diff --git a/Demo/Ranking/Assets/RankDemo/Rank.unity b/Demo/Ranking/Assets/RankDemo/Rank.unity
index 3f5d9431..4b51fe02 100644
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@@ -1359,6 +2922,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 4f231c4fb786f3946a6b90b886c48677, type: 3}
m_Name:
m_EditorClassIdentifier:
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m_HorizontalAxis: Horizontal
m_VerticalAxis: Vertical
m_SubmitButton: Submit
@@ -1388,13 +2952,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1945497799}
+ serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!850595691 &2016446073
LightingSettings:
@@ -1403,7 +2967,7 @@ LightingSettings:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Settings.lighting
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+ serializedVersion: 6
m_GIWorkflowMode: 1
m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 0
@@ -1437,13 +3001,13 @@ LightingSettings:
m_PVRCulling: 1
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
- m_PVRSampleCount: 500
- m_PVREnvironmentSampleCount: 500
+ m_PVRSampleCount: 512
+ m_PVREnvironmentSampleCount: 512
m_PVREnvironmentReferencePointCount: 2048
m_LightProbeSampleCountMultiplier: 4
m_PVRBounces: 2
m_PVRMinBounces: 2
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+ m_PVREnvironmentImportanceSampling: 0
m_PVRFilteringMode: 2
m_PVRDenoiserTypeDirect: 0
m_PVRDenoiserTypeIndirect: 0
@@ -1458,6 +3022,129 @@ LightingSettings:
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m_PVRFilteringAtrousPositionSigmaAO: 1
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GameObject:
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -1538,3 +3224,11 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2142898090}
m_CullTransparentMesh: 0
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+SceneRoots:
+ m_ObjectHideFlags: 0
+ m_Roots:
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+ - {fileID: 705507995}
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diff --git a/Demo/Ranking/Assets/RankDemo/Ranking.cs b/Demo/Ranking/Assets/RankDemo/Ranking.cs
index f05b49ea..b30bde06 100644
--- a/Demo/Ranking/Assets/RankDemo/Ranking.cs
+++ b/Demo/Ranking/Assets/RankDemo/Ranking.cs
@@ -19,14 +19,18 @@ public class OpenDataMessage
public class Ranking : MonoBehaviour
{
+ public Dropdown CanvasDropdown;
+ public Button InitButton;
public Button ShowButton;
public Button ShareButton;
public Button ReportButton;
-
-
+ public Button TestBeforeButton;
+ public Button TestAfterButton;
public RawImage RankBody;
public GameObject RankMask;
public GameObject RankingBox;
+ private CanvasType selectedCanvasType;
+ private WXOpenDataContext openDataContext;
void Start()
{
@@ -35,7 +39,6 @@ void Start()
Init();
});
-
/**
* 使用群排行功能需要特殊设置分享功能,详情可见链接
* https://developers.weixin.qq.com/minigame/dev/guide/open-ability/share/share.html
@@ -61,18 +64,31 @@ void Start()
if (!string.IsNullOrEmpty(shareTicket) && query != null && query["minigame_action"] == "show_group_list")
{
+ InitOpenDataContext();
+ ShowOpenData();
+
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showGroupFriendsRank";
msgData.shareTicket = shareTicket;
string msg = JsonUtility.ToJson(msgData);
- ShowOpenData();
- WX.GetOpenDataContext().PostMessage(msg);
+ openDataContext.PostMessage(msg);
}
});
}
+ void InitOpenDataContext()
+ {
+ if (openDataContext == null)
+ {
+ WXOpenDataContext openDataContext = WX.GetOpenDataContext(new OpenDataContextOption
+ {
+ sharedCanvasMode = selectedCanvasType
+ });
+ }
+ }
+
void ShowOpenData()
{
RankMask.SetActive(true);
@@ -96,18 +112,54 @@ void ShowOpenData()
WX.ShowOpenData(RankBody.texture, (int)p.x, Screen.height - (int)p.y, (int)((Screen.width / referenceResolution.x) * RankBody.rectTransform.rect.width), (int)((Screen.width / referenceResolution.x) * RankBody.rectTransform.rect.height));
}
+ private void TestToTempFilePath()
+ {
+ var info = WX.GetSystemInfoSync();
+ // Test ToTempFilePath
+ WXCanvas.ToTempFilePath(new WXToTempFilePathParam()
+ {
+ success = (result) =>
+ {
+ Debug.Log("ToTempFilePath success:" + JsonUtility.ToJson(result));
+ // Test PreviewImage
+ WX.PreviewImage(new PreviewImageOption
+ {
+ urls = new string[] {result.tempFilePath},
+ showmenu = true,
+ success = (res) =>
+ {
+ Debug.Log("PreviewImage success:" + JsonUtility.ToJson(result));
+ },
+ fail = (res) =>
+ {
+ Debug.Log("PreviewImage fail:" + JsonUtility.ToJson(result));
+ }
+ });
+ },
+ fail = (result) =>
+ {
+ Debug.Log("ToTempFilePath fail:" + JsonUtility.ToJson(result));
+ }
+ });
+ }
+
void Init()
{
+ CanvasDropdown.onValueChanged.AddListener((int selectedIndex) =>
+ {
+ selectedCanvasType = (CanvasType)selectedIndex;
+ });
ShowButton.onClick.AddListener(() =>
{
+ InitOpenDataContext();
ShowOpenData();
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showFriendsRank";
string msg = JsonUtility.ToJson(msgData);
- WX.GetOpenDataContext().PostMessage(msg);
+ openDataContext.PostMessage(msg);
});
@@ -132,14 +184,17 @@ void Init()
{
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "setUserRecord";
- msgData.score = Random.Range(1, 1000);
-
+ msgData.score = Random.Range(1, 1000);
string msg = JsonUtility.ToJson(msgData);
Debug.Log(msg);
- WX.GetOpenDataContext().PostMessage(msg);
+ InitOpenDataContext();
+ openDataContext.PostMessage(msg);
});
- }
+ InitButton.onClick.AddListener(InitOpenDataContext);
+ TestBeforeButton.onClick.AddListener(TestToTempFilePath);
+ TestAfterButton.onClick.AddListener(TestToTempFilePath);
+ }
}
diff --git a/Design/CustomURP.md b/Design/CustomURP.md
index e8c04b5a..e4391167 100644
--- a/Design/CustomURP.md
+++ b/Design/CustomURP.md
@@ -98,7 +98,7 @@
- Light Probe 光照探头 (可以简化)
- 材质 UnityPerMaterial 属性 (用不到的属性可以剔除掉)
- Lightmap 光照贴图 (可以简化)
- - Shader 优化 (多余的 Uniform 变量、半精度、简化计算等)
+ - Shader 优化 (多余的 Uniform 变量、半精度、简化计算等)
- 简化阴影 Shadow Cascades (可以简化)
- Light Cookie (根据项目需要,看是否去掉)
- ScreenSpaceShadows、ScreenSpaceOcclusion (屏幕空间阴影、遮蔽,根据项目需要,看是否去掉)
diff --git a/Design/OpenData.md b/Design/OpenData.md
index 517a6f0b..ac5079e9 100644
--- a/Design/OpenData.md
+++ b/Design/OpenData.md
@@ -18,44 +18,44 @@ Unity 里面要实现 sharedCanvas 的绘制,核心在于 hook Unity 的渲染
3. 在需要绘制排行榜的时候,将原本要绘制的 WebGLObject 替换成通过 sharedCanvas 创建而来的 WebGLObject;
4. 在关闭排行榜的时候,停止步骤 3 的 hook;
+**重点更新:**
+**我们在基础库3.5.5版本支持了 screenCanvas 类型的开放数据域**
+* 区别:sharedCanvas 变成了在屏类型(screenCanvas),不再需要依赖游戏域循环刷新渲染
+* 好处:减少由于渲染离屏Canvas产生的干扰问题
+* 如何实现:
+``` CSharp
+WX.GetOpenDataContext(new OpenDataContextOption
+{
+ sharedCanvasMode = CanvasType.ScreenCanvas
+})
+```
+
## 详细步骤
### 1、设置占位纹理
在游戏需要展示的地方创建一个 RawImage,其中 Texture 属性自己选择透明的图片即可,后续展示时会被动态替换。因为unity纹理与 Web 的绘制存在倒立的差异,请将先将 rotation的x 设置为180,即让 `UI控件延X轴旋转180度` 再调整到游戏中合适的位置,如下图
![avatar](../image/o2.png)
-### 2、调用SDK的API
-#### 2.1 在需要展示的地方调用,`WX.ShowOpenData`
+### 2、调用SDK的API
+#### 2.1 先初始化开放数据域类型
+初始化后canvas类型无法修改,只初始化一次并保存即可
``` CSharp
-WX.ShowOpenData(rawImage.texture, x, y, width, height);
-```
-其中 :
-* x : 占位区域对应屏幕左上角横坐标
-* y : 占位区域对应屏幕左上角纵坐标,注意左上角为(0,0)
-* width : 占位区域对应的宽度
-* height : 占位区域对应的高度
-
-WX.ShowOpenData 最终会调用 minigame/unity-sdk/open-data.js 内的 WXShowOpenData 方法,核心是三个作用:
-1. 调用 wx.getOpenDataContext,这会触发开放数据域的初始化,也就是 open-data 文件夹下的代码在开放数据域初始化之后才能够执行;
-2. 给开放数据域侧抛一个事件,告知开放域去执行数据拉取和渲染操作,对于 WXRender 的处理没有任何要求,开放数据域甚至可以忽略这个事件;
-``` js
-openDataContext.postMessage({
- type: "WXRender",
- x: x,
- y: y,
- width: width,
- height: height,
- devicePixelRatio: window.devicePixelRatio,
-});
+void InitOpenDataContext()
+{
+ if (openDataContext == null)
+ {
+ WXOpenDataContext openDataContext = WX.GetOpenDataContext(new OpenDataContextOption
+ {
+ sharedCanvasMode = selectedCanvasType
+ });
+ }
+}
```
-3. 开始 hook Unity 的渲染,原本的 RawImage 就会被替换成 sharedCanvas 的纹理。
-
-#### 2.2 需要关闭时则调用,`WX.HideOpenData`
-这一步非常重要,如果仅仅在 Unity 侧隐藏了 RawImage 而没有调用 WX.HideOpenData,很可能导致排行榜关闭之后文理错乱,比如有些地方的纹理变成了排行榜对应的纹理。
+`CanvasType`有`OffScreenCanvas`和`ScreenCanvas`两种类型,`OffScreenCanvas`为旧版本,推荐使用`ScreenCanvas`
-#### 2.3 通过 PostMessage 向开放数据域传递消息
+#### 2.2 通过 PostMessage 向开放数据域传递消息
-如果需要在 Unity 中向开放域页面传递数据,可以调用`WX.GetOpenDataContext`,如下代码:
+如果需要在 Unity 中向开放域页面传递数据,可以调用`openDataContext.PostMessage`,如下代码:
``` CSharp
[System.Serializable]
public class OpenDataMessage
@@ -67,9 +67,9 @@ public class OpenDataMessage
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showFriendsRank";
string msg = JsonUtility.ToJson(msgData);
-WX.GetOpenDataContext().PostMessage(msg);
+openDataContext.PostMessage(msg);
```
-开放域JS代码可以通过:
+开放数据域JS代码可以按照以下实现:
``` js
wx.onMessage(data => {
console.log("[WX OpenData] onMessage", data);
@@ -88,6 +88,34 @@ wx.onMessage(data => {
}
});
```
+#### 2.3 在需要展示的地方调用,`WX.ShowOpenData`
+``` CSharp
+WX.ShowOpenData(rawImage.texture, x, y, width, height);
+```
+其中 :
+* x : 占位区域对应屏幕左上角横坐标
+* y : 占位区域对应屏幕左上角纵坐标,注意左上角为(0,0)
+* width : 占位区域对应的宽度
+* height : 占位区域对应的高度
+
+WX.ShowOpenData 最终会调用 minigame/unity-sdk/open-data.js 内的 WXShowOpenData 方法,核心是三个作用:
+1. 调用 wx.getOpenDataContext,这会触发开放数据域的初始化,也就是 open-data 文件夹下的代码在开放数据域初始化之后才能够执行;
+2. 给开放数据域侧抛一个事件,告知开放域去执行数据拉取和渲染操作,对于 WXRender 的处理没有任何要求,开放数据域甚至可以忽略这个事件;
+``` js
+// 注意,该代码是Unity模板中的代码,无需开发者实现
+openDataContext.postMessage({
+ type: "WXRender",
+ x: x,
+ y: y,
+ width: width,
+ height: height,
+ devicePixelRatio: window.devicePixelRatio,
+});
+```
+3. 如果是`OffScreenCanvas`模式,则会开始 hook Unity 的渲染,原本的 RawImage 就会被替换成 sharedCanvas 的纹理。如果是`ScreenCanvas`模式,则会修改宽高并直接在屏渲染
+
+#### 2.4 需要关闭开放数据域时则调用,`WX.HideOpenData`
+如果是`OffScreenCanvas`模式,这一步非常重要,如果仅仅在 Unity 侧隐藏了 RawImage 而没有调用 WX.HideOpenData,很可能导致排行榜关闭之后纹理错乱,比如有些地方的纹理变成了排行榜对应的纹理。
### 3、导出选项勾选使用好友关系链
这一步会做两个事情:
@@ -137,7 +165,7 @@ OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showFriendsRank";
string msg = JsonUtility.ToJson(msgData);
-WX.GetOpenDataContext().PostMessage(msg);
+openDataContext.PostMessage(msg);
```
3. 开放数据域监听相应事件,展示群排行,详见 open-data。
@@ -146,6 +174,7 @@ WX.GetOpenDataContext().PostMessage(msg);
+
#### 5.2 群好友排行榜
1. 为了使用群排行榜,需要调用 WX.UpdateShareMenu 设置分享菜单
``` CSharp
@@ -179,14 +208,13 @@ WX.OnShow((OnShowCallbackResult res) =>
if (!string.IsNullOrEmpty(shareTicket) && query != null && query["minigame_action"] == "show_group_list")
{
+ InitOpenDataContext();
+ ShowOpenData();
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showGroupFriendsRank";
msgData.shareTicket = shareTicket;
-
string msg = JsonUtility.ToJson(msgData);
-
- ShowOpenData();
- WX.GetOpenDataContext().PostMessage(msg);
+ openDataContext.PostMessage(msg);
}
});
```
@@ -195,22 +223,19 @@ WX.OnShow((OnShowCallbackResult res) =>
整体流程示意:
-
-
## 常见问题QA
**Q1. 为什么第一次调用 WX.ShowOpenData 之后画面先黑一下再展示排行榜?**
-A1. WX.ShowOpenData 在 openDataContext.postMessage WXRender 的事件之后立马就会开始 hook Unity 的渲染,如果开放数据域在监听到 WXRender 事件之后没有任何渲染行为,那么 sharedCanvas 纹理就还没有准备好,Unity 侧就可能出现黑一下的情况,解决办法是保证监听到 WXRender 事件之后有个同步的渲染行为,比如绘制个文案”好友数据加载中..."。
+A1. `WX.ShowOpenData` 在 `openDataContext.postMessage` `WXRender` 的事件之后立马就会开始 hook Unity 的渲染,如果开放数据域在监听到 `WXRender` 事件之后没有任何渲染行为,那么 sharedCanvas 纹理就还没有准备好,Unity 侧就可能出现黑一下的情况,解决办法是保证监听到 `WXRender` 事件之后有个同步的渲染行为,比如绘制个文案”好友数据加载中..."。
**Q2. 为什么我关闭排行榜之后界面上有些问题错乱了?**
-A2. 基本上只可能是没调用 WX.HideOpenData,建议 WX.HideOpenData 打些日志来辅佐排查。
+A2. 基本上只可能是没调用 `WX.HideOpenData`,建议 `WX.HideOpenData` 打些日志来辅佐排查。
**Q3. 为什么开放数据域滚动事件不生效?**
-
A4. `WX.ShowOpenData(rawImage.texture, x, y, width, height)`的后面四个参数,核心目的是告诉开放数据域 sharedCanvas 最终被绘制在了屏幕的位置和尺寸,开放数据域才能够正确处理事件监听,遇到事件不生效的问题,首先排查传进来的参数是否符合预期,比如 x / y 不应该是负数。
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