之界面跳转
本文介绍了iOS和Unity交互,主要涉及两个界面之间的跳转.
如果对iOS和Unity交互传参方法不熟悉的朋友,可以参考我的另一篇文章
<iOS和Unity交互>之参数传递
一.程序启动入口.
-
main.mm
了解OC或者C的朋友一定知道main方法
,这是整个程序的入口.以下是Unity转iOS工程后的main文件中的部分代码.
const char* AppControllerClassName = "UnityAppController";
int main(int argc, char* argv[])
{
@autoreleasepool
{
UnityInitTrampoline();
UnityParseCommandLine(argc, argv);
RegisterMonoModules();
NSLog(@"-> registered mono modules %p\n", &constsection);
RegisterFeatures();
std::signal(SIGPIPE, SIG_IGN);
// 程序启动入口
UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
}
return 0;
}
根据代码得知,程序需要创建UnityAppController对象.那么,程序就来到了UnityAppController文件.
在UnityAppController.mm文件中的以下方法中添加打印:NSLog(@"%s",__func__);
- (id)init
- (void)startUnity:(UIApplication*)application
- (BOOL)application:(UIApplication*)application willFinishLaunchingWithOptions:(NSDictionary*)launchOptions
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
- (void)applicationDidBecomeActive:(UIApplication*)application
打印结果为:
2017-05-24 04:50:09.597338+0800 ProductName[5622:1888712] [DYMTLInitPlatform] platform initialization successful
2017-05-24 04:50:09.693476+0800 ProductName[5622:1888655] -> registered mono modules 0x100df3fa0
2017-05-24 04:50:09.714814+0800 ProductName[5622:1888655](标记) -[UnityAppController init]
2017-05-24 04:50:09.930542+0800 ProductName[5622:1888655] -[UnityAppController application:willFinishLaunchingWithOptions:]
2017-05-24 04:50:09.931002+0800 ProductName[5622:1888655](标记) -[UnityAppController application:didFinishLaunchingWithOptions:]
-> applicationDidFinishLaunching()
2017-05-24 04:50:10.013760+0800 ProductName[5622:1888655] Metal GPU Frame Capture Enabled
2017-05-24 04:50:10.014789+0800 ProductName[5622:1888655] Metal API Validation Enabled
2017-05-24 04:50:10.178127+0800 ProductName[5622:1888655](标记) -[UnityAppController applicationDidBecomeActive:]
-> applicationDidBecomeActive()
2017-05-24 04:50:10.190176+0800 ProductName[5622:1888655](标记) -[UnityAppController startUnity:]
Init: screen size 640x1136
Initializing Metal device caps: Apple A7 GPU
Initialize engine version: 5.3.5f1 (960ebf59018a)
UnloadTime: 2.714958 ms
Setting up 1 worker threads for Enlighten.
Thread -> id: 16ea3b000 -> priority: 1
根据带(标记)
的打印结果得知
1.程序会先调用- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
方法,进行Unity界面初始化并布局UI.
2.准备激活Unity,已激活程序则调用- (void)applicationDidBecomeActive:(UIApplication*)application
方法,方法中设置了UnityPause(0);
表示Unity为启动状态,在方法最后,执行[self performSelector:@selector(startUnity:) withObject:application afterDelay:0];
.
3.调用- (void)startUnity:(UIApplication*)application
方法,展示Unity界面.
二.Unity跳转iOS界面.
- 程序启动为Unity界面,通过点击
跳转iOS按钮
,调用unityToIOS
方法创建iOS界面并将iOS创建的控制器设置为窗口的跟控制器.以实现跳转iOS界面.
.cs代码
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using SClassLibrary;
public class Test : MonoBehaviour
{
public GameObject cube;
// DllImport这个方法相当于是告诉Unity,有一个unityToIOS函数在外部会实现。
// 使用这个方法必须要导入System.Runtime.InteropServices;
[DllImport("__Internal")]
private static extern void unityToIOS(string str);
// 向右转函数接口
public void turnRight(string num)
{
float f;
if (float.TryParse(num, out f))
{// 将string转换为float,IOS传递数据只能用以string类型
Vector3 r = new Vector3(cube.transform.rotation.x, cube.transform.rotation.y + f, cube.transform.rotation.z);
cube.transform.Rotate(r);
}
}
// 向左转函数接口
public void turnLeft(string num)
{
float f;
if (float.TryParse(num, out f))
{// 将string转换为float,IOS传递数据只能用以string类型
Vector3 r = new Vector3(cube.transform.rotation.x, cube.transform.rotation.y - f, cube.transform.rotation.z);
cube.transform.Rotate(r);
}
}
public void DllTest()
{
var user = new User
{
Id = 1,
Name = "张三"
};
#if UNITY_IPHONE && !UNITY_EDITOR
unityToIOS(user.ToString());
#else
Debug.Log(user.ToString());
#endif
}
}
- 添加属性,该属性用来保存创建的iOS控制器(尽量设置为私有属性)
@interface UnityAppController ()
@property (nonatomic, strong) UIViewController *vc;
@end
- Unity会调用
unityToIOS
方法,跳转iOS界面之前,先暂停Unity,即UnityPause(true);
方法.因为在C语言中,不能直接使用self调用对象方法.所以需要通过GetAppController()
调用setupIOS
方法.GetAppController()
即UnityAppController类型的对象.在setupIOS
方法中,让
UnityAppController对象持有vc后,再将vc直接设置为窗口的跟控制器GetAppController().window.rootViewController = GetAppController().vc;
- unityToIOS方法
// 跳转iOS界面
extern "C" void unityToIOS(char *str)
{
// Unity传递过来的参数
NSLog(@"%s",str);
UnityPause(true);
// GetAppController()获取appController,相当于self
// 设置iOS界面,GetAppController()获取appController,相当于self
[GetAppController() setupIOS];
// 点击按钮后跳转到IOS界面,设置窗口的跟控制器为iOS的控制
GetAppController().window.rootViewController = GetAppController().vc;
}
- setupIOS 方法
// 设置iOS界面
- (void)setupIOS
{
UIViewController *vc = [[UIViewController alloc] init];
vc.view.backgroundColor = [UIColor greenColor];
vc.view.frame = [UIScreen mainScreen].bounds;
UIButton *btn = [[UIButton alloc]initWithFrame:CGRectMake(70, 530, 180, 30)];
btn.backgroundColor = [UIColor whiteColor];
[btn setTitle:@"跳转到Unity界面" forState:UIControlStateNormal];
[btn setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btn addTarget:self action:@selector(setupUnity) forControlEvents:UIControlEventTouchUpInside];
[vc.view addSubview:btn];
self.vc = vc;
NSLog(@"设置界面为IOS界面");
self.window.rootViewController = vc;
}
说明:
1.GetAppController()
跳转到GetAppController()
方法内部,实现如下,可以看出,该方法获取到UIApplication
的单例类,而它的代理,则为UnityAppController
对象,最后再使用(UnityAppController*)
进行强制转换.所以,在UnityAppController.mm
文件中使用GetAppController()
相当于self.
inline UnityAppController *GetAppController()
{
return (UnityAppController*)[UIApplication sharedApplication].delegate;
}
2.UnityGetGLViewController()
返回Unity的根控制器
,根控制器上的视图是Unity的视图
.,如果将窗口的根控制器
设置为UnityGetGLViewController()
,其实就是将Unity界面
显示在手机
上.
extern "C" UIViewController *UnityGetGLViewController()
{
return GetAppController().rootViewController;
}
3.UnityGetGLView()
返回Unity视图,这个视图其实就是显示在UnityGetGLViewController()
上的.
extern "C" UIView *UnityGetGLView()
{
return GetAppController().unityView;
}
三.iOS跳转Unity界面.
- 实现iOS界面中的按钮的方法.来跳转到Unity界面.
self.rootViewController
的作用相当于GetAppController().rootViewController
,然后设置window的rootViewController为Unity的跟控制器 - setupUnity 方法
// 设置Unity界面
- (void)setupUnity
{
// 设置Unity状态为开启状态
UnityPause(false);
// 设置rootViewController为Unity的跟控制器
self.window.rootViewController = self.rootViewController;
// 等同于
// self.window.rootViewController = UnityGetGLViewController();
NSLog(@"设置rootView为Unity界面");
}
四.封装界面跳转代码.
- 查看
UnityAppController.mm
文件,发现其中代码太多,为了减少代码以及便于我们管理和维护,我们要创建一个单例类来管理Unity和iOS界面互相跳转的操作.之前在UnityAppController.mm
文件中写的代码全部删除.
1.需要创建一个自定义类,如:BYJumpEachOther
,继承至NSObject
.
2.添加属性
// 存储的iOS控制器
@property (nonatomic, strong) UIViewController *vc;
3.入口:unityToIOS,与之前不同的是,调用setupIOS
方法,改为单例对象去调用[[BYJumpEachOther sharedInstance] setupIOS];
获取vc也通过单例对象去获取.
// 跳转iOS界面
extern "C" void unityToIOS(char *str)
{
// Unity传递过来的参数
NSLog(@"%s",str);
// 跳转到IOS界面,Unity界面暂停
UnityPause(true);
// GetAppController()获取UnityAppController对象
// UnityGetGLView()获取UnityView对象,相当于_window
[[BYJumpEachOther sharedInstance] setupIOS];
// 点击按钮后跳转到IOS界面,设置界面为IOS界面
GetAppController().window.rootViewController = [BYJumpEachOther sharedInstance].vc;
}
4.添加BYJumpEachOther创建单例的方法
+ (instancetype)sharedInstance
{
static BYJumpEachOther *instance;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
instance = [[BYJumpEachOther alloc] init];
});
return instance;
}
5.跳转iOS界面代码
// 设置iOS界面
- (void)setupIOS
{
UIViewController *vc = [[UIViewController alloc] init];
vc.view.backgroundColor = [UIColor greenColor];
vc.view.frame = [UIScreen mainScreen].bounds;
UIButton *btn = [[UIButton alloc]initWithFrame:CGRectMake(70, 530, 180, 30)];
btn.backgroundColor = [UIColor whiteColor];
[btn setTitle:@"跳转到Unity界面" forState:UIControlStateNormal];
[btn setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btn addTarget:self action:@selector(setupUnity) forControlEvents:UIControlEventTouchUpInside];
[vc.view addSubview:btn];
self.vc = vc;
NSLog(@"设置界面为IOS界面");
GetAppController().window.rootViewController = vc;
}
6.跳转Unity界面代码
// 设置Unity界面
- (void)setupUnity
{
UnityPause(false);
GetAppController().window.rootViewController = UnityGetGLViewController();
// 等同于
// GetAppController().window.rootViewController = GetAppController().rootViewController;
NSLog(@"设置rootView为Unity界面");
}