之前接入微信小游戏本身代码js桥接比较完善,抖音小游戏有缺少但也没缺的这么多,华为这边的API,大残啊!官方转换插件Github仓库上一次提交在3月份。(截至现在)API给的很简略,接入js代码那里说看demo
,但unity的demo里面没jslib,另一个比较完善的demo看起来像是cocos的,比较无奈。
还好用unity导出的webgl产物,和导出rpk这两部是分开的,测试调整jslib可以之间改xxx.framework.js
来快速尝试,不用浪费大量的时间用来打包。
华为官方的JS API文档中给出的API全局对象是qg
, 在转换插件内部的代码QGSDK-Call-JS.jslib
中可以找到大量的QG_
开头的函数,没有qg
字段,但API看起来都使用ral
作为入口,再看打包插件里面的ral.js
是调用qg
的。
测试发现 ral === window.ral
, qg === window.qg
, 直接通过Object.keys(x).ForEach()
遍历打印qg
和ral
两个对象,键值对的文本是能对的上的。直接调用又有些内容不同,比如有qg.showToast
但没有ral.showToast
,都使用qg
,测试qg.showToast
是能用的,不知道会不会有其他问题。
以下为桥接代码的思路展示,一些接口基于实际需求进行了简化。
处理js返回C#的回调:
using LitJson;
using System.Collections.Generic;
using UnityEngine;
namespace Plugins.SDK {
public delegate void SDKCallback(int code, string msg, string dataStr);
public static class SDKCode {
public const int Succeed = 1;
public const int Failed = -1;
public const int Cancel = -2;
}
// 用于处理回调
public class CsJsEventHandler : MonoBehaviour
{
private static CsJsEventHandler s_Instance = null;
public static CsJsEventHandler Instance
{
get
{
if (s_Instance == null)
{
GameObject go = new GameObject("CsJsEventHandler");
GameObject.DontDestroyOnLoad(go);
s_Instance = go.AddComponent<CsJsEventHandler>();
}
return s_Instance;
}
}
}
private readonly Dictionary<string, SDKCallback> m_Callbacks = new Dictionary<string, SDKCallback>();
private readonly HashSet<string> m_PersistentCallbacks = new HashSet<string>();
public void StartUp()
{
}
public string AddCallback(string funcName, SDKCallback callback, bool persistent = false)
{
string callbackId = $"{funcName}_{System.DateTime.Now:ddHHmmssfff}";
m_Callbacks[callbackId] = callback;
if (persistent)
{
m_PersistentCallbacks.Add(callbackId);
}
return callbackId;
}
public void RemoveCallback(string callbackId)
{
m_Callbacks.Remove(callbackId);
m_PersistentCallbacks.Remove(callbackId);
}
// 经常调用又是异步的函数
public string AddCallbackSingleton(string funcName, SDKCallback callback)
{
string callbackId = $"{funcName}_singleton";
m_Callbacks[callbackId] = callback;
m_PersistentCallbacks.Add(callbackId);
return callbackId;
}
public string GetCallbackSingleton(string funcName)
{
string callbackId = $"{funcName}_singleton";
return m_PersistentCallbacks.Contains(callbackId) ? callbackId : string.Empty;
}
public string RemoveCallbackSingleton(string funcName)
{
string callbackId = $"{funcName}_singleton";
RemoveCallback(callbackId);
}
public void ClearCallbacks()
{
m_Callbacks.Clear();
m_PersistentCallbacks.Clear();
}
private static string GetJsonString(JsonData obj, string key)
{
if (!obj.ContainsKey(key)) return string.Empty;
return obj[key]?.ToString() ?? string.Empty;
}
private static int GetJsonInt(JsonData obj, string key, int defaultValue = 0)
{
string s = GetJsonString(obj, key);
if (int.TryParse(s, out int v))
{
return v;
}
return defaultValue;
}
public void HandleJsEvent(string jsonStr)
{
if (string.IsNullOrEmpty(jsonStr)) return;
JsonData jsonData = JsonMapper.ToObject(jsonStr);
string callbackId = GetJsonString(jsonData, "callbackId");
if (m_Callbacks.TryGetValue(callbackId, out SDKCallback callback))
{
int code = GetJsonInt(jsonData, "code", SDKCode.Failed);
string msg = GetJsonString(jsonData, "msg");
string dataStr = GetJsonString(jsonData, "data");
if (!m_PersistentCallbacks.Contains(callbackId))
{
m_Callbacks.Remove(callbackId);
}
callback.Invoke(code, msg, dataStr);
}
}
}
jslib
/*
* handler return code:
* SUCCEED: 1
* FAILED: -1
* CANCEL: -2
*
* 只展示部分函数,请根据实际需求自行添加
*/
var js_bridge_sdk_api = {
// File System
// 主要是调试\日志用, 能用同步的都用同步了
JSB_GetUserDataPath: function() {
return JSBHelper.stringToBuffer(qg.env.USER_DATA_PATH);
},
JSB_FSMAccessSync: function(path) {
var fsm = qg.getFileSystemManager();
try {
fsm.accessSync(UTF8ToString(path));
return JSBHelper.stringToBuffer("access:ok");
} catch(error) {
return JSBHelper.stringToBuffer(`error:${error}`);
}
},
JSB_FSMCopyFileSync: function(path) { /* ... */ },
JSB_FSMMkdirSync: function(dirPath) { /* ... */ },
JSB_FSMRmdirSync: function(dirPath) { /* ... */ },
JSB_FSMReaddirSync: function(dirPath) {
var fsm = qg.getFileSystemManager();
try {
var result = fsm.readdirSync(UTF8ToString(dirPath));
var text = JSON.stringify(result);
return JSBHelper.stringToBuffer(text);
} catch(error) {
return JSBHelper.stringToBuffer("[]");
}
},
JSB_FSMUnlinkSync: function(path) { /* ... */ },
JSB_FSMReadTxtFile: function(filePath) {
// readFileSync可以读utf8和binary, 不会写byte[]数组怎么从js传递到C#, 但因为没有需求, 先直接跳过了
var fsm = qg.getFileSystemManager();
try {
var result = fsm.readFileSync(UTF8ToString(dirPath), "utf8");
return JSBHelper.stringToBuffer(result);
} catch(error) {
return JSBHelper.stringToBuffer("");
}
},
JSB_FSMWriteTxtFile: function(filePath, text) {
// 同上
var fsm = qg.getFileSystemManager();
try {
fsm.readFileSync(UTF8ToString(filePath), UTF8ToString(text), "utf8");
return JSBHelper.stringToBuffer("ok");
} catch(error) {
return JSBHelper.stringToBuffer(`error:${error}`);
}
},
JSB_FSMAppendTxtFile: function(filePath, text) {
// 同上
var fsm = qg.getFileSystemManager();
try {
fsm.appendFileSync(UTF8ToString(filePath), UTF8ToString(text), "utf8");
return JSBHelper.stringToBuffer("ok");
} catch(error) {
return JSBHelper.stringToBuffer(`error:${error}`);
}
},
// UI
JSB_ShowToast: function(config) {
// 参数尽量简单, 用一个json字符串传递
var options = JSON.parse(UTF8ToString(config));
qg.showToast(options);
},
JSB_HideToast: function(config) {
qg.hideToast({});
},
JSB_ShowModal: function(config) {
// 快应用加载器里面这个modal好像能点穿的, 略坑
var options = JSON.parse(UTF8ToString(config));
var callbackId = options.callbackId; // 这里的callbackId是C#传递过来的, 后面展示
delete options.callbackId;
options.success = function(res) {
if (res.confirm) {
JSBHelper.returnEvent(callbackId, 1, "", "");
}
else if (res.cancel) {
JSBHelper.returnEvent(callbackId, -2, "", "");
}
};
options.fail = function() {
JSBHelper.returnEvent(callbackId, -1, "", "");
};
qg.showModal(options);
},
JSB_ShowLoading: function(title) {
qg.showLoading({
title: UTF8ToString(title),
mask: true,
});
},
JSB_HideLoading: function() {
qg.hideLoading({});
},
// Misc
JSB_GetBatteryLevel: function() {
var info = qg.getBatteryInfoSync();
return parseInt(info.level);
},
JSB_TriggerGC: function() {
qg.triggerGC();
},
JSB_GetNetworkType: function() {
var callbackId_j = UTF8ToString(callbackId);
qg.getNetworkType({
success: function(res) {
var networkType = res.networkType;
if (networkType === undefined) networkType = "unknown";
JSBHelper.returnEvent(callbackId_j, 1, "", networkType);
},
fail: function() {
JSBHelper.returnEvent(callbackId_j, -1, "", "");
}
});
},
JSB_OnNetworkStatusChange: function(callbackId) {
// 因为回调一旦挂上就没有移除的需求, 没有把callback存起来
var callbackId_j = UTF8ToString(callbackId);
qg.onNetworkStatusChange(function(res) {
var data = JSON.stringify(res);
JSBHelper.returnEvent(callbackId_j, 1, "", data);
});
},
JSB_Vibrate: function(mode) {
if (mode == 0) {
qg.vibrateShort({});
}
else {
qg.vibrateLong({});
}
},
JSB_PreviewImage: function(url) {
qg.previeImage({
urls: [
UTF8ToString(url)
]
});
},
// Helper
$JSBHelper: {
stringToBuffer: function(valueStr) {
var bufferSize = lengthBytesUTF8(valueStr) + 1;
var buffer = _malloc(bufferSize);
stringToUTF8(valueStr, buffer, bufferSize);
return buffer;
},
returnEvent: function(callbackId, code, msg, dataStr) {
var obj = {
callbackId: callbackId,
code: code,
msg: msg,
data: dataStr,
};
var text = JSON.stringify(obj);
qg.unityInstance.Module.SendMessage("CsJsEventHandler", "HandleJsEvent", text);
// Unity2021 文档给的是"MyGameInstance", 需要到index.html里面自己新建一个var并获取unityInstance
// 但在这里不行, 测试"SendMessage"和"qg.unityInstance.Module.SendMessage"可用
}
}
};
autoAddDeps(js_bridge_sdk_api, "$JSBHelper");
mergeInfo(LibraryManager.library, js_bridge_sdk_api);
C#调用
using LitJson;
using System.Runtime.InteropServices;
namespace Plugins
{
public static partial class JSBridgeExterns
{
#if !UNITY_EDITOR
[DllImport("__Internal")]
public static extern string JSB_GetUserDataPath();
// ... 省略, 函数签名对上即可
#else
// 如果调用的代码不想写#if, 可以再写一遍UNITY_EDITOR的版本
public static string JSB_GetUserDataPath() => default;
// ...
#endif
}
// 调用展示
public static class Test
{
public static void Test()
{
// 基础调用
// 获取文件目录
string userDataPath = JSBridgeExterns.JSB_GetUserDataPath();
// toast
JsonData toastOptions = new JsonData();
toastOptions["title"] = "Hello, world!";
toastOptions["icon"] = "none";
toastOptions["mask"] = true;
toastOptions["duration"] = 2000;
JSBridgeExterns.JSB_ShowToast(toastOptions.ToJson());
// 带回调的调用
SDKCallback callback = (code, msg, dataStr) => {
if (code == SDKCode.Succeed)
{
// ...
}
else if (code == SDKCode.Cancel)
{
// ...
}
else if (code == SDKCode.Failed)
{
// ...
}
};
string callbackId = CsJsEventHandler.Instance.AddCallback("showModal", callback);
JsonData modalOptions = new JsonData();
modalOptions["title"] = "系统";
modalOptions["content"] = "您有新短消息, 请注意查收";
modalOptions["callbackId"] = callbackId;
JSBridgeExterns.JSB_ShowModal(modalOptions.ToJson());
// 挂网络状态监听
string singletonCallbackId = CsJsEventHandler.Instance.AddCallbackSingleton("onNetworkStatusChange", _OnNetworkStatusChange);
JSBridgeExterns.JSB_OnNetworkStatusChange(singletonCallbackId);
}
private static void _OnNetworkStatusChange(int code, string msg, string dataStr)
{
string json = dataStr;
// ...
}
}
}
标签:function,return,string,JSB,桥接,JS,callbackId,Unity,qg
From: https://www.cnblogs.com/lunoctis/p/18474551