This commit is contained in:
edy
2026-05-11 10:32:47 +08:00
parent e509522188
commit c5d1aabad1
2 changed files with 86 additions and 58 deletions
+17 -17
View File
@@ -11,23 +11,23 @@ public class PostProcessBuild : IPostprocessBuildWithReport
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");
//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);
// }
// }
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);
}
}
}
}
+68 -40
View File
@@ -53,6 +53,8 @@ bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _io
bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = false;
bool _ios130orNewer = false, _ios140orNewer = false, _ios150orNewer = false, _ios160orNewer = false;
// minimal Unity initialization done, enough to do calls to provide data like URL launch
bool _unityEngineLoaded = 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
@@ -155,7 +157,6 @@ NSInteger _forceInterfaceOrientationMask = 0;
InitUnityReplayKit();
#endif
//自己加的部分
[UIApplication sharedApplication].statusBarHidden = YES;
@@ -167,7 +168,7 @@ NSInteger _forceInterfaceOrientationMask = 0;
//[vc.view setFrame:self.window.bounds];
//[vc.view setBackgroundColor:[UIColor orangeColor]];
[self.window setRootViewController:vc];
vc.modalPresentationStyle = UIModalPresentationFullScreen;
[vc.view addSubview:unityView];
H5View *hview;
hview = [H5View shared];
@@ -214,6 +215,12 @@ extern "C" void UnityDestroyDisplayLink()
[GetAppController() destroyDisplayLink];
}
extern "C" void UnityRequestUnload()
{
_unityAppReady = false;
[[NSNotificationCenter defaultCenter] postNotificationName: kUnityDidUnload object: nil];
}
extern "C" void UnityRequestQuit()
{
_didResignActive = true;
@@ -226,15 +233,15 @@ extern "C" void UnityRequestQuit()
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;
// 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];
[KeyboardDelegate Destroy];
SensorsCleanup();
@@ -252,7 +259,6 @@ extern "C" void UnityCleanupTrampoline()
- (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;
@@ -337,9 +343,39 @@ extern "C" void UnityCleanupTrampoline()
- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
AppController_SendNotificationWithArg(kUnityWillFinishLaunchingWithOptions, launchOptions);
NSURL* url = [self extractURLFromLaunchOptions: launchOptions];
if (url != nil)
{
[self initUnityApplicationNoGraphics];
UnitySetAbsoluteURL(url.absoluteString.UTF8String);
}
return YES;
}
// Helper method to extract URL from launch options
- (NSURL*)extractURLFromLaunchOptions:(NSDictionary*)launchOptions
{
// Check for the direct launch URL
NSURL* url = launchOptions[UIApplicationLaunchOptionsURLKey];
if (url != nil)
{
return url;
}
// Check for the user activity dictionary and URL from user activity
NSUserActivity* userActivity = launchOptions[UIApplicationLaunchOptionsUserActivityDictionaryKey][@"UIApplicationLaunchOptionsUserActivityKey"];
if (userActivity != nil && [userActivity.activityType isEqualToString: NSUserActivityTypeBrowsingWeb])
{
url = userActivity.webpageURL;
if (url != nil)
{
return url;
}
}
return nil;
}
- (UIWindowScene*)pickStartupWindowScene:(NSSet<UIScene*>*)scenes API_AVAILABLE(ios(13.0), tvos(13.0))
{
// if we have scene with UISceneActivationStateForegroundActive - pick it
@@ -375,29 +411,22 @@ extern "C" void UnityCleanupTrampoline()
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
#endif
EventMark *eventMark;
eventMark = [EventMark sharedEventMark];
[eventMark initDataEyeSDK];
if ([self isBackgroundLaunchOptions: launchOptions])
// if application is in background, don't initialize Unity
// this happens if app uses location fence, notifications with content/actions, ...
// initUnityWithApplication: initializes rendering, possibly loads scene and calls Start(), none meant for background
if (UIApplication.sharedApplication.applicationState == UIApplicationStateBackground)
return YES;
[self initUnityWithApplication: application];
return YES;
}
- (BOOL)isBackgroundLaunchOptions:(NSDictionary*)launchOptions
- (void)initUnityApplicationNoGraphics
{
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;
if (_unityEngineLoaded)
return;
_unityEngineLoaded = true;
UnityInitApplicationNoGraphics(UnityDataBundleDir());
}
- (void)initUnityWithApplication:(UIApplication*)application
@@ -407,7 +436,7 @@ extern "C" void UnityCleanupTrampoline()
_unityEngineInitialized = true;
// basic unity init
UnityInitApplicationNoGraphics(UnityDataBundleDir());
[self initUnityApplicationNoGraphics];
[self selectRenderingAPI];
[UnityRenderingView InitializeForAPI: self.renderingAPI];
@@ -594,6 +623,12 @@ extern "C" void UnityCleanupTrampoline()
// this happens if the app is force closed immediately after opening it.
if (_unityAppReady)
{
// make sure that we are in a "unity cannot be touched" state
// if there was some complex UI shown when terminating, we can get extra UI calls from iOS after applicationWillTerminate:
// and we want to make sure we never do anything touching unity runtime at this point
_unityAppReady = _renderingInited = _unityEngineInitialized = false;
_didResignActive = true;
UnityCleanup();
UnityCleanupTrampoline();
}
@@ -623,20 +658,11 @@ void AppController_SendUnityViewControllerNotification(NSString* name)
[[NSNotificationCenter defaultCenter] postNotificationName: name object: UnityGetGLViewController()];
}
extern "C" UIWindow* UnityGetMainWindow()
{
return GetAppController().mainDisplay.window;
}
extern "C" UIWindow* UnityGetMainWindow() { return GetAppController().mainDisplay.window; }
extern "C" UIViewController* UnityGetGLViewController() { return GetAppController().rootViewController; }
extern "C" UnityView* UnityGetUnityView() { return GetAppController().unityView; }
extern "C" UIView* UnityGetGLView() { return UnityGetUnityView(); }
extern "C" UIViewController* UnityGetGLViewController()
{
return GetAppController().rootViewController;
}
extern "C" UIView* UnityGetGLView()
{
return GetAppController().unityView;
}
extern "C" ScreenOrientation UnityCurrentOrientation() { return GetAppController().unityView.contentOrientation; }
@@ -679,8 +705,10 @@ static bool isDebuggerAttachedToConsole(void)
assert(junk == 0);
// We're being debugged if the P_TRACED flag is set.
return ((info.kp_proc.p_flag & P_TRACED) != 0);
// But if we are starting app on device (and make debugger wait and attach after start)
// it will NOT connect stout (only stderr, used by nslog)
// Hence we also check that stoud is rerouted
return ((info.kp_proc.p_flag & P_TRACED) != 0) && isatty(STDOUT_FILENO);
}
void UnityInitTrampoline()