目前修改最终版本
This commit is contained in:
parent
5f1cc4b322
commit
18743b2010
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@ -195,7 +195,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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showLogs: 1
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maxLogCount: 200
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logWindowWidth: 700
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logWindowWidth: 335.5
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logWindowHeight: 1280
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autoScroll: 1
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showLogMessages: 1
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@ -11,8 +11,13 @@ using UnityEngine.SceneManagement;
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public class GameLauncher : MonoBehaviour
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{
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public static GameLauncher Instance { get; private set; }
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void Awake()
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{
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Instance = this;
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// 在WebGL环境中禁用Best HTTP的数据库功能
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// 初始化控制台
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@ -26,7 +31,11 @@ public class GameLauncher : MonoBehaviour
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void Start()
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{
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CreateGameModules();
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MotionEngine.CreateModule<GlobalManager>();
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MotionEngine.CreateModule<JavaScriptCaller>();
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MotionEngine.GetModule<JavaScriptCaller>().ParseUrlCode();
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// CreateGameModules();
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}
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void Update()
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@ -44,18 +53,15 @@ public class GameLauncher : MonoBehaviour
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public async UniTask CreateGameModules()
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{
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MotionEngine.CreateModule<GlobalManager>();
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MotionEngine.CreateModule<JavaScriptCaller>();
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MotionEngine.GetModule<JavaScriptCaller>().ParseUrlCode();
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Debug.Log("=== 开始初始化流程 ===");
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// 第一步:获取code
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await TestBasicGetRequest();
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//
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// // 第一步:获取code
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// await TestBasicGetRequest();
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// 第二步:使用code获取token
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await GetAccessToken();
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await GetAccessToken();
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SceneManager.LoadScene("GameMain");
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Debug.Log("=== 初始化流程完成 ===");
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@ -61,6 +61,9 @@ public class MessageHandler : MonoBehaviour
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{
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Debug.Log($"正在处理消息代码: {messageData.code}");
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Apis.SetCode(messageData.code);
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GameLauncher.Instance.CreateGameModules();
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}
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// // 根据type参数执行相应的处理逻辑
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260
wwb/index.html
260
wwb/index.html
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@ -1,65 +1,66 @@
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<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>Unity WebGL Player | WXGame</title>
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<link rel="shortcut icon" href="TemplateData/favicon.ico">
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<link rel="stylesheet" href="TemplateData/style.css">
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<script src="https://res2.wx.qq.com/open/js/jweixin-1.6.0.js"></script>
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</head>
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<body>
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<div id="unity-container" class="unity-desktop">
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<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></canvas>
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<div id="unity-loading-bar">
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</head>
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<body>
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<div id="unity-container" class="unity-desktop">
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<canvas id="unity-canvas" width=375 height=812 tabindex="-1"></canvas>
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<div id="unity-loading-bar">
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<div id="unity-logo"></div>
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<div id="unity-progress-bar-empty">
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<div id="unity-progress-bar-full"></div>
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<div id="unity-progress-bar-full"></div>
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</div>
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</div>
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<div id="unity-warning"> </div>
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<div id="unity-footer">
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</div>
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<div id="unity-warning"></div>
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<div id="unity-footer">
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<div id="unity-webgl-logo"></div>
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<div id="unity-fullscreen-button"></div>
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<div id="unity-build-title">WXGame</div>
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</div>
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</div>
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<script>
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</div>
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<script>
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var container = document.querySelector("#unity-container");
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var canvas = document.querySelector("#unity-canvas");
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var loadingBar = document.querySelector("#unity-loading-bar");
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var progressBarFull = document.querySelector("#unity-progress-bar-full");
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var fullscreenButton = document.querySelector("#unity-fullscreen-button");
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var warningBanner = document.querySelector("#unity-warning");
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var container = document.querySelector("#unity-container");
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var canvas = document.querySelector("#unity-canvas");
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var loadingBar = document.querySelector("#unity-loading-bar");
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var progressBarFull = document.querySelector("#unity-progress-bar-full");
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var fullscreenButton = document.querySelector("#unity-fullscreen-button");
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var warningBanner = document.querySelector("#unity-warning");
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=='error'.
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// If type=='warning', a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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// Shows a temporary message banner/ribbon for a few seconds, or
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// a permanent error message on top of the canvas if type=='error'.
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// If type=='warning', a yellow highlight color is used.
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// Modify or remove this function to customize the visually presented
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// way that non-critical warnings and error messages are presented to the
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// user.
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function unityShowBanner(msg, type) {
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function updateBannerVisibility() {
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warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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}
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var div = document.createElement('div');
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div.innerHTML = msg;
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warningBanner.appendChild(div);
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if (type == 'error') div.style = 'background: red; padding: 10px;';
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else {
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if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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setTimeout(function() {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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setTimeout(function () {
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warningBanner.removeChild(div);
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updateBannerVisibility();
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}, 5000);
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}
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updateBannerVisibility();
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}
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}
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/wwb.loader.js";
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var config = {
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var buildUrl = "Build";
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var loaderUrl = buildUrl + "/wwb.loader.js";
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var config = {
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dataUrl: buildUrl + "/wwb.data.unityweb",
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frameworkUrl: buildUrl + "/wwb.framework.js.unityweb",
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codeUrl: buildUrl + "/wwb.wasm.unityweb",
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@ -68,16 +69,16 @@
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productName: "WXGame",
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productVersion: "1.0.0",
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showBanner: unityShowBanner,
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};
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};
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// By default, Unity keeps WebGL canvas render target size matched with
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// the DOM size of the canvas element (scaled by window.devicePixelRatio)
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// Set this to false if you want to decouple this synchronization from
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// happening inside the engine, and you would instead like to size up
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// the canvas DOM size and WebGL render target sizes yourself.
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// config.matchWebGLToCanvasSize = false;
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// By default, Unity keeps WebGL canvas render target size matched with
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// the DOM size of the canvas element (scaled by window.devicePixelRatio)
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// Set this to false if you want to decouple this synchronization from
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// happening inside the engine, and you would instead like to size up
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// the canvas DOM size and WebGL render target sizes yourself.
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// config.matchWebGLToCanvasSize = false;
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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// Mobile device style: fill the whole browser client area with the game canvas:
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var meta = document.createElement('meta');
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@ -92,109 +93,112 @@
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// config.devicePixelRatio = 1;
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} else {
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} else {
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// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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canvas.style.width = "375px";
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canvas.style.height = "812px";
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}
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}
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loadingBar.style.display = "block";
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var script = document.createElement("script");
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script.src = loaderUrl;
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script.onload = () => {
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loadingBar.style.display = "block";
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// 保存Unity实例的全局变量,供JavaScript函数使用
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var unityInstanceGlobal = null;
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var script = document.createElement("script");
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script.src = loaderUrl;
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script.onload = () => {
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createUnityInstance(canvas, config, (progress) => {
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progressBarFull.style.width = 100 * progress + "%";
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}).then((unityInstance) => {
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loadingBar.style.display = "none";
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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};
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}).catch((message) => {
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alert(message);
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});
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progressBarFull.style.width = 100 * progress + "%";
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}).then((unityInstance) => {
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loadingBar.style.display = "none";
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unityInstanceGlobal = unityInstance; // 保存Unity实例
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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};
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}).catch((message) => {
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alert(message);
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});
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};
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document.body.appendChild(script);
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document.body.appendChild(script);
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</script>
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</script>
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<script>
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// Unity 调用 JavaScript 的函数
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// 跳转到小程序页面
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function JumpToMiniProgramPage(targetPath) {
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console.log('Unity 调用跳转函数,目标路径:', targetPath);
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if (typeof wx !== 'undefined' && wx.miniProgram) {
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console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
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wx.miniProgram.navigateTo({
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url: targetPath,
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success: function(res) {
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console.log('跳转成功:', res);
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},
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fail: function(err) {
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console.error('跳转失败:', err);
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// Unity 调用 JavaScript 的函数
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// 跳转到小程序页面
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function JumpToMiniProgramPage(targetPath) {
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console.log('Unity 调用跳转函数,目标路径:', targetPath);
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if (typeof wx !== 'undefined' && wx.miniProgram) {
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console.log('使用 wx.miniProgram.navigateTo 跳转到当前小程序页面');
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wx.miniProgram.navigateTo({
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url: targetPath,
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success: function (res) {
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console.log('跳转成功:', res);
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},
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fail: function (err) {
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console.error('跳转失败:', err);
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}
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});
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} else {
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console.warn('wx 对象不存在,无法执行跳转');
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}
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});
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} else {
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console.warn('wx 对象不存在,无法执行跳转');
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}
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}
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//提取URL参数中的指定参数值
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function getUrlParameter(name) {
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name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
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var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
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var results = regex.exec(location.search);
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return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
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}
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//解析URL中的code和type参数并传回Unity
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function ParseUrlCode() {
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// 获取type参数值
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var urlType = getUrlParameter('type');
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// 获取code参数值
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var urlCode = getUrlParameter('code');
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// 构建消息数据对象
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var messageObj = {};
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// 如果有code参数,添加到消息对象中
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if (urlCode) {
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messageObj.code = urlCode;
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//提取URL参数中的指定参数值
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function getUrlParameter(name) {
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name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
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var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
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var results = regex.exec(location.search);
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return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
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}
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// 如果有type参数,添加到消息对象中
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if (urlType) {
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messageObj.type = urlType;
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//解析URL中的code和type参数并传回Unity
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function ParseUrlCode() {
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// 获取type参数值
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var urlType = getUrlParameter('type');
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// 获取code参数值
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var urlCode = getUrlParameter('code');
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// 构建消息数据对象
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var messageObj = {};
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// 如果有code参数,添加到消息对象中
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if (urlCode) {
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messageObj.code = urlCode;
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}
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// 如果有type参数,添加到消息对象中
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if (urlType) {
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messageObj.type = urlType;
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}
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// 只有当有code或type参数时才发送消息
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if (urlCode || urlType) {
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// 将消息对象格式化为JSON字符串
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var messageData = JSON.stringify(messageObj);
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console.log('准备发送给Unity的消息:', messageData);
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// 调用Unity的ReceiveMessageFromWeb方法
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// 参数:GameObject名称 'GameApp',方法名 'ReceiveMessageFromWeb',JSON字符串
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try {
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unityInstanceGlobal.SendMessage('GameApp', 'ReceiveMessageFromWeb', messageData);
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console.log('成功发送消息给Unity:', messageData);
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} catch (error) {
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console.error('发送消息给Unity失败:', error);
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}
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} else {
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console.log('URL中没有code或type参数,跳过消息传递');
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}
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}
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// 只有当有code或type参数时才发送消息
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if (urlCode || urlType) {
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// 将消息对象格式化为JSON字符串
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var messageData = JSON.stringify(messageObj);
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console.log('准备发送给Unity的消息:', messageData);
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// 调用Unity的ReceiveMessageFromWeb方法
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// 参数:GameObject名称 'GameApp',方法名 'ReceiveMessageFromWeb',JSON字符串
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try {
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unityInstanceGlobal.SendMessage('GameApp', 'ReceiveMessageFromWeb', messageData);
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console.log('成功发送消息给Unity:', messageData);
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} catch (error) {
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console.error('发送消息给Unity失败:', error);
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}
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} else {
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console.log('URL中没有code或type参数,跳过消息传递');
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}
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}
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</script>
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</body>
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</body>
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</html>
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