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synced 2026-04-22 01:35:56 +08:00
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168
Editor/PCHighPerformance/PCHPBuildPreProcessor.cs
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168
Editor/PCHighPerformance/PCHPBuildPreProcessor.cs
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@ -0,0 +1,168 @@
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEditor.SceneManagement;
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using System.IO;
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namespace WeChatWASM
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{
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/// <summary>
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/// PC高性能小游戏构建预处理器
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/// 负责在构建前向首场景注入 EmbeddedAppletSDK
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/// </summary>
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public class PCHPBuildPreProcessor : IPreprocessBuildWithReport
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{
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public int callbackOrder => 0;
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public void OnPreprocessBuild(BuildReport report)
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{
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// 只处理 Windows/Mac Standalone 构建
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var buildTarget = report.summary.platform;
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if (buildTarget != BuildTarget.StandaloneWindows64 &&
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buildTarget != BuildTarget.StandaloneOSX)
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{
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return;
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}
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Debug.Log("[PC高性能小游戏] 开始预处理构建...");
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try
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{
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// 1. 确保用户项目中有 EmbeddedAppletSDK 脚本(可选)
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EnsureSDKScriptExists();
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// 2. 向首场景注入 SDK GameObject
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InjectSDKToFirstScene();
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Debug.Log("[PC高性能小游戏] 预处理完成!");
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}
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catch (System.Exception e)
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{
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Debug.LogError($"[PC高性能小游戏] 预处理失败: {e.Message}\n{e.StackTrace}");
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}
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}
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/// <summary>
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/// 确保用户项目中存在 EmbeddedAppletSDK.cs 脚本
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/// 如果不存在,从模板复制
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/// </summary>
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private void EnsureSDKScriptExists()
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{
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// 检查用户项目中是否已有脚本
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var sdkType = System.Type.GetType("EmbeddedAppletSDK");
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if (sdkType != null)
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{
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Debug.Log("[PC高性能小游戏] 用户项目中已存在 EmbeddedAppletSDK 脚本");
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return;
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}
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// 模板路径(SDK 包内)
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string templatePath = Path.Combine(
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Application.dataPath,
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"WX-WASM-SDK-V2/Editor/PCHighPerformance/Templates/EmbeddedAppletSDK.cs"
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);
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if (!File.Exists(templatePath))
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{
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Debug.LogWarning($"[PC高性能小游戏] 找不到模板文件: {templatePath}");
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Debug.LogWarning("[PC高性能小游戏] 将仅创建空 GameObject,不添加组件");
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return;
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}
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// 目标路径(用户项目 Scripts 目录)
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string targetPath = Path.Combine(Application.dataPath, "Scripts/EmbeddedAppletSDK.cs");
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// 确保目标目录存在
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string targetDir = Path.GetDirectoryName(targetPath);
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if (!Directory.Exists(targetDir))
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{
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Directory.CreateDirectory(targetDir);
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}
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// 复制文件
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File.Copy(templatePath, targetPath, false); // 不覆盖已存在的文件
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AssetDatabase.Refresh();
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Debug.Log($"[PC高性能小游戏] 已复制 EmbeddedAppletSDK.cs 到: {targetPath}");
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}
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/// <summary>
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/// 向第一个启用的场景注入 SDK GameObject
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/// </summary>
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private void InjectSDKToFirstScene()
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{
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// 1. 获取第一个启用的场景
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var firstScenePath = GetFirstEnabledScene();
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if (string.IsNullOrEmpty(firstScenePath))
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{
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Debug.LogWarning("[PC高性能小游戏] 没有找到启用的场景,跳过注入");
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return;
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}
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// 2. 保存当前场景状态
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var currentScenes = EditorSceneManager.GetSceneManagerSetup();
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// 3. 打开目标场景
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var scene = EditorSceneManager.OpenScene(firstScenePath, OpenSceneMode.Single);
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// 4. 检查是否已存在 SDK 对象
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var existingSDK = GameObject.Find("EmbeddedAppletSDK");
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if (existingSDK != null)
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{
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Debug.Log($"[PC高性能小游戏] 场景 {scene.name} 中已存在 SDK 对象,跳过注入");
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RestoreScenes(currentScenes);
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return;
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}
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// 5. 创建空 GameObject 并添加 EmbeddedAppletSDK 组件
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var sdkObject = new GameObject("EmbeddedAppletSDK");
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// 尝试添加组件(如果用户项目中有该脚本)
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var sdkType = System.Type.GetType("EmbeddedAppletSDK");
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if (sdkType != null)
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{
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sdkObject.AddComponent(sdkType);
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Debug.Log($"[PC高性能小游戏] 已在 {scene.name} 中创建 SDK 对象并添加组件");
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}
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else
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{
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Debug.LogWarning("[PC高性能小游戏] 找不到 EmbeddedAppletSDK 类型,仅创建空对象");
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Debug.LogWarning("[PC高性能小游戏] 请确保项目中包含 EmbeddedAppletSDK.cs 脚本");
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}
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// 6. 保存场景
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EditorSceneManager.MarkSceneDirty(scene);
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EditorSceneManager.SaveScene(scene);
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// 7. 恢复之前的场景布局
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RestoreScenes(currentScenes);
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}
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/// <summary>
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/// 获取第一个启用的场景路径
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/// </summary>
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private string GetFirstEnabledScene()
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{
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foreach (var scene in EditorBuildSettings.scenes)
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{
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if (scene.enabled)
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{
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return scene.path;
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}
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}
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return null;
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}
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/// <summary>
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/// 恢复之前打开的场景布局
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/// </summary>
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private void RestoreScenes(UnityEditor.SceneManagement.SceneSetup[] setup)
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{
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if (setup != null && setup.Length > 0)
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{
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EditorSceneManager.RestoreSceneManagerSetup(setup);
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}
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}
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}
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}
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7
Editor/PCHighPerformance/PCHPBuildPreProcessor.cs.meta
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7
Editor/PCHighPerformance/PCHPBuildPreProcessor.cs.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: d77519b22941383a15741d248fbe4ebc
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
114
Editor/PCHighPerformance/README_AutoInjection.md
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114
Editor/PCHighPerformance/README_AutoInjection.md
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@ -0,0 +1,114 @@
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# PC高性能小游戏 - 自动化构建注入
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## 📂 文件结构
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```
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WX-WASM-SDK-V2/Editor/PCHighPerformance/
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├── PCHPBuildPreProcessor.cs # 构建预处理器(自动注入)
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├── WXPCSettingHelper.cs # 构建配置助手
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├── WXEditorPCHPWindow.cs # 编辑器窗口
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└── Templates/
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└── EmbeddedAppletSDK.cs # SDK 运行时脚本模板
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```
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---
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## 🎯 功能说明
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### 自动注入机制
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**触发时机**:开发者点击「生成并转换」按钮,Unity 开始构建 Windows/macOS 平台前
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**工作流程**:
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```
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构建开始
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↓
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PCHPBuildPreProcessor.OnPreprocessBuild() 触发
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↓
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Step 1: 检查用户项目是否有 EmbeddedAppletSDK.cs
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├── 有 → 跳过
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└── 没有 → 从 Templates/ 复制到 Assets/Scripts/
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↓
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Step 2: 打开首个启用场景
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↓
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Step 3: 检查场景是否已有 "EmbeddedAppletSDK" GameObject
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├── 有 → 跳过注入
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└── 没有 → 创建空 GameObject + 添加 EmbeddedAppletSDK 组件
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↓
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Step 4: 保存场景并恢复原始布局
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↓
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继续正常构建流程
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```
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---
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## ✅ 关键特性
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1. **零侵入**:不修改开发者当前打开的场景
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2. **智能检测**:自动检测是否已存在脚本/对象,避免重复
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3. **自动复制**:首次使用时自动将 SDK 脚本复制到用户项目
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4. **可定制**:开发者可修改复制后的脚本实现自定义逻辑
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---
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## 🔧 配置说明
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### 模板文件位置
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```
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Assets/WX-WASM-SDK-V2/Editor/PCHighPerformance/Templates/EmbeddedAppletSDK.cs
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```
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**作用**:首次构建时自动复制到用户项目的 `Assets/Scripts/` 目录
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### 复制目标路径
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||||
```
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用户项目/Assets/Scripts/EmbeddedAppletSDK.cs
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```
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**策略**:`File.Copy(overwrite: false)` → 不会覆盖用户已修改的文件
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---
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## 🐛 常见问题
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### Q: 为什么导出的工程没有 SDK 对象?
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检查 Console 日志:
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- ✅ `[PC高性能小游戏] 已在 XXX 中创建 SDK 对象并添加组件` → 成功
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- ⚠️ `找不到 EmbeddedAppletSDK 类型` → 脚本未编译或命名空间错误
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||||
|
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### Q: 如何自定义 SDK 逻辑?
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||||
1. 构建一次(自动复制模板到 `Assets/Scripts/EmbeddedAppletSDK.cs`)
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2. 修改该文件
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3. 后续构建会使用你修改的版本
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|
||||
### Q: DLL 加载失败?
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||||
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**原因**:`direct_applet_sdk.dll` 必须在 **运行时** 的根目录(与 .exe 同级)
|
||||
|
||||
**解决**:确保宿主程序启动时提供 DLL
|
||||
|
||||
---
|
||||
|
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## 📝 技术细节
|
||||
|
||||
| 项 | 值 |
|
||||
|---|---|
|
||||
| 触发接口 | `IPreprocessBuildWithReport` |
|
||||
| 回调优先级 | `callbackOrder = 0` |
|
||||
| 支持平台 | Windows x64, macOS |
|
||||
| 场景修改策略 | 临时打开 → 注入 → 保存 → 恢复 |
|
||||
| 脚本复制策略 | 首次复制,不覆盖已有文件 |
|
||||
|
||||
---
|
||||
|
||||
## 🔄 更新日志
|
||||
|
||||
### v1.0.0 (2026-03-02)
|
||||
- ✅ 实现自动注入 EmbeddedAppletSDK GameObject
|
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- ✅ 智能检测并复制模板脚本
|
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- ✅ 兼容 Windows 和 macOS 构建
|
||||
7
Editor/PCHighPerformance/README_AutoInjection.md.meta
Normal file
7
Editor/PCHighPerformance/README_AutoInjection.md.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0010f8ac98e6b288b2efbec568a4ad1
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
339
Editor/PCHighPerformance/Templates/EmbeddedAppletSDK.cs
Normal file
339
Editor/PCHighPerformance/Templates/EmbeddedAppletSDK.cs
Normal file
@ -0,0 +1,339 @@
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using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 嵌入式小程序SDK封装类
|
||||
/// 负责与宿主程序的 direct_applet_sdk.dll 进行交互
|
||||
/// </summary>
|
||||
public class EmbeddedAppletSDK : MonoBehaviour
|
||||
{
|
||||
#region DLL Imports
|
||||
|
||||
private const string DLL_NAME = "direct_applet_sdk.dll";
|
||||
|
||||
// 初始化SDK
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool InitEmbeddedGameSDK();
|
||||
|
||||
// 注册异步消息处理器
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern void RegisterAsyncMsgHandler(AsyncMsgHandlerDelegate handler);
|
||||
|
||||
// 建立Mojo连接
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool EstablishConnection();
|
||||
|
||||
// 初始化游戏窗口 - 传入窗口句柄
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool InitGameWindow(ulong hwnd);
|
||||
|
||||
// 异步发送消息
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool SendMsgAsync(IntPtr data, int len);
|
||||
|
||||
// 清理资源
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern bool Cleanup();
|
||||
|
||||
// 获取当前活动窗口句柄
|
||||
[DllImport("user32.dll")]
|
||||
private static extern IntPtr GetActiveWindow();
|
||||
|
||||
// Windows MessageBox
|
||||
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
|
||||
private static extern int MessageBox(IntPtr hWnd, string text, string caption, uint type);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Delegate Definition
|
||||
|
||||
// 异步消息处理器委托
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
private delegate void AsyncMsgHandlerDelegate(IntPtr data, int len);
|
||||
|
||||
// 保持委托引用,防止被GC回收
|
||||
private static AsyncMsgHandlerDelegate asyncMsgHandler;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Singleton
|
||||
|
||||
private static EmbeddedAppletSDK instance;
|
||||
public static EmbeddedAppletSDK Instance => instance;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
// 收到异步消息时触发的事件
|
||||
public event Action<byte[]> OnMessageReceived;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
// SDK是否已初始化
|
||||
public bool IsInitialized { get; private set; }
|
||||
|
||||
// 是否已连接
|
||||
public bool IsConnected { get; private set; }
|
||||
|
||||
// 窗口句柄
|
||||
public IntPtr WindowHandle { get; private set; }
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (instance != null && instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// 初始化SDK
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (instance == this)
|
||||
{
|
||||
CleanupSDK();
|
||||
instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
CleanupSDK();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
/// <summary>
|
||||
/// 初始化SDK并建立连接
|
||||
/// </summary>
|
||||
public void Initialize()
|
||||
{
|
||||
if (IsInitialized)
|
||||
{
|
||||
Debug.LogWarning("[EmbeddedAppletSDK] SDK已经初始化");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 1. 初始化SDK
|
||||
ShowInfo("开始调用 InitEmbeddedGameSDK...");
|
||||
if (!InitEmbeddedGameSDK())
|
||||
{
|
||||
ShowError("InitEmbeddedGameSDK 返回 false");
|
||||
return;
|
||||
}
|
||||
ShowInfo("InitEmbeddedGameSDK 成功");
|
||||
|
||||
// 2. 注册消息处理器 (暂时屏蔽)
|
||||
// asyncMsgHandler = HandleAsyncMessage;
|
||||
// RegisterAsyncMsgHandler(asyncMsgHandler);
|
||||
// ShowInfo("RegisterAsyncMsgHandler 成功");
|
||||
ShowInfo("RegisterAsyncMsgHandler 已跳过");
|
||||
|
||||
// 3. 建立连接 (暂时屏蔽)
|
||||
if (!EstablishConnection())
|
||||
{
|
||||
ShowError("EstablishConnection 返回 false");
|
||||
IsConnected = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// 4. 获取窗口句柄并初始化游戏窗口
|
||||
WindowHandle = GetActiveWindow();
|
||||
if (WindowHandle == IntPtr.Zero)
|
||||
{
|
||||
ShowError("GetActiveWindow 返回空句柄");
|
||||
return;
|
||||
}
|
||||
ShowInfo($"获取窗口句柄成功: 0x{WindowHandle.ToInt64():X}");
|
||||
|
||||
if (!InitGameWindow((ulong)WindowHandle.ToInt64()))
|
||||
{
|
||||
ShowError("InitGameWindow 返回 false");
|
||||
return;
|
||||
}
|
||||
ShowInfo("InitGameWindow 成功");
|
||||
|
||||
IsInitialized = true;
|
||||
ShowInfo("SDK 完全初始化成功!");
|
||||
}
|
||||
catch (DllNotFoundException e)
|
||||
{
|
||||
ShowError($"找不到DLL: {e.Message}");
|
||||
}
|
||||
catch (EntryPointNotFoundException e)
|
||||
{
|
||||
ShowError($"找不到函数入口: {e.Message}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ShowError($"初始化异常: {e.Message}\n{e.StackTrace}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示信息弹窗
|
||||
/// </summary>
|
||||
private void ShowInfo(string message)
|
||||
{
|
||||
Debug.Log($"[EmbeddedAppletSDK] {message}");
|
||||
// MB_OK | MB_ICONINFORMATION = 0x40
|
||||
MessageBox(IntPtr.Zero, message, "EmbeddedAppletSDK Info", 0x40);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示错误弹窗
|
||||
/// </summary>
|
||||
private void ShowError(string message)
|
||||
{
|
||||
Debug.LogError($"[EmbeddedAppletSDK] {message}");
|
||||
// MB_OK | MB_ICONERROR = 0x10
|
||||
MessageBox(IntPtr.Zero, message, "EmbeddedAppletSDK Error", 0x10);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 发送异步消息到宿主
|
||||
/// </summary>
|
||||
/// <param name="message">消息内容</param>
|
||||
/// <returns>是否发送成功</returns>
|
||||
public bool SendMessage(string message)
|
||||
{
|
||||
if (!IsInitialized || !IsConnected)
|
||||
{
|
||||
Debug.LogWarning("[EmbeddedAppletSDK] SDK未初始化或未连接");
|
||||
return false;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
byte[] data = System.Text.Encoding.UTF8.GetBytes(message);
|
||||
return SendMessage(data);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[EmbeddedAppletSDK] 发送消息异常: {e.Message}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 发送异步消息到宿主
|
||||
/// </summary>
|
||||
/// <param name="data">消息数据</param>
|
||||
/// <returns>是否发送成功</returns>
|
||||
public bool SendMessage(byte[] data)
|
||||
{
|
||||
if (!IsInitialized || !IsConnected)
|
||||
{
|
||||
Debug.LogWarning("[EmbeddedAppletSDK] SDK未初始化或未连接");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (data == null || data.Length == 0)
|
||||
{
|
||||
Debug.LogWarning("[EmbeddedAppletSDK] 发送的数据为空");
|
||||
return false;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
IntPtr ptr = Marshal.AllocHGlobal(data.Length);
|
||||
try
|
||||
{
|
||||
Marshal.Copy(data, 0, ptr, data.Length);
|
||||
return SendMsgAsync(ptr, data.Length);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Marshal.FreeHGlobal(ptr);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[EmbeddedAppletSDK] 发送消息异常: {e.Message}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
/// <summary>
|
||||
/// 清理SDK资源
|
||||
/// </summary>
|
||||
private void CleanupSDK()
|
||||
{
|
||||
if (!IsInitialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
Cleanup();
|
||||
Debug.Log("[EmbeddedAppletSDK] SDK清理完成");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[EmbeddedAppletSDK] 清理异常: {e.Message}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
IsInitialized = false;
|
||||
IsConnected = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步消息处理回调
|
||||
/// </summary>
|
||||
[AOT.MonoPInvokeCallback(typeof(AsyncMsgHandlerDelegate))]
|
||||
private static void HandleAsyncMessage(IntPtr data, int len)
|
||||
{
|
||||
if (data == IntPtr.Zero || len <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
byte[] buffer = new byte[len];
|
||||
Marshal.Copy(data, buffer, 0, len);
|
||||
|
||||
// 在主线程中触发事件
|
||||
if (instance != null)
|
||||
{
|
||||
// 直接调用,如果需要线程安全可以使用Unity的主线程调度
|
||||
instance.OnMessageReceived?.Invoke(buffer);
|
||||
|
||||
// 打印收到的消息(用于调试)
|
||||
string message = System.Text.Encoding.UTF8.GetString(buffer);
|
||||
Debug.Log($"[EmbeddedAppletSDK] 收到消息: {message}");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[EmbeddedAppletSDK] 处理消息异常: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -0,0 +1,7 @@
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|
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||||
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||||
@ -2,7 +2,7 @@ namespace WeChatWASM
|
||||
{
|
||||
public class WXPluginVersion
|
||||
{
|
||||
public static string pluginVersion = "202603020736"; // 这一行不要改他,导出的时候会自动替换
|
||||
public static string pluginVersion = "202603020746"; // 这一行不要改他,导出的时候会自动替换
|
||||
}
|
||||
|
||||
public class WXPluginConf
|
||||
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user