unity ios sdk接入无法回调问题

1.接入微信无法回调onresp   IOS9.0之后废弃原本的两个方法

-(BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url;

 

-(BOOL)application:(UIApplication *)application openURL:(NSURL *)url

sourceApplication:(NSString *)sourceApplication

annotation:(id)annotation;

更改为:(BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary*)options;

2.Ios 微信sdk接入 

 @1下载地址 :https://open.weixin.qq.com/cgi-bin/showdocument?action=dir_list&t=resource/res_list&verify=1&id=open1419319164&token=&lang=zh_CN

  @2 导入sdk

 @3项目配置 设置支持http请求  并且添加白名单weixin 和wechat

 @4 关闭bitcode

@5设置URL types(url schemes 就是你申请的appid)

@6build phases 设置

@7 上代码

实现 .mm文件

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#import "WeixinInterface.h"
#import "AFNetworking.h"
#import "UnityAppController.h"
 
 
static WeixinInterface * s_shareApp=nil;
static NSString *Urlkey=nil;
static NSString *UrlValue=nil;
#define WeiXinID @"你申请的aapid"
#define WeiXinSecret @"secrest"
#define GameObjectName "在unity'中回调的代码名字"
#define MethodName "回调方法"
 
@implementation WeixinInterface
 
#pragma mark - LifeCycle
+(instancetype)sharedManager {
    static dispatch_once_t onceToken;
    static WeixinInterface *instance;
    dispatch_once(&onceToken, ^{
        instance = [[WeixinInterface alloc] init];
    });
    return instance;
}
 
-(void)destroy
{
    if (s_shareApp)
    {
        s_shareApp=nil;
    }
}
 
@synthesize filePath;
 
#pragma mark - View lifecycle
 
 
- (void)OnLogin:(NSString *)js
{
        NSLog(@"OnLogin");
        SendAuthReq *req = [[SendAuthReq alloc] init];
        req.scope = @"snsapi_userinfo";
        //req.openID = URL_APPID;
        req.state = @"1245";
        //appdelegate = [UIApplication sharedApplication].delegate;
        //appdelegate.wxDelegate = self;
         
        [WXApi sendReq:req];
        [WXApi sendAuthReq:req viewController:UnityGetGLViewController() delegate:self];
}
 
- (bool) isWXAppInstalled { return [WXApi isWXAppInstalled]; }
- (bool) isWXAppSupportApi { return [WXApi isWXAppSupportApi]; }
 
-(void)loginSuccessByCode:(NSString *)code
{
    NSLog(@"code %@",code);
     
    AFHTTPSessionManager *manager = [AFHTTPSessionManager manager];
    manager.requestSerializer = [AFJSONRequestSerializer serializer];//请求
    manager.responseSerializer = [AFHTTPResponseSerializer serializer];//响应
    manager.responseSerializer.acceptableContentTypes = [NSSet setWithObjects:@"text/html",@"application/json", @"text/json",@"text/plain", nil];
    //通过 appid  secret 认证code . 来发送获取 access_token的请求
    [manager GET:[NSString stringWithFormat:@"https://api.weixin.qq.com/sns/oauth2/access_token?appid=%@&secret=%@&code=%@&grant_type=authorization_code",WeiXinID,WeiXinSecret,code] parameters:nil progress:^(NSProgress * _Nonnull downloadProgress) {
         
    } success:^(NSURLSessionDataTask * _Nonnull task, id  _Nullable responseObject) {  //获得access_token,然后根据access_token获取用户信息请求。
         
        NSDictionary *dic = [NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:nil];
        NSLog(@"dic %@",dic);
         
        /*
         access_token   接口调用凭证
         expires_in access_token接口调用凭证超时时间,单位(秒)
         refresh_token  用户刷新access_token
         openid 授权用户唯一标识
         scope  用户授权的作用域,使用逗号(,)分隔
         unionid     当且仅当该移动应用已获得该用户的userinfo授权时,才会出现该字段
         */
        NSString* accessToken=[dic valueForKey:@"access_token"];
        NSString* openID=[dic valueForKey:@"openid"];
        [self requestUserInfoByToken:accessToken andOpenid:openID];
    } failure:^(NSURLSessionDataTask * _Nullable task, NSError * _Nonnull error) {
        NSLog(@"error %@",error.localizedFailureReason);
    }];
}
- (BOOL)handleOpenURL:(NSURL *) url
{
    //url:ruileiqipai://?key=roomid&value=965816&from=singlemessage&isappinstalled=0&reload=1
 
    NSString *urlStr = [url absoluteString];
    NSLog(@"url:%@",urlStr);
    [self GetURLParameters:urlStr];
    return [WXApi handleOpenURL:url delegate:self];
}
 
/*! 微信回调,不管是登录还是分享成功与否,都是走这个方法 @brief 发送一个sendReq后,收到微信的回应
 *
 * 收到一个来自微信的处理结果。调用一次sendReq后会收到onResp。
 * 可能收到的处理结果有SendMessageToWXResp、SendAuthResp等。
 * @param resp具体的回应内容,是自动释放的
 */
-(void) onResp:(BaseResp*)resp{
    NSLog(@"resp %d",resp.errCode);
     
    /*
     enum  WXErrCode {
     WXSuccess           = 0,    成功
     WXErrCodeCommon     = -1,  普通错误类型
     WXErrCodeUserCancel = -2,    用户点击取消并返回
     WXErrCodeSentFail   = -3,   发送失败
     WXErrCodeAuthDeny   = -4,    授权失败
     WXErrCodeUnsupport  = -5,   微信不支持
     };
     */
    if ([resp isKindOfClass:[SendAuthResp class]]) {   //授权登录的类。
        if (resp.errCode == 0) {  //成功。
            //这里处理回调的方法 。 通过代理吧对应的登录消息传送过去。
            if([resp isKindOfClass:[SendAuthResp class]]) // 登录授权
            {
                SendAuthResp *resp2 = (SendAuthResp *)resp;
                //[[WeixinLogin getIntance] loginSuccessByCode:resp2.code];
                [self loginSuccessByCode:resp2.code];
            }
        }else{ //失败
            NSLog(@"error %@",resp.errStr);
            UIAlertView *alerView =  [[UIAlertView alloc] initWithTitle:@"登录失败"
                                                                message:[NSString stringWithFormat:@"reason : //%@",resp.errStr]
                                                               delegate:nil cancelButtonTitle:NSLocalizedString(@"Close(关闭)",nil) otherButtonTitles:nil];
            [alerView show];
        }
    }
}
 
-(void)requestUserInfoByToken:(NSString *)token andOpenid:(NSString *)openID{
 
    NSLog(@"requestUserInfoByToken");
    AFHTTPSessionManager *manager = [AFHTTPSessionManager manager];
    manager.requestSerializer = [AFJSONRequestSerializer serializer];
    manager.responseSerializer = [AFHTTPResponseSerializer serializer];
    [manager GET:[NSString stringWithFormat:@"https://api.weixin.qq.com/sns/userinfo?access_token=%@&openid=%@",token,openID] parameters:nil progress:^(NSProgress * _Nonnull downloadProgress) {
         
    } success:^(NSURLSessionDataTask * _Nonnull task, id  _Nullable responseObject) {
         
        NSDictionary *dic = (NSDictionary *)[NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:nil];
        NSLog(@"dic  ==== %@",dic);
         
        //NSError *jsonError;
        //NSString *responseData = [NSJSONSerialization JSONObjectWithData:responseObject options:NSJSONReadingMutableContainers error:&jsonError];
         
        NSError *error;
        NSData *jsStr = [NSJSONSerialization dataWithJSONObject:dic options:NSJSONWritingPrettyPrinted error:&error];
         
        NSString *jsonData= [[NSString alloc] initWithData:jsStr encoding:NSUTF8StringEncoding];
         
        NSLog(@"#####responseData1 = %@",jsonData);
        //NSLog(@"#####responseData = %@",responseData);       
         
        UnitySendMessage(GameObjectName, MethodName, [jsonData cStringUsingEncoding:NSUTF8StringEncoding]);
         
        if(Urlkey != nil && UrlValue != nil)
        {
            NSString *keyandValue=[NSString stringWithFormat:@"%@&%@",Urlkey,UrlValue];
            NSLog(@"keyandValue:%@",keyandValue);
            UnitySendMessage(GameObjectName, GetURLKeyAndValue,  [keyandValue cStringUsingEncoding:NSUTF8StringEncoding]);
             
            Urlkey = nil;
            UrlValue = nil;
        }
         
    } failure:^(NSURLSessionDataTask * _Nullable task, NSError * _Nonnull error) {
        NSLog(@"error %ld",(long)error.code);
    }];
}
 
- (void)didReceiveMemoryWarning {
    //[super didReceiveMemoryWarning];
    // Dispose of any resources that can be recreated.
}
@end

 

@8在Appcontrl中实现app注册

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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 <OpenGLES/EAGL.h>
#import <OpenGLES/EAGLDrawable.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
 
#include <mach/mach_time.h>
 
// MSAA_DEFAULT_SAMPLE_COUNT was moved to iPhone_GlesSupport.h
// 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/SplashScreen.h"
#include "Unity/InternalProfiler.h"
#include "Unity/DisplayManager.h"
#include "Unity/EAGLContextHelper.h"
#include "Unity/GlesHelper.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 "Libraries/Plugins/iOS/WXApi.h"
#import "Libraries/Plugins/iOS/Control/WXApiManager.h"
#import "Libraries/Plugins/iOS/SDK/WeixinInterface.h"
 
// we assume that app delegate is never changed and we can cache it, instead of re-query UIApplication every time
UnityAppController* _UnityAppController = nil;
 
// Standard Gesture Recognizers enabled on all iOS apps absorb touches close to the top and bottom of the screen.
// This sometimes causes an ~1 second delay before the touch is handled when clicking very close to the edge.
// You should enable this if you want to avoid that delay. Enabling it should not have any effect on default iOS gestures.
#define DISABLE_TOUCH_DELAYS 1
 
// we keep old bools around to support "old" code that might have used them
bool _ios42orNewer = false, _ios43orNewer = false, _ios50orNewer = false, _ios60orNewer = false, _ios70orNewer = false;
bool _ios80orNewer = false, _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;
 
// 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;
 
// was startUnity scheduled: used to make startup robust in case of locking device
static bool _startUnityScheduled    = false;
 
bool    _supportsMSAA           = 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();
 
    // we make sure that first level gets correct display list and orientation
    [[DisplayManager Instance] updateDisplayListCacheInUnity];
 
    UnityLoadApplication();
    Profiler_InitProfiler();
 
    [self showGameUI];
    [self createDisplayLink];
 
    UnitySetPlayerFocus(1);
}
 
extern "C" void UnityDestroyDisplayLink()
{
    [GetAppController() destroyDisplayLink];
}
 
extern "C" void UnityRequestQuit()
{
    _didResignActive = true;
    if (GetAppController().quitHandler)
        GetAppController().quitHandler();
    else
        exit(0);
}
 
#if UNITY_SUPPORT_ROTATION
 
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
{
    // 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;
 
    // 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 !PLATFORM_TVOS
- (void)application:(UIApplication*)application didReceiveLocalNotification:(UILocalNotification*)notification
{
    AppController_SendNotificationWithArg(kUnityDidReceiveLocalNotification, notification);
    UnitySendLocalNotification(notification);
}
 
#endif
 
#if UNITY_USES_REMOTE_NOTIFICATIONS
- (void)application:(UIApplication*)application didReceiveRemoteNotification:(NSDictionary*)userInfo
{
    AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
    UnitySendRemoteNotification(userInfo);
}
 
- (void)application:(UIApplication*)application didRegisterForRemoteNotificationsWithDeviceToken:(NSData*)deviceToken
{
    AppController_SendNotificationWithArg(kUnityDidRegisterForRemoteNotificationsWithDeviceToken, deviceToken);
    UnitySendDeviceToken(deviceToken);
}
 
#if !PLATFORM_TVOS
- (void)application:(UIApplication *)application didReceiveRemoteNotification:(NSDictionary *)userInfo fetchCompletionHandler:(void (^)(UIBackgroundFetchResult result))handler
{
    AppController_SendNotificationWithArg(kUnityDidReceiveRemoteNotification, userInfo);
    UnitySendRemoteNotification(userInfo);
    if (handler)
    {
        handler(UIBackgroundFetchResultNoData);
    }
}
 
#endif
 
- (void)application:(UIApplication*)application didFailToRegisterForRemoteNotificationsWithError:(NSError*)error
{
    AppController_SendNotificationWithArg(kUnityDidFailToRegisterForRemoteNotificationsWithError, error);
    UnitySendRemoteNotificationError(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
 
-(BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:( NSDictionary *)options
{
    return [WXApi handleOpenURL:url delegate:[WeixinInterface sharedManager]];
}
 
- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
    return YES;
}
 
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
    ::printf("-> applicationDidFinishLaunching()\n");
 
    // send notfications
#if !PLATFORM_TVOS
    if (UILocalNotification* notification = [launchOptions objectForKey: UIApplicationLaunchOptionsLocalNotificationKey])
        UnitySendLocalNotification(notification);
 
    if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
        [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
#endif
 
    UnityInitApplicationNoGraphics([[[NSBundle mainBundle] bundlePath] UTF8String]);
 
    [self selectRenderingAPI];
    [UnityRenderingView InitializeForAPI: self.renderingAPI];
 
    _window         = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
    _unityView      = [self createUnityView];
 
    [DisplayManager Initialize];
    _mainDisplay    = [DisplayManager Instance].mainDisplay;
    [_mainDisplay createWithWindow: _window andView: _unityView];
 
    [self createUI];
    [self preStartUnity];
    [WXApi registerApp:@"你申请的appid"];
    // if you wont use keyboard you may comment it out at save some memory
    [KeyboardDelegate Initialize];
 
//#if !PLATFORM_TVOS && DISABLE_TOUCH_DELAYS
    //for (UIGestureRecognizer *g in _window.gestureRecognizers)
    //{
     //   g.delaysTouchesBegan = false;
    //}
//#endif
 
    return YES;
}
 
- (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 removeSnapshotView];
 
    if (_unityAppReady)
    {
        if (UnityIsPaused() && _wasPausedExternal == false)
        {
            UnityWillResume();
            UnityPause(0);
        }
        if (_wasPausedExternal)
        {
            if (UnityIsFullScreenPlaying())
                TryResumeFullScreenVideo();
        }
        UnitySetPlayerFocus(1);
    }
    else if (!_startUnityScheduled)
    {
        _startUnityScheduled = true;
        [self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
    }
 
    _didResignActive = false;
}
 
- (void)removeSnapshotView
{
    // 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 (_snapshotView)
        {
            [_snapshotView removeFromSuperview];
            _snapshotView = nil;
        }
    });
}
 
- (void)applicationWillResignActive:(UIApplication*)application
{
    ::printf("-> applicationWillResignActive()\n");
 
    if (_unityAppReady)
    {
        UnitySetPlayerFocus(0);
 
        _wasPausedExternal = UnityIsPaused();
        if (_wasPausedExternal == false)
        {
            // do pause unity only if we dont need special background processing
            // otherwise batched player loop can be called to run user scripts
            int bgBehavior = UnityGetAppBackgroundBehavior();
            if (bgBehavior == appbgSuspend || bgBehavior == appbgExit)
            {
                // 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];
                UnityPause(1);
 
                // this is done on the next frame so that
                // in the case where unity is paused while going
                // into the background and an input is deactivated
                // we don't mess with the view hierarchy while taking
                // a view snapshot (case 760747).
                dispatch_async(dispatch_get_main_queue(), ^{
                    // if we are active again, we don't need to do this anymore
                    if (!_didResignActive)
                    {
                        return;
                    }
 
                    _snapshotView = [self createSnapshotView];
                    if (_snapshotView)
                        [_rootView addSubview: _snapshotView];
                });
            }
        }
    }
 
    _didResignActive = true;
}
 
- (void)applicationDidReceiveMemoryWarning:(UIApplication*)application
{
    ::printf("WARNING -> applicationDidReceiveMemoryWarning()\n");
    UnityLowMemory();
}
 
- (void)applicationWillTerminate:(UIApplication*)application
{
    ::printf("-> applicationWillTerminate()\n");
 
    Profiler_UninitProfiler();
    UnityCleanup();
 
    extern void SensorsCleanup();
    SensorsCleanup();
}
 
@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()
{
#if ENABLE_CRASH_REPORT_SUBMISSION
    SubmitCrashReportsAsync();
#endif
    InitCrashHandling();
 
    _ios42orNewer = _ios43orNewer = _ios50orNewer = _ios60orNewer = _ios70orNewer = _ios80orNewer = true;
 
    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");
 
#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
}
 
// 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 (![[CADisplayLink class] instancesRespondToSelector: @selector(setPreferredFramesPerSecond:)])
    {
        IMP CADisplayLink_setPreferredFramesPerSecond_IMP = imp_implementationWithBlock(^void(id _self, NSInteger fps) {
            typedef void (*SetFrameIntervalFunc)(id, SEL, NSInteger);
            UNITY_OBJC_CALL_ON_SELF(_self, @selector(setFrameInterval:), SetFrameIntervalFunc, (int)(60.0f / fps));
        });
        class_replaceMethod([CADisplayLink class], @selector(setPreferredFramesPerSecond:), CADisplayLink_setPreferredFramesPerSecond_IMP, CADisplayLink_setPreferredFramesPerSecond_Enc);
    }
 
    if (![[UIScreen class] instancesRespondToSelector: @selector(nativeScale)])
    {
        IMP UIScreen_NativeScale_IMP = imp_implementationWithBlock(^CGFloat(id _self) {
            return ((UIScreen*)_self).scale;
        });
        class_replaceMethod([UIScreen class], @selector(nativeScale), UIScreen_NativeScale_IMP, UIScreen_nativeScale_Enc);
    }
 
    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);
    }
}

 

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posted on   kk波波  阅读(2598)  评论(0编辑  收藏  举报

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