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

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

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

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

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