Unity 获取WebGL URL中参数,以及JS调用C#
Unity版本2021.3.6
导出WebGL文件夹要和Asset同级,不然会导出失败
一、Unity 获取WebGL URL中参数
1.c#代码
***脚本挂在到场景WebGL物体上面
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class CSharpOrJS : MonoBehaviour
{
#region 接收URL参数
[DllImport("__Internal")]
private static extern string GetURLMessageFunction();
public static string UrlMsg = string.Empty;
public UnityEngine.UI.Text Text;
void Start()
{
try
{
UrlMsg = GetURLMessageFunction();
}
catch (System.Exception e)
{
UrlMsg = "[catch]" + e.Message;
}
Debug.LogError($"UrlMsg>>>\n{
UrlMsg}");
Text.text = UrlMsg;
}
#endregion
#region JS调用C#
//调用方式写到导出WebGL的Index.html中
//unityInstance.SendMessage('脚本挂在的场景物体名字','调用方法名字','参数(有就写没有就不写)')
public void JSCallUnity1()
{
Debug.LogError("JS调用Unity,无参无返回值");
}
public void JSCallUnity2(string value)
{
Debug.LogError($"JS调用Unity,有参无返回值\n {
value}");
}
#endregion
}
2.unity部分
unity场景结构图
自定义一个CSOrJSPlugins.jslib文件放unity的Plugins下面(创建文本改后缀即可)
CSOrJSPlugins.jslib文件用来获取URL中参数
CSOrJSPlugins.jslib代码参考
var CSOrJSPlugins = {
GetURLMessageFunction: function()
{
var returnStr = window.location.search;
var buffer = _malloc(lengthBytesUTF8(returnStr) + 1);
writeStringToMemory(returnStr, buffer);
return buffer;
}
};
mergeInto(LibraryManager.library, CSOrJSPlugins);
二、JS调用C#
1.c#部分已经在上面的c#代码定义好了,如下图:
2.导出的index.html代码参考!
index.html代码
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | testnull</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600></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>
</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">testnull</div>
</div>
</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");
// 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';
}
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);
}
updateBannerVisibility();
}
function test1(){
console.log("调用unity无参数方法")
unityInstance_G.SendMessage('WebGL','JSCallUnity1')
}
function test2(){
console.log("调用unity有参数方法")
unityInstance_G.SendMessage('WebGL','JSCallUnity2','我是测试的参数')
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/WebGLTest.loader.js";
var config = {
dataUrl: buildUrl + "/WebGLTest.data.unityweb",
frameworkUrl: buildUrl + "/WebGLTest.framework.js.unityweb",
codeUrl: buildUrl + "/WebGLTest.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "testnull",
productVersion: "1.0",
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;
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');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
}
loadingBar.style.display = "block";
var unityInstance_G;
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";
unityInstance_G = unityInstance;
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>