一,代码拷贝及项目配置
1,拷贝文件到原生项目
Libraries 文件夹
Classes 文件夹
Data 文件夹
MapFileParser 文件
2,删除Libraries下的libil2cpp,注意删除选项选择Remove References。
3,添加Unity3D 项目所依赖动态库(参照Unity3D 导出的xCode 工程),并注意Optional 选项
4BD1348B-C4DA-4E39-8E20-554F234709F2.png4,添加 Other linker Flags 依赖:
-weak_framework
CoreMotion
-weak-lSystem
-Wl,-undefined,dynamic_lookup
特别注意:如IOS原生项目中配置了-all_load 应删除,否则会与Unity3D 项目中的依赖库冲突
5, "Header Search Paths' 添加Unity3D 文件夹 Classes、Native、include 路径(根据自己项目实际文件路径配置)
"$(SRCROOT)/FunGaming/3DHuntFish_lib/Classes"
"$(SRCROOT)/FunGaming/3DHuntFish_lib/Classes/Native"
"$(SRCROOT)/FunGaming/3DHuntFish_lib/Libraries/libil2cpp/include"
6,添加User-Defined 配置,
4BEADD41-8DC0-40EC-BBA3-05C70870920D.png GCC_THUMB_SUPPORT = NO
GCC_USE_INDIRECT_FUNCTION_CALLS = NO
UNITY_RUNTIME_VERSION = 2017.3.0f3 // 根据自己Unity 版本实际配置
UNITY_SCRIPTING_BACKEND = il2cpp
7,添加Build Phases -> Run Script 配置(根据自己项目实际路径配置)
"$PROJECT_DIR/MapFileParser.sh"
rm -rf "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data"
cp -Rf "$PROJECT_DIR/FunGaming/3DHuntFish_lib/Data" "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data"
二,代码更改
1,删除Unity3D Class 文件夹下main.mm 文件 并合并到自己原生工程中的main.mm 文件中
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
//int main(int argc, char * argv[]) {
// @autoreleasepool {
// return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
// }
//}
#include "RegisterMonoModules.h"
#include "RegisterFeatures.h"
#include <csignal>
// Hack to work around iOS SDK 4.3 linker problem
// we need at least one __TEXT, __const section entry in main application .o files
// to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation
static const int constsection = 0;
void UnityInitTrampoline();
// WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value)
const char* AppControllerClassName = "UnityAppController";
int main(int argc, char* argv[])
{
UnityInitStartupTime();
@autoreleasepool
{
UnityInitTrampoline();
UnityInitRuntime(argc, argv);
RegisterMonoModules();
NSLog(@"-> registered mono modules %p\n", &constsection);
RegisterFeatures();
// iOS terminates open sockets when an application enters background mode.
// The next write to any of such socket causes SIGPIPE signal being raised,
// even if the request has been done from scripting side. This disables the
// signal and allows Mono to throw a proper C# exception.
std::signal(SIGPIPE, SIG_IGN);
//UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: AppControllerClassName]);
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
return 0;
}
#if TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR
#include <pthread.h>
extern "C" int pthread_cond_init$UNIX2003(pthread_cond_t *cond, const pthread_condattr_t *attr)
{ return pthread_cond_init(cond, attr); }
extern "C" int pthread_cond_destroy$UNIX2003(pthread_cond_t *cond)
{ return pthread_cond_destroy(cond); }
extern "C" int pthread_cond_wait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex)
{ return pthread_cond_wait(cond, mutex); }
extern "C" int pthread_cond_timedwait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex,
const struct timespec *abstime)
{ return pthread_cond_timedwait(cond, mutex, abstime); }
#endif // TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR
2,UnityAppController.h 中更改
@class AppDelegate;
……
//inline UnityAppController* GetAppController()
//{
// return (UnityAppController*)[UIApplication sharedApplication].delegate;
//}
#import "AppDelegate.h"
inline UnityAppController* GetAppController()
{
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
return delegate.unityController;
}
3,原生 AppDelegate 中更改
AppDelegate.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;
/** 通用APP启动接口 */
-(void)commonInitLaunch;
/** 检查APP版本信息 */
-(void)checkAPPVerson;
+(AppDelegate *)sharedDelegate;
-(void)StartMyUnity3DGames; //开启unity
@end
AppDelegate.mm:
#import <UIKit/UIKit.h>
#import "UnityAppController.h"
#import "AppDelegate.h"
-(UIWindow *)unityWindow{
return UnityGetMainWindow();
}
-(void)showUnityWindow{
//进入unity界面
//[(AppDelegate *)[UIApplication sharedApplication].delegate showUnityWindow];
UnityPause(false);
[self.unityWindow makeKeyAndVisible];
}
-(void)hideUnityWindow{
//推出Unity界面
//[(AppDelegate *)[UIApplication sharedApplication].delegate hideUnityWindow];
UnityPause(true);
[self.window makeKeyAndVisible];
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
self.unityController = [[UnityAppController alloc] init];
[_unityController application:application didFinishLaunchingWithOptions:launchOptions];
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.backgroundColor = [UIColor whiteColor];
[self commonInitLaunch]; // 原生项目启动方法
return YES;
}
+(AppDelegate *)sharedDelegate{
return (AppDelegate *)[[UIApplication sharedApplication] delegate];
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
[_unityController applicationWillResignActive:application];
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
[UIApplication sharedApplication].idleTimerDisabled = NO;
[_unityController applicationDidEnterBackground:application];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
[UIApplication sharedApplication].idleTimerDisabled = YES;
[_unityController applicationWillEnterForeground:application];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
[[LoginManager instance] startALightWeightHttpServer];
//[_unityController applicationDidBecomeActive:application];
}
-(void)StartMyUnity3DGames
{
[_unityController applicationDidBecomeActive:[UIApplication sharedApplication]];
[self showUnityWindow];
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
[UIApplication sharedApplication].idleTimerDisabled = NO;
[_unityController applicationWillTerminate:application];
}
4 UnityInterface.h 更改
#import <Foundation/Foundation.h> // 引入 objc Foundation 框架
inline char* AllocCString(NSString* value)
{
if (value == nil)
return 0;
const char* str = [value UTF8String];
return str ? strdup(str) : 0;
}
5,合并 .pch 文件
#include "Preprocessor.h"
#define printf_console printf
#include "UnityTrampolineConfigure.h"
#include "UnityInterface.h"
#if USE_IL2CPP_PCH
#include "il2cpp_precompiled_header.h"
#endif
#ifndef TARGET_IPHONE_SIMULATOR
#define TARGET_IPHONE_SIMULATOR 0
#endif
6, Unity3D 启动及退出
在需要启动Unity3D 项目的地方调用 [[AppDelegate sharedDelegate] StartMyUnity3DGames];
退出Unity3D(其实是暂停) [[AppDelegate sharedDelegate] hideUnityWindow];
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