增加h5
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@@ -11,23 +11,23 @@ public class PostProcessBuild : IPostprocessBuildWithReport
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public void OnPostprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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{
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// 检查是否为 iOS 平台构建
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// if (report.summary.platform == BuildTarget.iOS)
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// {
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// string projectPath = report.summary.outputPath;
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// string customControllerPath = "Assets/Editor/UnityAppController.mm"; // 自定义文件的路径
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// string destinationPath = Path.Combine(projectPath, "Classes/UnityAppController.mm");
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//检查是否为 iOS 平台构建
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if (report.summary.platform == BuildTarget.iOS)
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{
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string projectPath = report.summary.outputPath;
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string customControllerPath = "Assets/Editor/UnityAppController.mm"; // 自定义文件的路径
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string destinationPath = Path.Combine(projectPath, "Classes/UnityAppController.mm");
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// if (File.Exists(customControllerPath))
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// {
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// // 复制文件到 Xcode 项目中
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// File.Copy(customControllerPath, destinationPath, overwrite: true);
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// Debug.Log("Custom UnityAppController.mm has been copied to Xcode project.");
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// }
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// else
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// {
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// Debug.LogError("Custom UnityAppController.mm file not found at " + customControllerPath);
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// }
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// }
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if (File.Exists(customControllerPath))
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{
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// 复制文件到 Xcode 项目中
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File.Copy(customControllerPath, destinationPath, overwrite: true);
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Debug.Log("Custom UnityAppController.mm has been copied to Xcode project.");
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}
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else
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{
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Debug.LogError("Custom UnityAppController.mm file not found at " + customControllerPath);
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}
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}
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}
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}
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@@ -53,6 +53,8 @@ bool _ios100orNewer = false, _ios101orNewer = false, _ios102orNewer = false, _io
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bool _ios110orNewer = false, _ios111orNewer = false, _ios112orNewer = false;
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bool _ios130orNewer = false, _ios140orNewer = false, _ios150orNewer = false, _ios160orNewer = false;
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// minimal Unity initialization done, enough to do calls to provide data like URL launch
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bool _unityEngineLoaded = false;
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// was core of Unity loaded (non-graphics part prior to loading first scene)
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bool _unityEngineInitialized = false;
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// was unity rendering already inited: we should not touch rendering while this is false
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@@ -155,7 +157,6 @@ NSInteger _forceInterfaceOrientationMask = 0;
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InitUnityReplayKit();
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#endif
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//自己加的部分
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[UIApplication sharedApplication].statusBarHidden = YES;
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@@ -167,7 +168,7 @@ NSInteger _forceInterfaceOrientationMask = 0;
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//[vc.view setFrame:self.window.bounds];
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//[vc.view setBackgroundColor:[UIColor orangeColor]];
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[self.window setRootViewController:vc];
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vc.modalPresentationStyle = UIModalPresentationFullScreen;
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[vc.view addSubview:unityView];
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H5View *hview;
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hview = [H5View shared];
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@@ -214,6 +215,12 @@ extern "C" void UnityDestroyDisplayLink()
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[GetAppController() destroyDisplayLink];
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}
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extern "C" void UnityRequestUnload()
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{
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_unityAppReady = false;
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[[NSNotificationCenter defaultCenter] postNotificationName: kUnityDidUnload object: nil];
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}
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extern "C" void UnityRequestQuit()
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{
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_didResignActive = true;
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@@ -226,15 +233,15 @@ extern "C" void UnityRequestQuit()
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extern void SensorsCleanup();
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extern "C" void UnityCleanupTrampoline()
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{
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// Unity view and viewController will not necessary be destroyed right after this function execution.
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// We need to ensure that these objects will not receive any callbacks from system during that time.
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[_UnityAppController window].rootViewController = nil;
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[[_UnityAppController unityView] removeFromSuperview];
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// Prevent multiple cleanups
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if (_UnityAppController == nil)
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return;
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// Unity view and viewController will not necessary be destroyed right after this function execution.
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// We need to ensure that these objects will not receive any callbacks from system during that time.
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_UnityAppController.window.rootViewController = nil;
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[_UnityAppController.unityView removeFromSuperview];
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[KeyboardDelegate Destroy];
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SensorsCleanup();
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@@ -252,7 +259,6 @@ extern "C" void UnityCleanupTrampoline()
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- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
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{
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return UIInterfaceOrientationMaskPortrait;
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// No rootViewController is set because we are switching from one view controller to another, all orientations should be enabled
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if ([window rootViewController] == nil)
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return UIInterfaceOrientationMaskAll;
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@@ -337,9 +343,39 @@ extern "C" void UnityCleanupTrampoline()
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- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
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{
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AppController_SendNotificationWithArg(kUnityWillFinishLaunchingWithOptions, launchOptions);
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NSURL* url = [self extractURLFromLaunchOptions: launchOptions];
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if (url != nil)
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{
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[self initUnityApplicationNoGraphics];
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UnitySetAbsoluteURL(url.absoluteString.UTF8String);
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}
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return YES;
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}
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// Helper method to extract URL from launch options
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- (NSURL*)extractURLFromLaunchOptions:(NSDictionary*)launchOptions
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{
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// Check for the direct launch URL
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NSURL* url = launchOptions[UIApplicationLaunchOptionsURLKey];
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if (url != nil)
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{
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return url;
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}
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// Check for the user activity dictionary and URL from user activity
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NSUserActivity* userActivity = launchOptions[UIApplicationLaunchOptionsUserActivityDictionaryKey][@"UIApplicationLaunchOptionsUserActivityKey"];
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if (userActivity != nil && [userActivity.activityType isEqualToString: NSUserActivityTypeBrowsingWeb])
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{
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url = userActivity.webpageURL;
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if (url != nil)
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{
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return url;
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}
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}
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return nil;
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}
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- (UIWindowScene*)pickStartupWindowScene:(NSSet<UIScene*>*)scenes API_AVAILABLE(ios(13.0), tvos(13.0))
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{
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// if we have scene with UISceneActivationStateForegroundActive - pick it
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@@ -375,29 +411,22 @@ extern "C" void UnityCleanupTrampoline()
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[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
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#endif
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EventMark *eventMark;
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eventMark = [EventMark sharedEventMark];
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[eventMark initDataEyeSDK];
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if ([self isBackgroundLaunchOptions: launchOptions])
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// if application is in background, don't initialize Unity
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// this happens if app uses location fence, notifications with content/actions, ...
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// initUnityWithApplication: initializes rendering, possibly loads scene and calls Start(), none meant for background
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if (UIApplication.sharedApplication.applicationState == UIApplicationStateBackground)
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return YES;
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[self initUnityWithApplication: application];
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return YES;
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}
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- (BOOL)isBackgroundLaunchOptions:(NSDictionary*)launchOptions
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- (void)initUnityApplicationNoGraphics
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{
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if (launchOptions.count == 0)
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return NO;
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// launch due to location event, the app likely will stay in background
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BOOL locationLaunch = [[launchOptions valueForKey: UIApplicationLaunchOptionsLocationKey] boolValue];
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if (locationLaunch)
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return YES;
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return NO;
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if (_unityEngineLoaded)
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return;
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_unityEngineLoaded = true;
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UnityInitApplicationNoGraphics(UnityDataBundleDir());
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}
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- (void)initUnityWithApplication:(UIApplication*)application
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@@ -407,7 +436,7 @@ extern "C" void UnityCleanupTrampoline()
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_unityEngineInitialized = true;
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// basic unity init
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UnityInitApplicationNoGraphics(UnityDataBundleDir());
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[self initUnityApplicationNoGraphics];
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[self selectRenderingAPI];
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[UnityRenderingView InitializeForAPI: self.renderingAPI];
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@@ -594,6 +623,12 @@ extern "C" void UnityCleanupTrampoline()
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// this happens if the app is force closed immediately after opening it.
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if (_unityAppReady)
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{
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// make sure that we are in a "unity cannot be touched" state
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// if there was some complex UI shown when terminating, we can get extra UI calls from iOS after applicationWillTerminate:
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// and we want to make sure we never do anything touching unity runtime at this point
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_unityAppReady = _renderingInited = _unityEngineInitialized = false;
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_didResignActive = true;
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UnityCleanup();
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UnityCleanupTrampoline();
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}
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@@ -623,20 +658,11 @@ void AppController_SendUnityViewControllerNotification(NSString* name)
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[[NSNotificationCenter defaultCenter] postNotificationName: name object: UnityGetGLViewController()];
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}
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extern "C" UIWindow* UnityGetMainWindow()
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{
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return GetAppController().mainDisplay.window;
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}
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extern "C" UIWindow* UnityGetMainWindow() { return GetAppController().mainDisplay.window; }
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extern "C" UIViewController* UnityGetGLViewController() { return GetAppController().rootViewController; }
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extern "C" UnityView* UnityGetUnityView() { return GetAppController().unityView; }
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extern "C" UIView* UnityGetGLView() { return UnityGetUnityView(); }
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extern "C" UIViewController* UnityGetGLViewController()
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{
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return GetAppController().rootViewController;
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}
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extern "C" UIView* UnityGetGLView()
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{
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return GetAppController().unityView;
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}
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extern "C" ScreenOrientation UnityCurrentOrientation() { return GetAppController().unityView.contentOrientation; }
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@@ -679,8 +705,10 @@ static bool isDebuggerAttachedToConsole(void)
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assert(junk == 0);
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// We're being debugged if the P_TRACED flag is set.
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return ((info.kp_proc.p_flag & P_TRACED) != 0);
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// But if we are starting app on device (and make debugger wait and attach after start)
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// it will NOT connect stout (only stderr, used by nslog)
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// Hence we also check that stoud is rerouted
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return ((info.kp_proc.p_flag & P_TRACED) != 0) && isatty(STDOUT_FILENO);
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}
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void UnityInitTrampoline()
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