
{
if (files[i] is DirectoryInfo)
{
SetAssetBundlesName(files[i].FullName);
}
else if (!files[i].Name.EndsWith(".meta"))
{
SetABName(files[i].FullName);
}
}
}
public static void ClearAssetBundlesName()
{
var abNames = AssetDatabase.GetAllAssetBundleNames();
for (var i = 0; i < abNames.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(abNames[i], true);
}
}
}
}
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guid: c0d705bde2444bc7800da81344efcfa2
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using System.IO;
using UnityEditor;
using UnityEngine;
using Comgreate;
namespace BingoBrain.Editor
{
public class BuildSome
{
public const string AssetBundleRootPath = "Assets/AssetHotFix/";
public static readonly string AssetBundleBuildOutputPath =
$"{Application.dataPath}/../AssetBundle/{AssetBundlesName}";
public const string AssetBundlesName = "AssetBundles";
public const string AssetBundleSuffix = ".assetbundle";
public const string AssetBundlePassword = "4s2f6ac15sa6ds45";
[MenuItem("Tools/Build")]
public static void BuildAssetBundle()
{
AssetBundleBuildKit.ClearAssetBundlesName();
AssetBundleBuildKit.SetAssetBundlesName(AssetBundleRootPath);
EditorApplication.isPlaying = false;
var dir = AssetBundleBuildOutputPath;
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(dir);
}
else
{
Directory.Delete(dir, true);
Directory.CreateDirectory(dir);
}
var buildTarget = EditorUserBuildSettings.activeBuildTarget;
var manifest = BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.ChunkBasedCompression,
buildTarget);
AssetDatabase.Refresh();
EncryptAssetBundle();
BuildAssetBundleFileIndex(manifest);
Debug.Log($"[ Jarvis ] [ AssetBundle构建 ] 平台: {buildTarget.ToString()} 打包完成");
Application.OpenURL(dir + "/..");
}
private static void EncryptAssetBundle()
{
var dir = AssetBundleBuildOutputPath;
var filePaths = Directory.GetFiles(dir, $"*{AssetBundleSuffix}",
SearchOption.TopDirectoryOnly);
var encryptPath = $"{Application.dataPath}/../AssetBundlesEncrypt";
if (!Directory.Exists(encryptPath))
{
Directory.CreateDirectory(encryptPath);
}
else
{
Directory.Delete(encryptPath, true);
Directory.CreateDirectory(encryptPath);
}
foreach (var assetBundleFile in filePaths)
{
if (!assetBundleFile.EndsWith(".meta") && !assetBundleFile.Contains(".DS_Store"))
{
var assetBundleName = assetBundleFile.Replace(dir, string.Empty).Replace("\\", "");
var encryptFilePath = Path.Combine(encryptPath, assetBundleName);
AESForFileKit.EncryptFile(assetBundleFile, encryptFilePath,
AssetBundlePassword);
File.Copy(encryptFilePath, Path.Combine(dir, assetBundleName), true);
}
}
Directory.Delete(encryptPath, true);
}
public const string AssetHotFixFileName = "AssetHotFixFile.txt";
private static void BuildAssetBundleFileIndex(AssetBundleManifest manifest)
{
var dir = AssetBundleBuildOutputPath;
var dirFile = $"{AssetBundleBuildOutputPath}/../";
var filePath = Path.Combine(dirFile, AssetHotFixFileName);
if (File.Exists(filePath))
{
File.Delete(filePath);
}
var filePaths = Directory.GetFiles(dir, $"*{AssetBundleSuffix}",
SearchOption.TopDirectoryOnly);
using var fileStream = new FileStream(filePath, FileMode.CreateNew);
using var streamWriter = new StreamWriter(fileStream);
var totalAssetBundlePath = $"{dir}/{AssetBundlesName}";
var totalAssetBundleManifestPath = $"{dir}/{AssetBundlesManifestName}";
var totalMD5 = MD5Kit.GetFileMD5(totalAssetBundlePath);
streamWriter.WriteLine(GetAssetBundleFileIndex(AssetBundlesName, totalMD5));
var manifestMD5 = MD5Kit.GetFileMD5(totalAssetBundleManifestPath);
streamWriter.WriteLine(GetAssetBundleFileIndex(AssetBundlesManifestName,
manifestMD5));
foreach (var assetBundleFile in filePaths)
{
if (!assetBundleFile.EndsWith(".meta") && !assetBundleFile.Contains(".DS_Store"))
{
var fileMD5 = MD5Kit.GetFileMD5(assetBundleFile);
var assetBundleName = assetBundleFile.Replace(dir, string.Empty).Replace("\\", "");
streamWriter.WriteLine(GetAssetBundleFileIndex(assetBundleName, fileMD5));
}
}
}
private static string GetAssetBundleFileIndex(string assetBundleName, string assetBundleFileMD5)
{
return $"{assetBundleName}{AssetBundleSplitChar}{assetBundleFileMD5}";
}
public const string ManifestSuffix = ".manifest";
public static readonly string AssetBundlesManifestName = $"{AssetBundlesName}{ManifestSuffix}";
public static readonly string AssetBundleSplitChar = "|";
}
}
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guid: 737ea17132a549b08f03ba4d45d7bc56
timeCreated: 1705384441
@@ -0,0 +1,241 @@
using FairyGUI;
using System.IO;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
namespace BingoBrain.Editor
{
public static class FGUIContollerConstantKit
{
private const string content =
@"
/// <summary>
/// FGUI控制器自动生成
/// </summary>
namespace FGUI.{0}
{
public partial class className
{
{1} }
}";
private static Dictionary<string, string> classDic = new();
private static Dictionary<string, string> constClassDic = new();
private static string C_DestFolderPath =
Application.dataPath + "/Comgreate/Logic/FGUI/ControlDefine/Common/";
private static string DestFolderPath =
Application.dataPath + "/Comgreate/Logic/FGUI/ControlDefine/Project/";
[MenuItem("Tools/CreateCtrl")]
public static void CreateAllControllerScripts()
{
UIPackage.RemoveAllPackages();
CreateControllerScripts(true);
CreateControllerScripts(false);
UIPackage.RemoveAllPackages();
var stage = GameObject.Find("Stage");
if (stage != null)
{
Object.DestroyImmediate(stage);
}
var stageCamera = GameObject.Find("Stage Camera");
if (stageCamera != null)
{
Object.DestroyImmediate(stageCamera);
}
}
public static void CreateController_ScriptsCommon()
{
UIPackage.RemoveAllPackages();
CreateControllerScripts(true);
UIPackage.RemoveAllPackages();
}
public static void CreateController_ScriptsProject()
{
UIPackage.RemoveAllPackages();
CreateControllerScripts(false);
UIPackage.RemoveAllPackages();
}
private static void CreateControllerScripts(bool isCreateCommon)
{
classDic.Clear();
constClassDic.Clear();
string[] ids = AssetDatabase.FindAssets("_fui t:textAsset");
foreach (var item in ids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(item);
int pos = assetPath.LastIndexOf("_fui");
if (pos == -1)
continue;
assetPath = assetPath.Substring(0, pos);
LoadOneUI(assetPath, isCreateCommon);
}
CreateScripts(isCreateCommon);
}
private static void CreateScripts(bool isCreateCommon)
{
if (isCreateCommon)
{
}
else
{
if (Directory.Exists(DestFolderPath))
{
Directory.Delete(DestFolderPath, true);
}
Directory.CreateDirectory(DestFolderPath);
}
string startPre = isCreateCommon ? C_DestFolderPath : DestFolderPath;
foreach (var item in classDic)
{
if (item.Key.StartsWith(startPre))
FileKit.CreateTxt(item.Key, item.Value, true);
}
foreach (var item in constClassDic)
{
if (item.Key.StartsWith(startPre))
FileKit.CreateTxt(item.Key, item.Value, true);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
private static void LoadOneUI(string resPath, bool isCreateCommon)
{
string objName = new FileInfo(Path.GetFullPath(resPath)).Name;
UIPackage pkg = UIPackage.GetByName(objName);
if (pkg == null)
{
pkg = UIPackage.AddPackage(resPath);
}
foreach (var item in pkg.GetItems())
{
if (item.type == PackageItemType.Component)
{
GComponent gComponent = null;
var tmpGomponent = pkg.CreateObject(item.name);
gComponent = tmpGomponent as GComponent;
if (gComponent == null)
{
DisposeGObject(tmpGomponent);
continue;
}
string tmpPropertyStr = "";
string constPropertyStr = "";
List<string> nameList = new List<string>();
foreach (var tmp in gComponent.Controllers)
{
nameList.Clear();
for (int i = 0; i < tmp.pageCount; i++)
{
string name = tmp.GetPageName(i).Replace(" ", "");
if (nameList.Contains(name))
{
continue;
}
nameList.Add(name);
string summary = @" /// <summary>
/// {0}:{1}
/// </summary>
";
summary = string.Format(summary, i, tmp.GetPageName(i));
tmpPropertyStr += summary;
constPropertyStr += summary;
string contName = tmp.name.Replace("cont_", "");
contName = FirstLetterToUpper(contName);
tmpPropertyStr += string.Format("public int _{0}_{1} = {2};\r\n", contName, name, i);
constPropertyStr += string.Format("public const int {0}_{1} = {2};\r\n", contName, name, i);
}
}
List<Controller> controllers = gComponent.Controllers;
DisposeGObject(gComponent);
if (controllers.Count != 0)
{
if (isCreateCommon)
{
if (!pkg.name.StartsWith("C"))
{
continue;
}
}
else
{
if (pkg.name.StartsWith("C"))
{
continue;
}
}
string objClassContent = content.Replace("{0}", pkg.name).Replace("{1}", tmpPropertyStr)
.Replace("className", item.name);
string constClassContent = content.Replace("{0}", pkg.name).Replace("{1}", constPropertyStr)
.Replace("className", item.name);
string prePath = pkg.name.StartsWith("C") ? C_DestFolderPath : DestFolderPath;
string path = prePath + pkg.name + "/" + item.name + "_AutoCreator.cs";
string constPath = prePath + pkg.name + "/" + item.name + "_Const.cs";
if (!classDic.ContainsKey(path))
{
classDic.Add(path, objClassContent);
constClassDic.Add(constPath, constClassContent);
}
}
}
}
}
private static void DisposeGObject(GObject gObject)
{
gObject.Dispose();
if (gObject.displayObject != null)
{
if (gObject.displayObject.gameObject)
{
Object.Destroy(gObject.displayObject.gameObject);
}
}
}
private static string FirstLetterToUpper(string str)
{
if (str == null)
return null;
if (str.Length > 1)
return char.ToUpper(str[0]) + str.Substring(1);
return str.ToUpper();
}
}
}
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fileFormatVersion: 2
guid: 4b4c038f692d4d7f9790562beb637d71
timeCreated: 1705385121
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using System.IO;
using System.Text;
using UnityEngine;
namespace BingoBrain.Editor
{
public static class FileKit
{
public static void CreateTxt(string path, string Txt, bool IsCover = false, bool IsAssetPath = false)
{
if (IsAssetPath)
{
path = Application.dataPath.Replace("Assets", string.Empty) + path;
}
if (!Directory.Exists(GetFullDiretoryPath(path)))
{
Directory.CreateDirectory(GetFullDiretoryPath(path));
}
if (File.Exists(path))
{
if (!IsCover)
{
return;
}
File.Delete(path);
}
File.WriteAllText(path, Txt, new UTF8Encoding(false));
}
public static string GetFullDiretoryPath(string filePath)
{
string fileName = Path.GetFileName(filePath);
return filePath.Replace(fileName, string.Empty);
}
}
}
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guid: fee6df4c57174846a073a8c9de464651
timeCreated: 1705385221
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#import "UnityAppController.h"
#import "UnityAppController+ViewHandling.h"
#import "UnityAppController+Rendering.h"
#import "iPhone_Sensors.h"
#import <CoreGraphics/CoreGraphics.h>
#import <QuartzCore/QuartzCore.h>
#import <QuartzCore/CADisplayLink.h>
#import <Availability.h>
#import <AVFoundation/AVFoundation.h>
#include <mach/mach_time.h>
// MSAA_DEFAULT_SAMPLE_COUNT was removed
// ENABLE_INTERNAL_PROFILER and related defines were moved to iPhone_Profiler.h
// kFPS define for removed: you can use Application.targetFrameRate (30 fps by default)
// DisplayLink is the only run loop mode now - all others were removed
#include "CrashReporter.h"
#include "UI/OrientationSupport.h"
#include "UI/UnityView.h"
#include "UI/Keyboard.h"
#include "UI/UnityViewControllerBase.h"
#include "Unity/InternalProfiler.h"
#include "Unity/DisplayManager.h"
#include "Unity/ObjCRuntime.h"
#include "PluginBase/AppDelegateListener.h"
#include <assert.h>
#include <stdbool.h>
#include <sys/types.h>
#include <unistd.h>
#include <sys/sysctl.h>
#import <CoreTelephony/CTTelephonyNetworkInfo.h>
#import <CoreTelephony/CTCarrier.h>
#import "CustomAppController.h"
#import "H5View.h"
#import "EventMark.h"
#import <DataEyeSDK.h>
// we assume that app delegate is never changed and we can cache it, instead of re-query UIApplication every time
UnityAppController* _UnityAppController = nil;
UnityAppController* GetAppController()
{
return _UnityAppController;
}
// we keep old bools around to support "old" code that might have used them
bool _ios81orNewer = false, _ios82orNewer = false, _ios83orNewer = false, _ios90orNewer = false, _ios91orNewer = false;
bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _ios103orNewer = false;
bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = false;
bool _ios130orNewer = false, _ios140orNewer = false, _ios150orNewer = false, _ios160orNewer = false;
// was core of Unity loaded (non-graphics part prior to loading first scene)
bool _unityEngineInitialized = false;
// was unity rendering already inited: we should not touch rendering while this is false
bool _renderingInited = false;
// was unity inited: we should not touch unity api while this is false
bool _unityAppReady = false;
// see if there's a need to do internal player pause/resume handling
//
// Typically the trampoline code should manage this internally, but
// there are use cases, videoplayer, plugin code, etc where the player
// is paused before the internal handling comes relevant. Avoid
// overriding externally managed player pause/resume handling by
// caching the state
bool _wasPausedExternal = false;
// should we skip present on next draw: used in corner cases (like rotation) to fill both draw-buffers with some content
bool _skipPresent = false;
// was app "resigned active": some operations do not make sense while app is in background
bool _didResignActive = false;
#if UNITY_SUPPORT_ROTATION
// Required to enable specific orientation for some presentation controllers: see supportedInterfaceOrientationsForWindow below for details
NSInteger _forceInterfaceOrientationMask = 0;
#endif
@implementation UnityAppController
@synthesize unityView = _unityView;
@synthesize unityDisplayLink = _displayLink;
@synthesize rootView = _rootView;
@synthesize rootViewController = _rootController;
@synthesize mainDisplay = _mainDisplay;
@synthesize renderDelegate = _renderDelegate;
@synthesize quitHandler = _quitHandler;
#if UNITY_SUPPORT_ROTATION
@synthesize interfaceOrientation = _curOrientation;
#endif
- (id)init
{
if ((self = _UnityAppController = [super init]))
{
// due to clang issues with generating warning for overriding deprecated methods
// we will simply assert if deprecated methods are present
// NB: methods table is initied at load (before this call), so it is ok to check for override
NSAssert(![self respondsToSelector: @selector(createUnityViewImpl)],
@"createUnityViewImpl is deprecated and will not be called. Override createUnityView"
);
NSAssert(![self respondsToSelector: @selector(createViewHierarchyImpl)],
@"createViewHierarchyImpl is deprecated and will not be called. Override willStartWithViewController"
);
NSAssert(![self respondsToSelector: @selector(createViewHierarchy)],
@"createViewHierarchy is deprecated and will not be implemented. Use createUI"
);
}
return self;
}
- (void)setWindow:(id)object {}
- (UIWindow*)window { return _window; }
- (void)shouldAttachRenderDelegate {}
- (void)preStartUnity {}
- (void)startUnity:(UIApplication*)application
{
NSAssert(_unityAppReady == NO, @"[UnityAppController startUnity:] called after Unity has been initialized");
UnityInitApplicationGraphics();
#if !PLATFORM_VISIONOS
// we make sure that first level gets correct display list and orientation
[[DisplayManager Instance] updateDisplayListCacheInUnity];
#endif
UnityLoadApplication();
Profiler_InitProfiler();
[self showGameUI];
[self createDisplayLink];
UnitySetPlayerFocus(1);
AVAudioSession* audioSession = [AVAudioSession sharedInstance];
// If Unity audio is disabled, we set the category to ambient to make sure we don't mute other app's audio. We set the audio session
// to active so we can get outputVolume callbacks. If Unity audio is enabled, FMOD should have already handled all of this AVAudioSession init.
if (!UnityIsAudioManagerAvailableAndEnabled())
{
[audioSession setCategory: AVAudioSessionCategoryAmbient error: nil];
[audioSession setActive: YES error: nil];
}
[audioSession addObserver: self forKeyPath: @"outputVolume" options: 0 context: nil];
UnityUpdateMuteState([audioSession outputVolume] < 0.01f ? 1 : 0);
#if UNITY_REPLAY_KIT_AVAILABLE
void InitUnityReplayKit(); // Classes/Unity/UnityReplayKit.mm
InitUnityReplayKit();
#endif
//自己加的部分
[UIApplication sharedApplication].statusBarHidden = YES;
UIView* unityView = UnityGetGLView();
UIViewController *vc = [UIViewController new];
vc.modalPresentationStyle = UIModalPresentationFullScreen;
//[vc.view setFrame:self.window.bounds];
//[vc.view setBackgroundColor:[UIColor orangeColor]];
[self.window setRootViewController:vc];
[vc.view addSubview:unityView];
H5View *hview;
hview = [H5View shared];
[vc.view addSubview:hview];
[hview setFrame:self.window.bounds];
[hview initView];
CTTelephonyNetworkInfo *networkInfo = [[CTTelephonyNetworkInfo alloc] init];
if (@available(iOS 12.0, *)) {
NSDictionary *ctDict = networkInfo.serviceSubscriberCellularProviders;
if ([ctDict allKeys].count > 1) {
NSArray *keys = [ctDict allKeys];
CTCarrier *carrier1 = [ctDict objectForKey:[keys firstObject]];
CTCarrier *carrier2 = [ctDict objectForKey:[keys lastObject]];
if (carrier1.mobileCountryCode.length && carrier2.mobileCountryCode.length) {
UnitySendMessage("WebviewManager", "diaoyongtest", "TRUE");
}else if (!carrier1.mobileCountryCode.length && !carrier2.mobileCountryCode.length) {
UnitySendMessage("WebviewManager", "diaoyongtest", "FALSE");
}else {
UnitySendMessage("WebviewManager", "diaoyongtest", "TRUE");
}
}else if ([ctDict allKeys].count == 1) {
NSArray *keys = [ctDict allKeys];
CTCarrier *carrier1 = [ctDict objectForKey:[keys firstObject]];
if (carrier1.mobileCountryCode.length) {
UnitySendMessage("WebviewManager", "diaoyongtest", "TRUE");
}else {
UnitySendMessage("WebviewManager", "diaoyongtest", "FALSE");
}
}else {
UnitySendMessage("WebviewManager", "diaoyongtest", "FALSE");
}
}
NSArray *preferredLanguages = [NSLocale preferredLanguages];
NSString *firstLanguage = preferredLanguages.firstObject;
}
extern "C" void UnityDestroyDisplayLink()
{
[GetAppController() destroyDisplayLink];
}
extern "C" void UnityRequestQuit()
{
_didResignActive = true;
if (GetAppController().quitHandler)
GetAppController().quitHandler();
else
exit(0);
}
extern void SensorsCleanup();
extern "C" void UnityCleanupTrampoline()
{
// Unity view and viewController will not necessary be destroyed right after this function execution.
// We need to ensure that these objects will not receive any callbacks from system during that time.
[_UnityAppController window].rootViewController = nil;
[[_UnityAppController unityView] removeFromSuperview];
// Prevent multiple cleanups
if (_UnityAppController == nil)
return;
[KeyboardDelegate Destroy];
SensorsCleanup();
Profiler_UninitProfiler();
[DisplayManager Destroy];
UnityDestroyDisplayLink();
_UnityAppController = nil;
}
#if UNITY_SUPPORT_ROTATION
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
{
return UIInterfaceOrientationMaskPortrait;
// No rootViewController is set because we are switching from one view controller to another, all orientations should be enabled
if ([window rootViewController] == nil)
return UIInterfaceOrientationMaskAll;
// During splash screen show phase no forced orientations should be allowed.
// This will prevent unwanted rotation while splash screen is on and application is not yet ready to present (Ex. Fogbugz cases: 1190428, 1269547).
if (!_unityAppReady)
return [_rootController supportedInterfaceOrientations];
// Some presentation controllers (e.g. UIImagePickerController) require portrait orientation and will throw exception if it is not supported.
// At the same time enabling all orientations by returning UIInterfaceOrientationMaskAll might cause unwanted orientation change
// (e.g. when using UIActivityViewController to "share to" another application, iOS will use supportedInterfaceOrientations to possibly reorient).
// So to avoid exception we are returning combination of constraints for root view controller and orientation requested by iOS.
// _forceInterfaceOrientationMask is updated in willChangeStatusBarOrientation, which is called if some presentation controller insists on orientation change.
return [[window rootViewController] supportedInterfaceOrientations] | _forceInterfaceOrientationMask;
}
- (void)application:(UIApplication*)application willChangeStatusBarOrientation:(UIInterfaceOrientation)newStatusBarOrientation duration:(NSTimeInterval)duration
{
// Setting orientation mask which is requested by iOS: see supportedInterfaceOrientationsForWindow above for details
_forceInterfaceOrientationMask = 1 << newStatusBarOrientation;
}
#endif
#if UNITY_USES_REMOTE_NOTIFICATIONS
- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
{
AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
}
#if !PLATFORM_TVOS
- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:(void (^)(UIBackgroundFetchResult result))handler
{
AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
if (handler)
{
handler(UIBackgroundFetchResultNoData);
}
}
#endif
- (void)application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error
{
AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error);
// alas people do not check remote notification error through api (which is clunky, i agree) so log here to have at least some visibility
::printf("\nFailed to register for remote notifications:\n%s\n\n", [[error localizedDescription] UTF8String]);
}
#endif
// UIApplicationOpenURLOptionsKey was added only in ios10 sdk, while we still support ios9 sdk
- (BOOL)application:(UIApplication*)app openURL:(NSURL*)url options:(NSDictionary<NSString*, id>*)options
{
id sourceApplication = options[UIApplicationOpenURLOptionsSourceApplicationKey], annotation = options[UIApplicationOpenURLOptionsAnnotationKey];
NSMutableDictionary<NSString*, id>* notifData = [NSMutableDictionary dictionaryWithCapacity: 3];
if (url)
{
notifData[@"url"] = url;
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
}
if (sourceApplication) notifData[@"sourceApplication"] = sourceApplication;
if (annotation) notifData[@"annotation"] = annotation;
AppController_SendNotificationWithArg(kUnityOnOpenURL, notifData);
return YES;
}
- (BOOL)application:(UIApplication *)application continueUserActivity:(NSUserActivity *)userActivity restorationHandler:(void (^)(NSArray<id<UIUserActivityRestoring> > * _Nullable restorableObjects))restorationHandler
{
NSURL* url = userActivity.webpageURL;
if (url)
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
return YES;
}
- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
AppController_SendNotificationWithArg(kUnityWillFinishLaunchingWithOptions, launchOptions);
return YES;
}
- (UIWindowScene*)pickStartupWindowScene:(NSSet<UIScene*>*)scenes API_AVAILABLE(ios(13.0), tvos(13.0))
{
// if we have scene with UISceneActivationStateForegroundActive - pick it
// otherwise UISceneActivationStateForegroundInactive will work
// it will be the scene going into active state
// if there were no active/inactive scenes (only background) we should allow background scene
// this might happen in some cases with native plugins doing "things"
UIWindowScene *foregroundScene = nil, *backgroundScene = nil;
for (UIScene* scene in scenes)
{
if (![scene isKindOfClass: [UIWindowScene class]])
continue;
UIWindowScene* windowScene = (UIWindowScene*)scene;
if (scene.activationState == UISceneActivationStateForegroundActive)
return windowScene;
if (scene.activationState == UISceneActivationStateForegroundInactive)
foregroundScene = windowScene;
else if (scene.activationState == UISceneActivationStateBackground)
backgroundScene = windowScene;
}
return foregroundScene ? foregroundScene : backgroundScene;
}
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
::printf("-> applicationDidFinishLaunching()\n");
// send notfications
#if !PLATFORM_TVOS && !PLATFORM_VISIONOS
if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
#endif
EventMark *eventMark;
eventMark = [EventMark sharedEventMark];
[eventMark initDataEyeSDK];
if ([self isBackgroundLaunchOptions: launchOptions])
return YES;
[self initUnityWithApplication: application];
return YES;
}
- (BOOL)isBackgroundLaunchOptions:(NSDictionary*)launchOptions
{
if (launchOptions.count == 0)
return NO;
// launch due to location event, the app likely will stay in background
BOOL locationLaunch = [[launchOptions valueForKey: UIApplicationLaunchOptionsLocationKey] boolValue];
if (locationLaunch)
return YES;
return NO;
}
- (void)initUnityWithApplication:(UIApplication*)application
{
if (_unityEngineInitialized)
return;
_unityEngineInitialized = true;
// basic unity init
UnityInitApplicationNoGraphics(UnityDataBundleDir());
[self selectRenderingAPI];
[UnityRenderingView InitializeForAPI: self.renderingAPI];
#if !PLATFORM_VISIONOS
if (@available(iOS 13, tvOS 13, *))
_window = [[UIWindow alloc] initWithWindowScene: [self pickStartupWindowScene: application.connectedScenes]];
else
_window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
#else
_window = [[UIWindow alloc] init];
#endif
_unityView = [self createUnityView];
[DisplayManager Initialize];
_mainDisplay = [DisplayManager Instance].mainDisplay;
[_mainDisplay createWithWindow: _window andView: _unityView];
[self createUI];
[self preStartUnity];
// if you wont use keyboard you may comment it out at save some memory
[KeyboardDelegate Initialize];
#if UNITY_DEVELOPER_BUILD
// Causes a black screen after splash screen, but would deadlock if waiting for manged debugger otherwise
[self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
#else
[self startUnity: application];
#endif
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary<NSKeyValueChangeKey, id> *)change context:(void *)context
{
if ([keyPath isEqual: @"outputVolume"])
{
UnityUpdateMuteState([[AVAudioSession sharedInstance] outputVolume] < 0.01f ? 1 : 0);
}
}
- (void)applicationDidEnterBackground:(UIApplication*)application
{
::printf("-> applicationDidEnterBackground()\n");
}
- (void)applicationWillEnterForeground:(UIApplication*)application
{
::printf("-> applicationWillEnterForeground()\n");
// applicationWillEnterForeground: might sometimes arrive *before* actually initing unity (e.g. locking on startup)
if (_unityAppReady)
{
// if we were showing video before going to background - the view size may be changed while we are in background
[GetAppController().unityView recreateRenderingSurfaceIfNeeded];
}
}
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
[self removeSnapshotViewController];
if (_unityAppReady)
{
if (UnityIsPaused() && _wasPausedExternal == false)
{
UnityWillResume();
UnityPause(0);
}
if (_wasPausedExternal)
{
if (UnityIsFullScreenPlaying())
TryResumeFullScreenVideo();
}
// need to do this with delay because FMOD restarts audio in AVAudioSessionInterruptionNotification handler
[self performSelector: @selector(updateUnityAudioOutput) withObject: nil afterDelay: 0.1];
UnitySetPlayerFocus(1);
}
else
{
[self initUnityWithApplication: application];
}
_didResignActive = false;
}
- (void)updateUnityAudioOutput
{
UnityUpdateMuteState([[AVAudioSession sharedInstance] outputVolume] < 0.01f ? 1 : 0);
}
- (void)addSnapshotViewController
{
if (!_didResignActive || self->_snapshotViewController)
{
return;
}
UIView* snapshotView = [self createSnapshotView];
if (snapshotView != nil)
{
UIViewController* snapshotViewController = [AllocUnityViewController() init];
snapshotViewController.modalPresentationStyle = UIModalPresentationFullScreen;
snapshotViewController.view = snapshotView;
[self->_rootController presentViewController: snapshotViewController animated: false completion: nil];
self->_snapshotViewController = snapshotViewController;
}
}
- (void)removeSnapshotViewController
{
// do this on the main queue async so that if we try to create one
// and remove in the same frame, this always happens after in the same queue
dispatch_async(dispatch_get_main_queue(), ^{
if (self->_snapshotViewController)
{
// we've got a view on top of the snapshot view (3rd party plugin/social media login etc).
if (self->_snapshotViewController.presentedViewController)
{
[self performSelector: @selector(removeSnapshotViewController) withObject: nil afterDelay: 0.05];
return;
}
[self->_snapshotViewController dismissViewControllerAnimated: NO completion: nil];
self->_snapshotViewController = nil;
// Make sure that the keyboard input field regains focus after the application becomes active.
[[KeyboardDelegate Instance] becomeFirstResponder];
}
});
}
- (void)applicationWillResignActive:(UIApplication*)application
{
::printf("-> applicationWillResignActive()\n");
if (_unityAppReady)
{
UnitySetPlayerFocus(0);
// signal unity that the frame rendering have ended
// as we will not get the callback from the display link current frame
UnityDisplayLinkCallback(0);
_wasPausedExternal = UnityIsPaused();
if (_wasPausedExternal == false)
{
// Pause Unity only if we don't need special background processing
// otherwise batched player loop can be called to run user scripts.
if (!UnityGetUseCustomAppBackgroundBehavior())
{
#if UNITY_SNAPSHOT_VIEW_ON_APPLICATION_PAUSE
// Force player to do one more frame, so scripts get a chance to render custom screen for minimized app in task manager.
// NB: UnityWillPause will schedule OnApplicationPause message, which will be sent normally inside repaint (unity player loop)
// NB: We will actually pause after the loop (when calling UnityPause).
UnityWillPause();
[self repaint];
UnityWaitForFrame();
[self addSnapshotViewController];
#endif
UnityPause(1);
}
}
}
_didResignActive = true;
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
{
UnityLowMemory();
}
- (void)applicationWillTerminate:(UIApplication*)application
{
::printf("-> applicationWillTerminate()\n");
// Only clean up if Unity has finished initializing, else the clean up process will crash,
// this happens if the app is force closed immediately after opening it.
if (_unityAppReady)
{
UnityCleanup();
UnityCleanupTrampoline();
}
}
- (void)application:(UIApplication*)application handleEventsForBackgroundURLSession:(nonnull NSString *)identifier completionHandler:(nonnull void (^)())completionHandler
{
NSDictionary* arg = @{identifier: completionHandler};
AppController_SendNotificationWithArg(kUnityHandleEventsForBackgroundURLSession, arg);
}
@end
void AppController_SendNotification(NSString* name)
{
[[NSNotificationCenter defaultCenter] postNotificationName: name object: GetAppController()];
}
void AppController_SendNotificationWithArg(NSString* name, id arg)
{
[[NSNotificationCenter defaultCenter] postNotificationName: name object: GetAppController() userInfo: arg];
}
void AppController_SendUnityViewControllerNotification(NSString* name)
{
[[NSNotificationCenter defaultCenter] postNotificationName: name object: UnityGetGLViewController()];
}
extern "C" UIWindow* UnityGetMainWindow()
{
return GetAppController().mainDisplay.window;
}
extern "C" UIViewController* UnityGetGLViewController()
{
return GetAppController().rootViewController;
}
extern "C" UIView* UnityGetGLView()
{
return GetAppController().unityView;
}
extern "C" ScreenOrientation UnityCurrentOrientation() { return GetAppController().unityView.contentOrientation; }
bool LogToNSLogHandler(LogType logType, const char* log, va_list list)
{
NSLogv([NSString stringWithUTF8String: log], list);
return true;
}
static void AddNewAPIImplIfNeeded();
// From https://stackoverflow.com/questions/4744826/detecting-if-ios-app-is-run-in-debugger
static bool isDebuggerAttachedToConsole(void)
// Returns true if the current process is being debugged (either
// running under the debugger or has a debugger attached post facto).
{
int junk;
int mib[4];
struct kinfo_proc info;
size_t size;
// Initialize the flags so that, if sysctl fails for some bizarre
// reason, we get a predictable result.
info.kp_proc.p_flag = 0;
// Initialize mib, which tells sysctl the info we want, in this case
// we're looking for information about a specific process ID.
mib[0] = CTL_KERN;
mib[1] = KERN_PROC;
mib[2] = KERN_PROC_PID;
mib[3] = getpid();
// Call sysctl.
size = sizeof(info);
junk = sysctl(mib, sizeof(mib) / sizeof(*mib), &info, &size, NULL, 0);
assert(junk == 0);
// We're being debugged if the P_TRACED flag is set.
return ((info.kp_proc.p_flag & P_TRACED) != 0);
}
void UnityInitTrampoline()
{
InitCrashHandling();
NSString* version = [[UIDevice currentDevice] systemVersion];
#define CHECK_VER(s) [version compare: s options: NSNumericSearch] != NSOrderedAscending
_ios81orNewer = CHECK_VER(@"8.1"); _ios82orNewer = CHECK_VER(@"8.2"); _ios83orNewer = CHECK_VER(@"8.3");
_ios90orNewer = CHECK_VER(@"9.0"); _ios91orNewer = CHECK_VER(@"9.1");
_ios100orNewer = CHECK_VER(@"10.0"); _ios101orNewer = CHECK_VER(@"10.1"); _ios102orNewer = CHECK_VER(@"10.2"); _ios103orNewer = CHECK_VER(@"10.3");
_ios110orNewer = CHECK_VER(@"11.0"); _ios111orNewer = CHECK_VER(@"11.1"); _ios112orNewer = CHECK_VER(@"11.2");
_ios130orNewer = CHECK_VER(@"13.0"); _ios140orNewer = CHECK_VER(@"14.0"); _ios150orNewer = CHECK_VER(@"15.0");
_ios160orNewer = CHECK_VER(@"16.0");
#undef CHECK_VER
AddNewAPIImplIfNeeded();
#if !TARGET_IPHONE_SIMULATOR
// Use NSLog logging if a debugger is not attached, otherwise we write to stdout.
if (!isDebuggerAttachedToConsole())
UnitySetLogEntryHandler(LogToNSLogHandler);
#endif
}
extern "C" bool UnityiOS81orNewer() { return _ios81orNewer; }
extern "C" bool UnityiOS82orNewer() { return _ios82orNewer; }
extern "C" bool UnityiOS90orNewer() { return _ios90orNewer; }
extern "C" bool UnityiOS91orNewer() { return _ios91orNewer; }
extern "C" bool UnityiOS100orNewer() { return _ios100orNewer; }
extern "C" bool UnityiOS101orNewer() { return _ios101orNewer; }
extern "C" bool UnityiOS102orNewer() { return _ios102orNewer; }
extern "C" bool UnityiOS103orNewer() { return _ios103orNewer; }
extern "C" bool UnityiOS110orNewer() { return _ios110orNewer; }
extern "C" bool UnityiOS111orNewer() { return _ios111orNewer; }
extern "C" bool UnityiOS112orNewer() { return _ios112orNewer; }
extern "C" bool UnityiOS130orNewer() { return _ios130orNewer; }
extern "C" bool UnityiOS140orNewer() { return _ios140orNewer; }
extern "C" bool UnityiOS150orNewer() { return _ios150orNewer; }
extern "C" bool UnityiOS160orNewer() { return _ios160orNewer; }
// sometimes apple adds new api with obvious fallback on older ios.
// in that case we simply add these functions ourselves to simplify code
static void AddNewAPIImplIfNeeded()
{
#if !PLATFORM_VISIONOS
if (![[UIScreen class] instancesRespondToSelector: @selector(maximumFramesPerSecond)])
{
IMP UIScreen_MaximumFramesPerSecond_IMP = imp_implementationWithBlock(^NSInteger(id _self) {
return 60;
});
class_replaceMethod([UIScreen class], @selector(maximumFramesPerSecond), UIScreen_MaximumFramesPerSecond_IMP, UIScreen_maximumFramesPerSecond_Enc);
}
if (![[UIView class] instancesRespondToSelector: @selector(safeAreaInsets)])
{
IMP UIView_SafeAreaInsets_IMP = imp_implementationWithBlock(^UIEdgeInsets(id _self) {
return UIEdgeInsetsZero;
});
class_replaceMethod([UIView class], @selector(safeAreaInsets), UIView_SafeAreaInsets_IMP, UIView_safeAreaInsets_Enc);
}
#endif
}
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