Unity添加多个安卓SDK解决冲突

Unity调用Android的方法网上有许多,这里就不在赘述了,然而我们调用AndroidSDK时,一般都是继承UnityPlayerActivity,然后我们从MainActivity中启动我们的SDK。

那么问题来了,假如在一个已经添加了Unity的SDK,并且其已经继承UnityPlayerActivity时,我们该如何在不修改器Java文件的情况下执行我们的SDK呢。

思路:在C#中获取UnityPlayerActivity类,并且将其作为参数传入方法。

 1 Unity:
 2 ```
 3 AndroidJavaClass unity = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
 4 AndroidJavaObject unityActivity = unity.GetStatic<AndroidJavaObject>("currentActivity");
 5     using (AndroidJavaObject jo = new AndroidJavaObject("com.klondike.solitaire.spider.Classic.SDKBridge"))
 6     {
 7         jo.Call("PluginCall", unityActivity);
 8         Debug.Log("调用安卓方法");
 9     }
10 Java:
11 public void PluginCall(Activity activity)
12     {
13         Log.d("PluginCall","CALLALLLLL");
14     }
15     
16     通过这种方法,可以不必在MainActivity修改,直接启动相关SDK
17 ```
18 安卓端
19 ```
20 MainActivity.java
21 public void ShowMsg(Activity activity,String msg)
22     {
23         Intent intent = new Intent(activity.getBaseContext(),HelloWorld.class);
24         intent.putExtra("type", msg);
25         activity.startActivity(intent);
26     }
27     
28 HelloWorld.java
29 public class HelloWorld extends Activity
30 {
31     @Override
32     protected void onCreate(Bundle savedInstanceState) {
33         super.onCreate(savedInstanceState);
34 //        setContentView(R.layout.activity_main);
35 //        TextView showMsg = (TextView) findViewById(R.id.android_show);
36         String type = this.getIntent().getStringExtra("type");
37 //        showMsg.setText(type);
38     }
39 }
40 ```

 

posted @ 2018-01-14 18:58  1A7487  阅读(660)  评论(0编辑  收藏  举报