Commit 7dfa89af authored by Li's avatar Li

[李俊岐] 删除游戏

parent 62045246
gfx-enable-native-gfx-jobs=
wait-for-native-debugger=0
scripting-runtime-version=latest
vr-enabled=0
hdr-display-enabled=0
androidStartInFullscreen=1
androidRenderOutsideSafeArea=0
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package com.game.luckyfarm;
import com.unity3d.player.*;
import android.app.Activity;
import android.content.Intent;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
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
// Override this in your custom UnityPlayerActivity to tweak the command line arguments passed to the Unity Android Player
// The command line arguments are passed as a string, separated by spaces
// UnityPlayerActivity calls this from 'onCreate'
// Supported: -force-gles20, -force-gles30, -force-gles31, -force-gles31aep, -force-gles32, -force-gles, -force-vulkan
// See https://docs.unity3d.com/Manual/CommandLineArguments.html
// @param cmdLine the current command line arguments, may be null
// @return the modified command line string or null
protected String updateUnityCommandLineArguments(String cmdLine)
{
return cmdLine;
}
// Setup activity layout
@Override protected void onCreate(Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity"));
getIntent().putExtra("unity", cmdLine);
mUnityPlayer = new UnityPlayer(this);
setContentView(mUnityPlayer);
mUnityPlayer.requestFocus();
}
@Override protected void onNewIntent(Intent intent)
{
// To support deep linking, we need to make sure that the client can get access to
// the last sent intent. The clients access this through a JNI api that allows them
// to get the intent set on launch. To update that after launch we have to manually
// replace the intent with the one caught here.
setIntent(intent);
}
// Quit Unity
@Override protected void onDestroy ()
{
mUnityPlayer.destroy();
super.onDestroy();
}
// Pause Unity
@Override protected void onPause()
{
super.onPause();
mUnityPlayer.pause();
}
// Resume Unity
@Override protected void onResume()
{
super.onResume();
mUnityPlayer.resume();
}
@Override protected void onStart()
{
super.onStart();
mUnityPlayer.start();
}
@Override protected void onStop()
{
super.onStop();
mUnityPlayer.stop();
}
// Low Memory Unity
@Override public void onLowMemory()
{
super.onLowMemory();
mUnityPlayer.lowMemory();
}
// Trim Memory Unity
@Override public void onTrimMemory(int level)
{
super.onTrimMemory(level);
if (level == TRIM_MEMORY_RUNNING_CRITICAL)
{
mUnityPlayer.lowMemory();
}
}
// 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); }
}
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/ic_launcher_background"/>
<foreground android:drawable="@mipmap/ic_launcher_foreground"/>
</adaptive-icon>
\ No newline at end of file
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/ic_launcher_background"/>
<foreground android:drawable="@mipmap/ic_launcher_foreground"/>
</adaptive-icon>
\ No newline at end of file
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="BaseUnityTheme" parent="android:Theme.Material.Light.NoActionBar.Fullscreen">
</style>
</resources>
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">LuckyFarm</string>
<string name="game_view_content_description">Game view</string>
</resources>
\ No newline at end of file
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="UnityThemeSelector" parent="BaseUnityTheme">
<item name="android:windowBackground">@android:color/black</item>
</style>
<style name="BaseUnityTheme" parent="android:Theme.Holo.Light.NoActionBar.Fullscreen">
</style>
<style name="UnityThemeSelector.Translucent" parent="@style/UnityThemeSelector">
<item name="android:windowIsTranslucent">true</item>
<item name="android:windowBackground">@android:color/transparent</item>
</style>
</resources>
......@@ -67,7 +67,7 @@ dependencies {
api ("com.bx:adsdk:1.3.3"){
exclude group: 'com.google.code.gson'
}
api 'com.ym.admodule:admodule:1.0.2.28'
api 'com.ym.admodule:admodule:1.0.2.30'
api 'com.airbnb.android:lottie:3.1.0'
/* api 'androidx.appcompat:appcompat:1.2.0-alpha02'
api 'com.android.support:design:28.0.0'
......
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