目前修改最终版本

This commit is contained in:
DESKTOP-PB0N82B\admin 2025-11-12 11:13:47 +08:00
parent 5f1cc4b322
commit 18743b2010
7 changed files with 151 additions and 138 deletions

View File

@ -195,7 +195,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
showLogs: 1
maxLogCount: 200
logWindowWidth: 700
logWindowWidth: 335.5
logWindowHeight: 1280
autoScroll: 1
showLogMessages: 1

View File

@ -11,8 +11,13 @@ using UnityEngine.SceneManagement;
public class GameLauncher : MonoBehaviour
{
public static GameLauncher Instance { get; private set; }
void Awake()
{
Instance = this;
// 在WebGL环境中禁用Best HTTP的数据库功能
// 初始化控制台
@ -26,7 +31,11 @@ public class GameLauncher : MonoBehaviour
void Start()
{
CreateGameModules();
MotionEngine.CreateModule<GlobalManager>();
MotionEngine.CreateModule<JavaScriptCaller>();
MotionEngine.GetModule<JavaScriptCaller>().ParseUrlCode();
// CreateGameModules();
}
void Update()
@ -44,18 +53,15 @@ public class GameLauncher : MonoBehaviour
public async UniTask CreateGameModules()
{
MotionEngine.CreateModule<GlobalManager>();
MotionEngine.CreateModule<JavaScriptCaller>();
MotionEngine.GetModule<JavaScriptCaller>().ParseUrlCode();
Debug.Log("=== 开始初始化流程 ===");
// 第一步获取code
await TestBasicGetRequest();
//
// // 第一步获取code
// await TestBasicGetRequest();
// 第二步使用code获取token
await GetAccessToken();
await GetAccessToken();
SceneManager.LoadScene("GameMain");
Debug.Log("=== 初始化流程完成 ===");

View File

@ -61,6 +61,9 @@ public class MessageHandler : MonoBehaviour
{
Debug.Log($"正在处理消息代码: {messageData.code}");
Apis.SetCode(messageData.code);
GameLauncher.Instance.CreateGameModules();
}
// // 根据type参数执行相应的处理逻辑

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,65 +1,66 @@
<!DOCTYPE html>
<html lang="en-us">
<head>
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | WXGame</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script src="https://res2.wx.qq.com/open/js/jweixin-1.6.0.js"></script>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></canvas>
<div id="unity-loading-bar">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
</div>
<div id="unity-warning"></div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">WXGame</div>
</div>
</div>
<script>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function () {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/wwb.loader.js";
var config = {
var buildUrl = "Build";
var loaderUrl = buildUrl + "/wwb.loader.js";
var config = {
dataUrl: buildUrl + "/wwb.data.unityweb",
frameworkUrl: buildUrl + "/wwb.framework.js.unityweb",
codeUrl: buildUrl + "/wwb.wasm.unityweb",
@ -68,16 +69,16 @@
productName: "WXGame",
productVersion: "1.0.0",
showBanner: unityShowBanner,
};
};
// By default, Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
// By default, Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
@ -92,109 +93,112 @@
// config.devicePixelRatio = 1;
} else {
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "375px";
canvas.style.height = "812px";
}
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
loadingBar.style.display = "block";
// 保存Unity实例的全局变量供JavaScript函数使用
var unityInstanceGlobal = null;
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
unityInstanceGlobal = unityInstance; // 保存Unity实例
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
document.body.appendChild(script);
</script>
</script>
<script>
// Unity 调用 JavaScript 的函数
// 跳转到小程序页面
function JumpToMiniProgramPage(targetPath) {
console.log('Unity 调用跳转函数,目标路径:', targetPath);
if (typeof wx !== 'undefined' && wx.miniProgram) {
console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
wx.miniProgram.navigateTo({
url: targetPath,
success: function(res) {
console.log('跳转成功:', res);
},
fail: function(err) {
console.error('跳转失败:', err);
// Unity 调用 JavaScript 的函数
// 跳转到小程序页面
function JumpToMiniProgramPage(targetPath) {
console.log('Unity 调用跳转函数,目标路径:', targetPath);
if (typeof wx !== 'undefined' && wx.miniProgram) {
console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
wx.miniProgram.navigateTo({
url: targetPath,
success: function (res) {
console.log('跳转成功:', res);
},
fail: function (err) {
console.error('跳转失败:', err);
}
});
} else {
console.warn('wx 对象不存在,无法执行跳转');
}
});
} else {
console.warn('wx 对象不存在,无法执行跳转');
}
}
//提取URL参数中的指定参数值
function getUrlParameter(name) {
name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
var results = regex.exec(location.search);
return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
}
//解析URL中的code和type参数并传回Unity
function ParseUrlCode() {
// 获取type参数值
var urlType = getUrlParameter('type');
// 获取code参数值
var urlCode = getUrlParameter('code');
// 构建消息数据对象
var messageObj = {};
// 如果有code参数添加到消息对象中
if (urlCode) {
messageObj.code = urlCode;
//提取URL参数中的指定参数值
function getUrlParameter(name) {
name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
var results = regex.exec(location.search);
return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
}
// 如果有type参数添加到消息对象中
if (urlType) {
messageObj.type = urlType;
//解析URL中的code和type参数并传回Unity
function ParseUrlCode() {
// 获取type参数值
var urlType = getUrlParameter('type');
// 获取code参数值
var urlCode = getUrlParameter('code');
// 构建消息数据对象
var messageObj = {};
// 如果有code参数添加到消息对象中
if (urlCode) {
messageObj.code = urlCode;
}
// 如果有type参数添加到消息对象中
if (urlType) {
messageObj.type = urlType;
}
// 只有当有code或type参数时才发送消息
if (urlCode || urlType) {
// 将消息对象格式化为JSON字符串
var messageData = JSON.stringify(messageObj);
console.log('准备发送给Unity的消息:', messageData);
// 调用Unity的ReceiveMessageFromWeb方法
// 参数GameObject名称 'GameApp',方法名 'ReceiveMessageFromWeb'JSON字符串
try {
unityInstanceGlobal.SendMessage('GameApp', 'ReceiveMessageFromWeb', messageData);
console.log('成功发送消息给Unity:', messageData);
} catch (error) {
console.error('发送消息给Unity失败:', error);
}
} else {
console.log('URL中没有code或type参数跳过消息传递');
}
}
// 只有当有code或type参数时才发送消息
if (urlCode || urlType) {
// 将消息对象格式化为JSON字符串
var messageData = JSON.stringify(messageObj);
console.log('准备发送给Unity的消息:', messageData);
// 调用Unity的ReceiveMessageFromWeb方法
// 参数GameObject名称 'GameApp',方法名 'ReceiveMessageFromWeb'JSON字符串
try {
unityInstanceGlobal.SendMessage('GameApp', 'ReceiveMessageFromWeb', messageData);
console.log('成功发送消息给Unity:', messageData);
} catch (error) {
console.error('发送消息给Unity失败:', error);
}
} else {
console.log('URL中没有code或type参数跳过消息传递');
}
}
</script>
</body>
</body>
</html>