开始
将unity项目和android进行融合(具体步骤:http://blog.csdn.net/zx1091515459/article/details/78840379)
方法一:
设置
创建一个所有界面都继承的类:BaseActivity
package com.idcard.act;
import android.app.Activity;
import android.content.BroadcastReceiver;
import android.content.Context;
import android.content.Intent;
import android.content.IntentFilter;
import android.view.KeyEvent;
public class BaseActivity extends Activity {
/**
* 关闭Activity的广播,放在自定义的基类中,让其他的Activity继承这个Activity就行
*/
BroadcastReceiver finshapp=new BroadcastReceiver(){
@Override
public void onReceive(Context context, Intent intent) {
finish();
}
};
@Override
protected void onResume() {
super.onResume();
IntentFilter intentFilter=new IntentFilter();
intentFilter.addAction("exitapp");
this.registerReceiver(this.finshapp, intentFilter);
};
@Override
protected void onDestroy() {
// TODO Auto-generated method stub
super.onDestroy();
this.unregisterReceiver(this.finshapp);
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
// TODO Auto-generated method stub
return super.onKeyDown(keyCode, event);
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if(keyCode == KeyEvent.KEYCODE_BACK && event.getAction() == KeyEvent.ACTION_DOWN){
if((System.currentTimeMillis()-currenttime) > 2000){
Toast.makeText(getApplicationContext(), "再按一次退出程序", Toast.LENGTH_SHORT).show();
currenttime = System.currentTimeMillis();
} else {
exitApp();
}
return true;
}
return super.onKeyDown(keyCode, event);
}
private void exitApp() {
Intent intent=new Intent();
intent.setAction("exitapp");
this.sendBroadcast(intent);
}
由于UnityPlayer Activity无法继承BaseActivity,所以改为如下
public class XXX extends UnityPlayerActivity {
/**
* 关闭Activity的广播,放在自定义的基类中,让其他的Activity继承这个Activity就行
*/
BroadcastReceiver finshapp=new BroadcastReceiver(){
@Override
public void onReceive(Context context, Intent intent) {
finish();
}
};
@Override
protected void onCreate(Bundle savedInstanceState) {}
}
方法二:
设置
- 将unity界面(UnityPlayerActivity)在AndroidManifest中设置为全局单例模式(singleInstance:全局单例模式)
- 使用单例模式创建一个Activity管理对象,该对象中有一个Activity容器(具体实现自己处理,使用LinkedList等)专门负责存储新开启的每一个Activity,并且容易理解、易于操作,非常不错!
- MyApplication类(储存每一个Activity,并实现关闭所有Activity的操作
import java.util.LinkedList;
import java.util.List;
import android.app.Activity;
import android.app.Application;
public class MyApplication extends Application {
private List<Activity> activitys = null;
private static MyApplication instance;
private MyApplication() {
activitys = new LinkedList();
}
/**
* 单例模式中获取唯一的MyApplication实例
*
* @return
*/
public static MyApplication getInstance() {
if (null == instance) {
instance = new MyApplication();
}
return instance;
}
// 添加Activity到容器中
public void addActivity(Activity activity) {
if (activitys != null && activitys.size() > 0) {
if(!activitys.contains(activity)){
activitys.add(activity);
}
}else{
activitys.add(activity);
}
}
// 遍历所有Activity并finish
public void exit() {
if (activitys != null && activitys.size() > 0) {
for (Activity activity : activitys ) {
activity.finish();
}
}
System.exit(0);
}
}
- 在每一个Activity中的onCreate方法里添加该Activity到MyApplication对象实例容器中
MyApplication.getInstance().addActivity(this);
- 在需要结束所有Activity的时候调用exit方法
MyApplication.getInstance().exit();
后记
其实一般是用第一种,因为如果是经常开发安卓的同学都能看出来,第一种方法在没有unity插件加入的app中也十分常用,而且使用十分方便,只是在UnityPlayerActivity里单独把广播的内容又写了一遍而已