From e8d63e91d80cc59d7947ad026149c2b752ce9364 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 02 七月 2025 19:52:23 +0800
Subject: [PATCH] 0312 英文版新sdk

---
 SdkProject/library/src/main/java/com/secondworld/sdk/UnityPlayerActivity.java |   38 ++++++++++++++++++++++++++++----------
 1 files changed, 28 insertions(+), 10 deletions(-)

diff --git a/SdkProject/library/src/main/java/com/secondworld/sdk/UnityPlayerActivity.java b/SdkProject/library/src/main/java/com/secondworld/sdk/UnityPlayerActivity.java
index e438f13..d9f5101 100644
--- a/SdkProject/library/src/main/java/com/secondworld/sdk/UnityPlayerActivity.java
+++ b/SdkProject/library/src/main/java/com/secondworld/sdk/UnityPlayerActivity.java
@@ -1,17 +1,20 @@
-// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN
 package com.secondworld.sdk;
 
 import android.app.Activity;
 import android.content.Intent;
 import android.content.res.Configuration;
+import android.graphics.PixelFormat;
 import android.os.Bundle;
-import android.os.Process;
 import android.view.KeyEvent;
 import android.view.MotionEvent;
+import android.view.View;
 import android.view.Window;
+import android.view.WindowManager;
+import android.os.Process;
 
 import com.unity3d.player.IUnityPlayerLifecycleEvents;
 import com.unity3d.player.UnityPlayer;
+
 
 public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents
 {
@@ -48,9 +51,8 @@
         moveTaskToBack(true);
     }
 
-    // When Unity player quited kill process
+    // Callback before Unity player process is killed
     @Override public void onUnityPlayerQuitted() {
-        Process.killProcess(Process.myPid());
     }
 
     @Override protected void onNewIntent(Intent intent)
@@ -70,18 +72,34 @@
         super.onDestroy();
     }
 
+    // If the activity is in multi window mode or resizing the activity is allowed we will use
+    // onStart/onStop (the visibility callbacks) to determine when to pause/resume.
+    // Otherwise it will be done in onPause/onResume as Unity has done historically to preserve
+    // existing behavior.
+    @Override protected void onStop()
+    {
+        super.onStop();
+        mUnityPlayer.onStop();
+    }
+
+    @Override protected void onStart()
+    {
+        super.onStart();
+        mUnityPlayer.onStart();
+    }
+
     // Pause Unity
     @Override protected void onPause()
     {
         super.onPause();
-        mUnityPlayer.pause();
+        mUnityPlayer.onPause();
     }
 
     // Resume Unity
     @Override protected void onResume()
     {
         super.onResume();
-        mUnityPlayer.resume();
+        mUnityPlayer.onResume();
     }
 
     // Low Memory Unity
@@ -125,8 +143,8 @@
     }
 
     // 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); }
+    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.onKeyUp(keyCode, event); }
+    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.onKeyDown(keyCode, event); }
+    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.onTouchEvent(event); }
+    @Override public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.onGenericMotionEvent(event); }
 }

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