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m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 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 +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 963194228} + - {fileID: 705507995} + - {fileID: 748550736} + - {fileID: 1945497802} 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。 \ No newline at end of file