Unity在Android Activity中加载的时期测试

Unity在Android Activity中加载的时期测试

    之前在研究Unity3D项目接入Android SDK中,发现在Unity项目生命周期与Android并不一样,无法直接管理Android的生命周期(需要导成Android项目才可以)。
    而通过Unity版SDK接入Android,发现SDK的生命周期却没参与运行。在反编译后smali文件中加入SDK的生命周期后发现,Unity项目中的生命周期加载要在Android Activity onResume()之后。

Unity生命周期

这里写图片描述

Android Activity生命周期

这里写图片描述

对比

两者显然无法对比。
为确定Unity的生命加载周期在Android中的时期,为此我们准备一个测试Demo。

UnityDemo

1.新建一个Unity项目

点击Main Camara–>Add Component–>New Script–>UnityAndroidDemo.cs
在生命周期内添加打印信息,cs内容如下:

using UnityEngine;
using System.Collections;

public class UnityAndroidDemo : MonoBehaviour {

    void Awake()
    {
        print("UnityAndroidDemo Unity is on Awake()");
    }

    // Use this for initialization
    void Start () {
        print("UnityAndroidDemo Unity is on Start()");
    }

    // Update is called once per frame
    void Update () {

    }
}
2.导出成Android项目

File–>BuildSettings–>设置包名–>Platform–>Android–>Google Android Project–>Export

3.用Eclipse打开导出的Android项目,打印生命周期信息

编辑后的UnityPlayerActivity的代码如下:

package com.yuchenfw.unityandroiddemo;

import com.unity3d.player.*;
import android.app.Activity;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;

public class UnityPlayerActivity extends Activity
{
    protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code

    // Setup activity layout
    @Override protected void onCreate (Bundle savedInstanceState)
    {
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        super.onCreate(savedInstanceState);
        Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onCreate()");
        getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy

        mUnityPlayer = new UnityPlayer(this);
        setContentView(mUnityPlayer);
        mUnityPlayer.requestFocus();
    }

    // Quit Unity
    @Override protected void onDestroy ()
    {
        mUnityPlayer.quit();
        super.onDestroy();
        Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onDestroy()");
    }

    // Pause Unity
    @Override protected void onPause()
    {
        super.onPause();
        mUnityPlayer.pause();
        Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onPause()");
    }

    // Resume Unity
    @Override protected void onResume()
    {
        super.onResume();
        mUnityPlayer.resume();
        Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onResume()");
    }

    @Override protected void onStart()
    {
        super.onResume();
        mUnityPlayer.resume();
        Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onStart()");
    }


    // This ensures the layout will be correct.
    @Override public void onConfigurationChanged(Configuration newConfig)
    {
        super.onConfigurationChanged(newConfig);
        mUnityPlayer.configurationChanged(newConfig);
    }

    // Notify Unity of the focus change.
    @Override public void onWindowFocusChanged(boolean hasFocus)
    {
        super.onWindowFocusChanged(hasFocus);
        mUnityPlayer.windowFocusChanged(hasFocus);
    }

    // For some reason the multiple keyevent type is not supported by the ndk.
    // Force event injection by overriding dispatchKeyEvent().
    @Override public boolean dispatchKeyEvent(KeyEvent event)
    {
        if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
            return mUnityPlayer.injectEvent(event);
        return super.dispatchKeyEvent(event);
    }

    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
    /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }
}
4.运行

run as –>Android Application
日志如下:
这里写图片描述
红色是Android Activity的加载,绿色是Unity生命周期加载

5.结论

从日志可以看出,Unity的加载是在Android的onResume()之后进行的,因此在Unity中接入Android 的SDK时,涉及到的生命周期问题一定要在导成Android项目中进行,否则因SDK加载的过晚可能会导致功能的异常。

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