好长时间没有写了,一直忙没来得及写,继续把上篇已经实现了将Unity导出的工程集成到原生iOS项目中了,接下来实现与Unity相互切换、调起、传值。
需要注意的是,Unity一旦初始化,是不能关闭的,否则App直接就会被关闭。所以,一旦调起Unity,内存就不会降下来了。第一次启动会比较慢,之后就很快了。另外,集成Unity之后,就只能真机运行了。
1、之前我们已经在pch中import了UnityAppController,所以其他地方不用再import了。所有的接口建议写在AppDelegate中。
首先,将AppDelegate.m改名为AppDelegate.mm ,然后,在AppDelegate.h中,如下
#import <UIKit/UIKit.h>
@class UnityAppController;
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@property (strong, nonatomic) UIWindow *unityWindow;
@property (strong, nonatomic) UnityAppController *unityController;
- (void)showUnityWindow;
- (void)hideUnityWindow;
- (void)shouldAttachRenderDelegate;
@end
接下来,修改AppDelegate.mm 如有报错,先暂时忽略
#import "AppDelegate.h"
@interface AppDelegate ()
{
//这里的两个BOOL,是用来区分,是否第一次加载Unity,以及Unity视图是否出现
BOOL _notFirstShow;
BOOL _isShowing;
}
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.backgroundColor = [UIColor whiteColor];
self.unityController = [[UnityAppController alloc]init];
[self.unityController application:application didFinishLaunchingWithOptions:launchOptions];
}
- (void)shouldAttachRenderDelegate {}
- (void)showUnityWindow {
if (!_notFirstShow) {
//第一次启动
[self.unityController startUnityFirstTime];
_notFirstShow = YES;
} else {
//已经初始化
[self.unityController startUnityOtherTime];
}
_isShowing = YES;
}
- (void)hideUnityWindow {
[self.unityController doExitSelector];
//看到这里就明白了,我用的是模态的方式展示的~哈哈哈
[self.window.rootViewController dismissViewControllerAnimated:YES completion:nil];
_isShowing = NO;
}
- (void)applicationWillResignActive:(UIApplication *)application {
[self.unityController applicationWillResignActive:application];
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
[self.unityController applicationDidEnterBackground:application];
_backgroundView = [Util createSnapShotView];
[self.window addSubview:_backgroundView];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
[self.unityController applicationWillEnterForeground:application];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
[self.unityController applicationDidBecomeActive:application];
if (_backgroundView != nil) {
[_backgroundView removeFromSuperview];
_backgroundView = nil;
}
if (_notFirstShow && !_isShowing) {
//如果unity处于暂停状态,从后台唤醒时也要保持暂停状态
[self.unityController doExitSelector];
}
}
- (void)applicationWillTerminate:(UIApplication *)application {
[self.unityController applicationWillTerminate:application];
}
@end
现在来修改UnityAppController.h,添加如下方法
//自定义开启关闭Unity
- (void)startUnityFirstTime;
- (void)startUnityOtherTime;
- (void)doExitSelector;
找到下面这个方法
inline UnityAppController* GetAppController()
{
return (UnityAppController*)[UIApplication sharedApplication].delegate;
}
替换成如下
inline UnityAppController* GetAppController()
{
// return (UnityAppController*)[UIApplication sharedApplication].delegate;
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
return delegate.unityController;
}
接下来修改UnityAppController.mm
在它引用头文件的最后一行,引入自定义控制器#import "GameViewController.h" 为了放unity,如果没有,创建一个
接下来找到方法
- (void)shouldAttachRenderDelegate {}
实现这个方法
- (void)shouldAttachRenderDelegate {
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
[delegate shouldAttachRenderDelegate];
}
找到如下方法
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
[self removeSnapshotView];
if (_unityAppReady)
{
if (UnityIsPaused() && _wasPausedExternal == false)
{
UnityWillResume();
UnityPause(0);
}
UnitySetPlayerFocus(1);
}
else if (!_startUnityScheduled)
{
_startUnityScheduled = true;
[self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
}
_didResignActive = false;
}
改成如下
//首先在这个方法上面声明一个bool变量
bool homePageEnable = true;
//修改这个方法
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
if(_snapshotView)
{
[_snapshotView removeFromSuperview];
_snapshotView = nil;
}
if (homePageEnable) {
homePageEnable = false;
[self performSelector:@selector(startHomePage:) withObject:application afterDelay:0];
}
if(_unityAppReady)
{
if(UnityIsPaused())
{
UnityPause(0);
UnityWillResume();
}
UnitySetPlayerFocus(1);
}
else if(!_startUnityScheduled)
{
_startUnityScheduled = true;
}
_didResignActive = false;
}
- (void)startHomePage:(UIApplication *)application {
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
[delegate.window makeKeyAndVisible];
}
- (void)startUnityFirstTime {
[self startUnity:[UIApplication sharedApplication]];
[[UIApplication sharedApplication].keyWindow.rootViewController presentViewController:[[GameViewController alloc] init] animated:YES completion:nil];
}
- (void)startUnityOtherTime {
[[UIApplication sharedApplication].keyWindow.rootViewController presentViewController:[[GameViewController alloc] init] animated:YES completion:nil];
if (_didResignActive) {
UnityPause(false);
}
_didResignActive = false;
}
- (void)doExitSelector {
UnityPause(true);
_didResignActive = true;
Profiler_UninitProfiler();
}
接下来找到刚才创建的GameViewController.h
#import <UIKit/UIKit.h>
@interface GameViewController : UIViewController
@property (strong, nonatomic) UnityAppController *unityController;
@property (strong, nonatomic) UIWindow *unityWindow;
@end
然后在GameViewController.m中,导入#import "UnityAppController.h"
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
self.view.backgroundColor = [UIColor whiteColor];
[self.view addSubview:UnityGetMainWindow().rootViewController.view];
[self addChildViewController:UnityGetMainWindow().rootViewController];
}
接下来就是调起Unity、关闭Unity、相互传值(交互)
调起Unity:
调起是很方便的,因为是从原生跳转过去,比如点击某个按钮,那么只需在按钮的点击方法中调用就可以了:
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
[delegate showUnityWindow];
这样就会模态出来Unity的界面
关闭Unity:
接下来是关闭Unity,对于返回原生,要在做处理的GameViewController这个方法里进行处理_BackBtnPress这个方法名是需要和unity那边点击方法名一致
void _BackBtnPress(){
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
[delegate hideUnityWindow];
}
传值呢,很简单,就一句话,Unity那边做接收就可以了
//第一个参数:消息的接受者,或者说谁来执行方法
//第二个参数:函数名
//第三个参数:需要传的值
UnitySendMessage("ReceiveiOSMessage", "ReceiveiOSInputMessage", _unityStr);
//注意,三个参数都是C语言字符串,没有@哦
OK啦~~