Web 前端 与 Unity 通信

概要

  • UI 部分,由 HTML+CSS 实现
  • 图形绘制部分,由 Unity 实现
  • 【通信方向:Web 应用 => WebGL项目(iframe组件) => Unity】下拉框切换方块颜色
  • 【通信方向:Unity => WebGL项目(iframe组件) => Web 应用】场景加载完成通知、物体聚焦/失焦

Demo 预览


初始化 Unity 项目

新建项目
替换案例场景
添加物体至场景,并附上 tag

脚本绑定

相机
  • 拖拽场景,相机基于方块物体,进行环绕运动
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;

public class MouseDragger : MonoBehaviour
{

    public Transform target;    // 获取跟随目标(围绕中心)
    public float speed = 10;    // 自动环绕速度

    private void Update()
    {
        cameraRotate();
        cameraZoom();
    }

    // 左键:手动环绕
    private void cameraRotate() //摄像机围绕目标旋转操作
    {
        transform.RotateAround(target.position, Vector3.up, speed * Time.deltaTime);    // 自动环绕目标
        var mouse_x = Input.GetAxis("Mouse X");     // 获取鼠标 X 轴移动
        var mouse_y = -Input.GetAxis("Mouse Y");    // 获取鼠标 Y 轴移动
        if (Input.GetKey(KeyCode.Mouse0))
        {
            transform.RotateAround(target.transform.position, Vector3.up, mouse_x * 5);
            transform.RotateAround(target.transform.position, transform.right, mouse_y * 5);
        }
    }

    // 滚轮:缩放
    private void cameraZoom() 
    {
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            transform.Translate(Vector3.forward * 0.5f);
        }


        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            transform.Translate(Vector3.forward * -0.5f);
        }
    }
}
  • 光线投射,判断物体是否获取焦点
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;

public class RayDetection : MonoBehaviour
{

    // 事件:聚焦,射线命中对应 tag 的物体
    [DllImport("__Internal")]
    private static extern void FocusEventUnity(string objectName, string mousePosition);

    // 事件:失焦
    [DllImport("__Internal")]
    private static extern void UnfocusEventUnity();

    private UnityEngine.Ray ray;
    private RaycastHit hit;
    private string nameObject;      // 用于节流,减少事件触发次数
    private bool isFocus = false;   // 用于节流,减少事件触发次数
    private float widthScreen;
    private float heightScreen;

    private void Start()
    {
        getSizeScreen();
    }

    private void Update()
    {
        rayJudgment();
    }

    // 获取视窗尺寸
    private void getSizeScreen()
    {
        widthScreen = UnityEngine.Screen.width;
        heightScreen = UnityEngine.Screen.height;
    }

    // 获取鼠标位置
    private string getMousePosition()
    {
        Vector3 mousePosition = Input.mousePosition;
        string res = mousePosition.x + "," + (heightScreen - mousePosition.y);
        return res;
    }

    // 鼠标悬浮:光线投射到场景,判断是否穿过物体
    private void rayJudgment()
    {
        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit, 100) && hit.collider.tag == "target")
        {
            if (nameObject != hit.collider.name)
            {
                isFocus = true;
                nameObject = hit.collider.name;
                string mousePosition = getMousePosition();
                Debug.Log(mousePosition);
                #if UNITY_WEBGL
                    FocusEventUnity(hit.collider.name, mousePosition);
                #endif
            }
        }
        else
        {
            if (isFocus)
            {
                isFocus = false;
                nameObject = null;
                #if UNITY_WEBGL
                    UnfocusEventUnity();
                #endif
            }
        }
    }
}
  • 判断 Unity 是否加载完成
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;

public class LoadDetection : MonoBehaviour
{

    // 事件:场景加载完成
    [DllImport("__Internal")]
    private static extern void LoadedEventUnity();

    void Start()
    {
        #if UNITY_WEBGL
            LoadedEventUnity();
        #endif
    }
}
方块(切换颜色)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ChangeMaterial : MonoBehaviour
{

    private void ChangeMaterialColor(string colorKey)
    {
        Dictionary colorDictionary = new Dictionary();
        colorDictionary.Add("red", Color.red);
        colorDictionary.Add("green", Color.green);
        colorDictionary.Add("blue", Color.blue);
        gameObject.GetComponent().material.color = colorDictionary[colorKey];
    }
}

新建 Plugins 目录,定义 jslib

作用:提供内部接口,便于 Unity 调用 JavaScript 接口

var param = {

    LoadedEventUnity: function () {
        window.LoadedEventUnity();
    },

    FocusEventUnity: function (objectName, mousePosition) {
        window.FocusEventUnity(Pointer_stringify(objectName), Pointer_stringify(mousePosition));
    },

    UnfocusEventUnity: function () {
        window.UnfocusEventUnity();
    }
}


mergeInto(LibraryManager.library, param);

构建 WebGL 项目

创建构建目录
  • Dist:Unity 构建输出
  • index.css:Web 应用 样式
  • index.html:Web 应用 入口
  • JSBridge.js:UnityWebGL项目(iframe组件) 的通信接口定义
  • unityWebGL.css:WebGL项目(iframe组件) 样式
输出构建内容
清理无用文件(TemplateData 目录)

编辑代码 WebGL项目(iframe组件)

入口(Dist/index.html)


  
    
    
    Unity WebGL Player | VueUnityCommunication

    

    
    
  
  
    
样式(unityWebGL.css)
body {
    margin: 0;
}

#unityContainer {
    background: none !important;
    visibility: hidden;
}
JSBridge.js
const unityInstance = UnityLoader.instantiate("unityContainer", "Build/Dist.json")
const parentWindow = window.parent

// 隐藏 Unity 个人版欢迎 Brand(也可以在加载期间,显示自定义的 html loading 组件)
window.LoadedEventUnity = () => {
    document.querySelector('#unityContainer').style.visibility = 'visible'
}

// 调用父级页面 showObjectInfo 函数,显示物体信息
window.FocusEventUnity = (objectName, mousePosition) => {
    parentWindow.showObjectInfoCard(objectName, mousePosition)
}

// 调用父级页面 hideObjectInfo 函数,隐藏物体信息
window.UnfocusEventUnity = () => {
    parentWindow.hideObjectInfoCard()
}

window.ChangeMaterialColor = colorKey => {
    unityInstance.SendMessage('Cube', 'ChangeMaterialColor', colorKey)
}

编辑代码 Web 应用

入口(index.html)

样式(index.css)
body {
    position: relative;
}

#iframeUnity {
    background-color: #ccc;
}

#colorPicker {
    margin: 16px;
    position: absolute;
    top: 0;
    left: 0;
}

#infoCard {
    padding: 16px;
    position: absolute;
    background-color: #ccc;
    visibility: hidden;
}

运行 Demo

此处使用基于 nodejs 的静态服务器启动工具 anywhere

cd VueUnityCommunication/Build
anywhere

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