mirror of
https://github.com/wechat-miniprogram/minigame-tuanjie-transform-sdk.git
synced 2026-04-22 01:35:56 +08:00
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commit
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17
CHANGELOG.md
17
CHANGELOG.md
@ -6,23 +6,6 @@ Removed - 删除功能/接口
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Fixed - 修复问题
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Others - 其他
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||||
-->
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## 2026-1-13 v0.1.31 【普通更新】
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### Fixed
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* 普通:修复glx模式下 createVideo underGameView为true 黑屏的问题
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* 普通:修复build profile在团结1.6之后的导出问题
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||||
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||||
## 2025-11-6 v0.1.30 【重要更新】
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### Feature
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||||
* 重要:EmscriptenGLX支持微信压缩纹理
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* 普通:EmscriptenGLX支持Android glReadpixels
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||||
* 普通:EmscriptenGLX优化Android CPU与功耗
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||||
* 普通:Metal高帧率下功耗优化
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* 普通:团结引擎buildprofile支持
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### Fixed
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* 重要:Metal编码库batch size修复
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* 普通:PageManager相关问题修复
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||||
* 普通:iOS18的微信字体修复
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||||
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||||
## 2025-9-8 v0.1.29 【重要更新】
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### Feature
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||||
* 普通:本地缓存存在时,UnityWebRequest支持同步方式(API:wx.SetSyncReadCacheEnabled)以加快读取速度
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39
Editor/PCHighPerformance/WXEditorPCHPWindow.cs
Normal file
39
Editor/PCHighPerformance/WXEditorPCHPWindow.cs
Normal file
@ -0,0 +1,39 @@
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using UnityEngine;
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using UnityEditor;
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namespace WeChatWASM
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{
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public class WXEditorPCHPWin : EditorWindow
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{
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[MenuItem("微信小游戏 / 转换PC高性能小游戏", false, 3)]
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public static void Open()
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{
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var win = GetWindow(typeof(WXEditorPCHPWin), false, "PC高性能小游戏转换工具面板");
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win.minSize = new Vector2(350, 400);
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win.position = new Rect(100, 100, 600, 400);
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win.Show();
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}
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public void OnFocus()
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{
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WXPCSettingsHelperInterface.helper.OnFocus();
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}
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public void OnLostFocus()
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{
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WXPCSettingsHelperInterface.helper.OnLostFocus();
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}
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public void OnDisable()
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{
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WXPCSettingsHelperInterface.helper.OnDisable();
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}
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public void OnGUI()
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{
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WXPCSettingsHelperInterface.helper.OnSettingsGUI(this);
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WXPCSettingsHelperInterface.helper.OnBuildButtonGUI(this);
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}
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}
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}
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7
Editor/PCHighPerformance/WXEditorPCHPWindow.cs.meta
Normal file
7
Editor/PCHighPerformance/WXEditorPCHPWindow.cs.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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||||
guid: 0f82105b11d801c1a589074528ff3c75
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
669
Editor/PCHighPerformance/WXPCSettingHelper.cs
Normal file
669
Editor/PCHighPerformance/WXPCSettingHelper.cs
Normal file
@ -0,0 +1,669 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using System.IO;
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namespace WeChatWASM
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{
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[InitializeOnLoad]
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public class WXPCSettingsHelperInterface
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{
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public static WXPCSettingHelper helper = new WXPCSettingHelper();
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}
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public class WXPCSettingHelper
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{
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public static string projectRootPath;
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|
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public WXPCSettingHelper()
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{
|
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projectRootPath = Path.GetFullPath(Application.dataPath + "/../");
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}
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|
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// UI 状态
|
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private Vector2 scrollRoot;
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private bool foldBaseInfo = true;
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// 表单数据
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private Dictionary<string, string> formInputData = new Dictionary<string, string>();
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// 配置文件路径
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private string ConfigFilePath => Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Editor", "PCHighPerformance", "PCHPConfig.json");
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|
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public void OnFocus()
|
||||
{
|
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LoadData();
|
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}
|
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|
||||
public void OnLostFocus()
|
||||
{
|
||||
SaveData();
|
||||
}
|
||||
|
||||
public void OnDisable()
|
||||
{
|
||||
SaveData();
|
||||
}
|
||||
|
||||
public void OnSettingsGUI(EditorWindow window)
|
||||
{
|
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scrollRoot = EditorGUILayout.BeginScrollView(scrollRoot);
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|
||||
// 基本信息区域
|
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foldBaseInfo = EditorGUILayout.Foldout(foldBaseInfo, "基本信息");
|
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if (foldBaseInfo)
|
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{
|
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EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
|
||||
|
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// 游戏AppID - 必填项
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FormInput("appId", "游戏AppID *", "必填项,微信小游戏的AppID");
|
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|
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// 小游戏项目名 - 非必填项
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FormInput("projectName", "项目名(?)", "非必填项,用于设置导出的运行启动器名称,留空则使用Unity项目名");
|
||||
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// 导出路径 - 支持相对路径和选择目录
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FormInputWithFolderSelectorAndHelp("exportPath", "导出路径", "支持输入相对于项目根目录的相对路径,如 wxbuild");
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|
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EditorGUILayout.EndVertical();
|
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}
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EditorGUILayout.EndScrollView();
|
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}
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||||
|
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public void OnBuildButtonGUI(EditorWindow window)
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{
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
|
||||
|
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// 生成并转换按钮
|
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if (GUILayout.Button("生成并转换", GUILayout.Width(120), GUILayout.Height(30)))
|
||||
{
|
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OnBuildButtonClicked(window);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(10);
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// 点击生成并转换按钮
|
||||
/// </summary>
|
||||
private void OnBuildButtonClicked(EditorWindow window)
|
||||
{
|
||||
// 验证必填项
|
||||
var appId = GetDataInput("appId");
|
||||
if (string.IsNullOrEmpty(appId.Trim()))
|
||||
{
|
||||
EditorUtility.DisplayDialog("错误", "请填写游戏AppID", "确定");
|
||||
return;
|
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}
|
||||
|
||||
SaveData();
|
||||
|
||||
// 获取当前运行平台
|
||||
var currentPlatform = GetCurrentPlatform();
|
||||
Debug.Log($"[PC高性能小游戏] 当前运行平台: {currentPlatform}");
|
||||
|
||||
// 根据平台设置构建目标
|
||||
SetBuildTargetForPlatform(currentPlatform);
|
||||
|
||||
// 配置 Player Settings
|
||||
ConfigurePlayerSettings();
|
||||
|
||||
// 实现PC高性能小游戏的转换逻辑
|
||||
Debug.Log($"[PC高性能小游戏] 开始转换,AppID: {appId}");
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||||
|
||||
// 根据平台执行构建
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||||
BuildForPlatform(currentPlatform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前运行平台
|
||||
/// </summary>
|
||||
private RuntimePlatform GetCurrentPlatform()
|
||||
{
|
||||
return Application.platform;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断当前是否为 Windows 平台
|
||||
/// </summary>
|
||||
private bool IsWindowsPlatform()
|
||||
{
|
||||
return Application.platform == RuntimePlatform.WindowsEditor ||
|
||||
Application.platform == RuntimePlatform.WindowsPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断当前是否为 Mac 平台
|
||||
/// </summary>
|
||||
private bool IsMacPlatform()
|
||||
{
|
||||
return Application.platform == RuntimePlatform.OSXEditor ||
|
||||
Application.platform == RuntimePlatform.OSXPlayer;
|
||||
}
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||||
|
||||
/// <summary>
|
||||
/// 根据平台设置构建目标
|
||||
/// </summary>
|
||||
private void SetBuildTargetForPlatform(RuntimePlatform platform)
|
||||
{
|
||||
if (IsMacPlatform())
|
||||
{
|
||||
SetBuildTargetToMac();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 默认使用 Windows
|
||||
SetBuildTargetToWindows();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据平台执行构建
|
||||
/// </summary>
|
||||
private void BuildForPlatform(RuntimePlatform platform)
|
||||
{
|
||||
if (IsMacPlatform())
|
||||
{
|
||||
BuildForMac();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 默认使用 Windows
|
||||
BuildForWindows();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置构建目标为 Windows
|
||||
/// </summary>
|
||||
private void SetBuildTargetToWindows()
|
||||
{
|
||||
try
|
||||
{
|
||||
var currentTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
var targetGroup = BuildTargetGroup.Standalone;
|
||||
var buildTarget = BuildTarget.StandaloneWindows64;
|
||||
|
||||
if (currentTarget != buildTarget)
|
||||
{
|
||||
Debug.Log("[PC高性能小游戏] 切换构建目标到 Windows x64");
|
||||
EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroup, buildTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[PC高性能小游戏] 构建目标已经是 Windows x64");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] 设置构建目标失败: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置构建目标为 Mac
|
||||
/// </summary>
|
||||
private void SetBuildTargetToMac()
|
||||
{
|
||||
try
|
||||
{
|
||||
var currentTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
var targetGroup = BuildTargetGroup.Standalone;
|
||||
var buildTarget = BuildTarget.StandaloneOSX;
|
||||
|
||||
if (currentTarget != buildTarget)
|
||||
{
|
||||
Debug.Log("[PC高性能小游戏] 切换构建目标到 macOS");
|
||||
EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroup, buildTarget);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[PC高性能小游戏] 构建目标已经是 macOS");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] 设置构建目标失败: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 配置 Player Settings
|
||||
/// </summary>
|
||||
private void ConfigurePlayerSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
Debug.Log("[PC高性能小游戏] 配置 Player Settings");
|
||||
|
||||
// 设置 Fullscreen Mode 为 Windowed
|
||||
PlayerSettings.fullScreenMode = FullScreenMode.Windowed;
|
||||
|
||||
// 可选:设置默认窗口分辨率
|
||||
PlayerSettings.defaultScreenWidth = 1280;
|
||||
PlayerSettings.defaultScreenHeight = 720;
|
||||
|
||||
// 可选:允许用户调整窗口大小
|
||||
PlayerSettings.resizableWindow = true;
|
||||
|
||||
// 保存设置
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
Debug.Log("[PC高性能小游戏] Player Settings 配置完成");
|
||||
Debug.Log($"[PC高性能小游戏] Fullscreen Mode: {PlayerSettings.fullScreenMode}");
|
||||
Debug.Log($"[PC高性能小游戏] 默认分辨率: {PlayerSettings.defaultScreenWidth}x{PlayerSettings.defaultScreenHeight}");
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] 配置 Player Settings 失败: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行 Windows 构建
|
||||
/// </summary>
|
||||
private void BuildForWindows()
|
||||
{
|
||||
try
|
||||
{
|
||||
var appId = GetDataInput("appId");
|
||||
var buildPath = GetBuildPath("PC", appId);
|
||||
|
||||
// 确保构建目录存在
|
||||
if (!Directory.Exists(buildPath))
|
||||
{
|
||||
Directory.CreateDirectory(buildPath);
|
||||
}
|
||||
|
||||
var executablePath = Path.Combine(buildPath, $"{GetProductName()}.exe");
|
||||
|
||||
// 获取当前场景列表
|
||||
var scenes = new List<string>();
|
||||
foreach (var scene in EditorBuildSettings.scenes)
|
||||
{
|
||||
if (scene.enabled)
|
||||
{
|
||||
scenes.Add(scene.path);
|
||||
}
|
||||
}
|
||||
|
||||
if (scenes.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[PC高性能小游戏] 没有启用的场景,请在 Build Settings 中添加场景");
|
||||
EditorUtility.DisplayDialog("警告", "没有启用的场景,请在 Build Settings 中添加场景", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
// 构建选项
|
||||
var buildOptions = BuildOptions.None;
|
||||
|
||||
Debug.Log($"[PC高性能小游戏] 开始构建到: {executablePath}");
|
||||
Debug.Log($"[PC高性能小游戏] 使用项目名称: {GetProductName()}");
|
||||
|
||||
// 执行构建
|
||||
var report = BuildPipeline.BuildPlayer(scenes.ToArray(), executablePath, BuildTarget.StandaloneWindows64, buildOptions);
|
||||
|
||||
// 检查构建结果
|
||||
if (report.summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded)
|
||||
{
|
||||
Debug.Log($"[PC高性能小游戏] 构建成功! 输出路径: {buildPath}");
|
||||
EditorUtility.DisplayDialog("构建成功", $"PC高性能小游戏构建完成!\n\n输出路径:\n{buildPath}", "确定");
|
||||
|
||||
// 可选:打开构建目录
|
||||
if (EditorUtility.DisplayDialog("打开目录", "是否打开构建输出目录?", "是", "否"))
|
||||
{
|
||||
EditorUtility.RevealInFinder(buildPath);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] 构建失败: {report.summary.result}");
|
||||
EditorUtility.DisplayDialog("构建失败", $"构建过程中出现错误:\n{report.summary.result}", "确定");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] 构建异常: {e.Message}");
|
||||
EditorUtility.DisplayDialog("构建异常", $"构建过程中发生异常:\n{e.Message}", "确定");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行 Mac 构建
|
||||
/// </summary>
|
||||
private void BuildForMac()
|
||||
{
|
||||
try
|
||||
{
|
||||
var appId = GetDataInput("appId");
|
||||
var buildPath = GetBuildPath("Mac", appId);
|
||||
|
||||
// 确保构建目录存在
|
||||
if (!Directory.Exists(buildPath))
|
||||
{
|
||||
Directory.CreateDirectory(buildPath);
|
||||
}
|
||||
|
||||
// Mac 应用程序是 .app 包
|
||||
var executablePath = Path.Combine(buildPath, $"{GetProductName()}.app");
|
||||
|
||||
// 获取当前场景列表
|
||||
var scenes = new List<string>();
|
||||
foreach (var scene in EditorBuildSettings.scenes)
|
||||
{
|
||||
if (scene.enabled)
|
||||
{
|
||||
scenes.Add(scene.path);
|
||||
}
|
||||
}
|
||||
|
||||
if (scenes.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[PC高性能小游戏] 没有启用的场景,请在 Build Settings 中添加场景");
|
||||
EditorUtility.DisplayDialog("警告", "没有启用的场景,请在 Build Settings 中添加场景", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
// 构建选项
|
||||
var buildOptions = BuildOptions.None;
|
||||
|
||||
Debug.Log($"[PC高性能小游戏] 开始构建 macOS 应用到: {executablePath}");
|
||||
Debug.Log($"[PC高性能小游戏] 使用项目名称: {GetProductName()}");
|
||||
|
||||
// 执行构建
|
||||
var report = BuildPipeline.BuildPlayer(scenes.ToArray(), executablePath, BuildTarget.StandaloneOSX, buildOptions);
|
||||
|
||||
// 检查构建结果
|
||||
if (report.summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded)
|
||||
{
|
||||
Debug.Log($"[PC高性能小游戏] macOS 构建成功! 输出路径: {buildPath}");
|
||||
EditorUtility.DisplayDialog("构建成功", $"PC高性能小游戏 macOS 构建完成!\n\n输出路径:\n{buildPath}", "确定");
|
||||
|
||||
// 可选:打开构建目录
|
||||
if (EditorUtility.DisplayDialog("打开目录", "是否打开构建输出目录?", "是", "否"))
|
||||
{
|
||||
EditorUtility.RevealInFinder(buildPath);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] macOS 构建失败: {report.summary.result}");
|
||||
EditorUtility.DisplayDialog("构建失败", $"构建过程中出现错误:\n{report.summary.result}", "确定");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"[PC高性能小游戏] macOS 构建异常: {e.Message}");
|
||||
EditorUtility.DisplayDialog("构建异常", $"构建过程中发生异常:\n{e.Message}", "确定");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建输出路径
|
||||
/// </summary>
|
||||
private string GetBuildPath(string platformName, string appId)
|
||||
{
|
||||
var exportPath = GetDataInput("exportPath");
|
||||
|
||||
// 如果用户指定了导出路径
|
||||
if (!string.IsNullOrEmpty(exportPath))
|
||||
{
|
||||
// 判断是否为绝对路径
|
||||
if (Path.IsPathRooted(exportPath))
|
||||
{
|
||||
return Path.Combine(exportPath, platformName, appId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 相对路径,相对于项目根目录
|
||||
return Path.Combine(projectRootPath, exportPath, platformName, appId);
|
||||
}
|
||||
}
|
||||
|
||||
// 默认路径:{projectRoot}/Build/{Platform}/{AppID}
|
||||
return Path.Combine(projectRootPath, "Build", platformName, appId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取产品名称(优先使用用户配置的名称,否则使用Unity项目名)
|
||||
/// </summary>
|
||||
private string GetProductName()
|
||||
{
|
||||
var projectName = GetDataInput("projectName");
|
||||
if (!string.IsNullOrEmpty(projectName))
|
||||
{
|
||||
return projectName.Trim();
|
||||
}
|
||||
return PlayerSettings.productName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载配置数据
|
||||
/// </summary>
|
||||
private void LoadData()
|
||||
{
|
||||
if (File.Exists(ConfigFilePath))
|
||||
{
|
||||
try
|
||||
{
|
||||
var json = File.ReadAllText(ConfigFilePath);
|
||||
var config = JsonUtility.FromJson<PCHPConfigData>(json);
|
||||
if (config != null)
|
||||
{
|
||||
SetData("appId", config.appId ?? "");
|
||||
SetData("projectName", config.projectName ?? "");
|
||||
SetData("exportPath", config.exportPath ?? "");
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[PC高性能小游戏] 加载配置失败: {e.Message}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 初始化默认值
|
||||
SetData("appId", "");
|
||||
SetData("projectName", "");
|
||||
SetData("exportPath", "");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存配置数据
|
||||
/// </summary>
|
||||
private void SaveData()
|
||||
{
|
||||
try
|
||||
{
|
||||
var config = new PCHPConfigData
|
||||
{
|
||||
appId = GetDataInput("appId"),
|
||||
projectName = GetDataInput("projectName"),
|
||||
exportPath = GetDataInput("exportPath")
|
||||
};
|
||||
|
||||
var directory = Path.GetDirectoryName(ConfigFilePath);
|
||||
if (!Directory.Exists(directory))
|
||||
{
|
||||
Directory.CreateDirectory(directory);
|
||||
}
|
||||
|
||||
var json = JsonUtility.ToJson(config, true);
|
||||
File.WriteAllText(ConfigFilePath, json);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[PC高性能小游戏] 保存配置失败: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取输入框数据
|
||||
/// </summary>
|
||||
private string GetDataInput(string target)
|
||||
{
|
||||
if (formInputData.ContainsKey(target))
|
||||
{
|
||||
return formInputData[target];
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置数据
|
||||
/// </summary>
|
||||
private void SetData(string target, string value)
|
||||
{
|
||||
if (formInputData.ContainsKey(target))
|
||||
{
|
||||
formInputData[target] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
formInputData.Add(target, value);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 绘制输入框
|
||||
/// </summary>
|
||||
private void FormInput(string target, string label, string help = null)
|
||||
{
|
||||
if (!formInputData.ContainsKey(target))
|
||||
{
|
||||
formInputData[target] = "";
|
||||
}
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
|
||||
|
||||
if (help == null)
|
||||
{
|
||||
GUILayout.Label(label, GUILayout.Width(140));
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label(new GUIContent(label, help), GUILayout.Width(140));
|
||||
}
|
||||
|
||||
formInputData[target] = GUILayout.TextField(formInputData[target], GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth - 195));
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 绘制带文件夹选择器的输入框
|
||||
/// </summary>
|
||||
private void FormInputWithFolderSelector(string target, string label, string help = null)
|
||||
{
|
||||
if (!formInputData.ContainsKey(target))
|
||||
{
|
||||
formInputData[target] = "";
|
||||
}
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
|
||||
|
||||
if (help == null)
|
||||
{
|
||||
GUILayout.Label(label, GUILayout.Width(140));
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label(new GUIContent(label, help), GUILayout.Width(140));
|
||||
}
|
||||
|
||||
// 输入框
|
||||
formInputData[target] = GUILayout.TextField(formInputData[target], GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth - 275));
|
||||
|
||||
// 选择按钮
|
||||
if (GUILayout.Button("选择", GUILayout.Width(60)))
|
||||
{
|
||||
var selectedPath = EditorUtility.OpenFolderPanel("选择导出目录", projectRootPath, "");
|
||||
if (!string.IsNullOrEmpty(selectedPath))
|
||||
{
|
||||
// 尝试转换为相对路径
|
||||
if (selectedPath.StartsWith(projectRootPath))
|
||||
{
|
||||
var relativePath = selectedPath.Substring(projectRootPath.Length);
|
||||
if (relativePath.StartsWith("/") || relativePath.StartsWith("\\"))
|
||||
{
|
||||
relativePath = relativePath.Substring(1);
|
||||
}
|
||||
formInputData[target] = relativePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用绝对路径
|
||||
formInputData[target] = selectedPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 绘制带文件夹选择器和帮助提示的输入框
|
||||
/// </summary>
|
||||
private void FormInputWithFolderSelectorAndHelp(string target, string label, string help = null)
|
||||
{
|
||||
if (!formInputData.ContainsKey(target))
|
||||
{
|
||||
formInputData[target] = "";
|
||||
}
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
|
||||
|
||||
// 标题(带问号和 Tooltip)
|
||||
var displayLabel = help == null ? label : $"{label}(?)";
|
||||
GUILayout.Label(new GUIContent(displayLabel, help), GUILayout.Width(140));
|
||||
|
||||
// 输入框
|
||||
formInputData[target] = GUILayout.TextField(formInputData[target], GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth - 275));
|
||||
|
||||
// 选择按钮
|
||||
if (GUILayout.Button("选择", GUILayout.Width(60)))
|
||||
{
|
||||
var selectedPath = EditorUtility.OpenFolderPanel("选择导出目录", projectRootPath, "");
|
||||
if (!string.IsNullOrEmpty(selectedPath))
|
||||
{
|
||||
// 尝试转换为相对路径
|
||||
if (selectedPath.StartsWith(projectRootPath))
|
||||
{
|
||||
var relativePath = selectedPath.Substring(projectRootPath.Length);
|
||||
if (relativePath.StartsWith("/") || relativePath.StartsWith("\\"))
|
||||
{
|
||||
relativePath = relativePath.Substring(1);
|
||||
}
|
||||
formInputData[target] = relativePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用绝对路径
|
||||
formInputData[target] = selectedPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// PC高性能小游戏配置数据类
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
private class PCHPConfigData
|
||||
{
|
||||
public string appId;
|
||||
public string projectName;
|
||||
public string exportPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
7
Editor/PCHighPerformance/WXPCSettingHelper.cs.meta
Normal file
7
Editor/PCHighPerformance/WXPCSettingHelper.cs.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 769878c6cc6489f59f3bca6835614c27
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -34,7 +34,14 @@ namespace WeChatWASM
|
||||
if(UnityUtil.GetEngineVersion() == UnityUtil.EngineVersion.Tuanjie)
|
||||
{
|
||||
var absolutePath = Path.GetFullPath("Packages/com.qq.weixin.minigame/WebGLTemplates/WXTemplate2022TJ");
|
||||
PlayerSettings.WeixinMiniGame.template = $"PATH:{absolutePath}";
|
||||
if (!Directory.Exists(absolutePath))
|
||||
{
|
||||
PlayerSettings.WeixinMiniGame.template = $"{templateHeader}WXTemplate2022TJ";
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerSettings.WeixinMiniGame.template = $"PATH:{absolutePath}";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@ -2,7 +2,7 @@ namespace WeChatWASM
|
||||
{
|
||||
public class WXPluginVersion
|
||||
{
|
||||
public static string pluginVersion = "202601131148"; // 这一行不要改他,导出的时候会自动替换
|
||||
public static string pluginVersion = "202603020736"; // 这一行不要改他,导出的时候会自动替换
|
||||
}
|
||||
|
||||
public class WXPluginConf
|
||||
|
||||
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f847db20faa66610af5948c280c4a736
|
||||
guid: 02bac7fb9dd1737a77a1cefdfc4719a7
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@ -4,6 +4,91 @@
|
||||
<name>wx-runtime-editor</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.WXDataPluginExample">
|
||||
<summary>
|
||||
WX数据保护插件使用示例
|
||||
演示如何使用数据保护功能来保护游戏中的重要数值
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example1_BasicUsage">
|
||||
<summary>
|
||||
示例1:基础用法 - 存储和读取数据
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example2_SafeGet">
|
||||
<summary>
|
||||
示例2:安全获取数据(推荐方式)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example3_ComplexObject">
|
||||
<summary>
|
||||
示例3:存储复杂对象
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example4_DataManagement">
|
||||
<summary>
|
||||
示例4:数据管理
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.OnDataTampered(System.Object,WeChatWASM.GameProtect.Monitor.WXDataProtectionEventArgs)">
|
||||
<summary>
|
||||
数据篡改事件处理
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.HandleTampering(WeChatWASM.GameProtect.Monitor.WXDataProtectionEventArgs)">
|
||||
<summary>
|
||||
处理数据篡改
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.PlayerStats">
|
||||
<summary>
|
||||
示例:玩家属性数据结构
|
||||
注意:使用 JsonUtility 序列化时,必须使用公共字段
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.GameCurrencyManager">
|
||||
<summary>
|
||||
游戏货币管理器示例
|
||||
封装常用的货币操作,简化调用
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.Init(System.Int32,System.Int32)">
|
||||
<summary>
|
||||
初始化货币数据
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.GetCoins">
|
||||
<summary>
|
||||
获取金币数量
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.AddCoins(System.Int32)">
|
||||
<summary>
|
||||
增加金币
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.SpendCoins(System.Int32)">
|
||||
<summary>
|
||||
消费金币
|
||||
</summary>
|
||||
<returns>是否消费成功</returns>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.GetDiamonds">
|
||||
<summary>
|
||||
获取钻石数量
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.AddDiamonds(System.Int32)">
|
||||
<summary>
|
||||
增加钻石
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.SpendDiamonds(System.Int32)">
|
||||
<summary>
|
||||
消费钻石
|
||||
</summary>
|
||||
<returns>是否消费成功</returns>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.WXBannerAd">
|
||||
<summary>
|
||||
Banner 广告,详见 https://developers.weixin.qq.com/minigame/dev/guide/open-ability/ad/banner-ad.html
|
||||
@ -3119,6 +3204,36 @@
|
||||
是否结束
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.eventId">
|
||||
<summary>
|
||||
事件ID,开发者自行维护(必需)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.costTime">
|
||||
<summary>
|
||||
事件耗时,单位ms(可选)不填时为0
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.result">
|
||||
<summary>
|
||||
事件结果,默认成功(可选)不填时默认成功
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.ReportGameEventResult">
|
||||
<summary>
|
||||
reportGameEvent的事件类型
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventResult.Success">
|
||||
<summary>
|
||||
成功事件
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventResult.Fail">
|
||||
<summary>
|
||||
失败事件
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.PageManagerCallbackResult.errCode">
|
||||
<summary>
|
||||
错误码,文档可见 https://developers.weixin.qq.com/minigame/dev/api/open-api/openlink/wx.createPageManager.html
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86cfe097f9cce0b88db9414b86df4ed1
|
||||
guid: fe5f0b1df5ece6db9e7bcd950e0a378c
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
|
||||
Binary file not shown.
@ -4,12 +4,91 @@
|
||||
<name>wx-runtime</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="T:PlayerPrefs">
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.WXDataPluginExample">
|
||||
<summary>
|
||||
覆盖unity的PlayerPrefs
|
||||
注意:调用均为同步调用, 容易阻塞游戏主线程造成卡顿,不建议频繁调用
|
||||
WX数据保护插件使用示例
|
||||
演示如何使用数据保护功能来保护游戏中的重要数值
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example1_BasicUsage">
|
||||
<summary>
|
||||
示例1:基础用法 - 存储和读取数据
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example2_SafeGet">
|
||||
<summary>
|
||||
示例2:安全获取数据(推荐方式)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example3_ComplexObject">
|
||||
<summary>
|
||||
示例3:存储复杂对象
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.Example4_DataManagement">
|
||||
<summary>
|
||||
示例4:数据管理
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.OnDataTampered(System.Object,WeChatWASM.GameProtect.Monitor.WXDataProtectionEventArgs)">
|
||||
<summary>
|
||||
数据篡改事件处理
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.WXDataPluginExample.HandleTampering(WeChatWASM.GameProtect.Monitor.WXDataProtectionEventArgs)">
|
||||
<summary>
|
||||
处理数据篡改
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.PlayerStats">
|
||||
<summary>
|
||||
示例:玩家属性数据结构
|
||||
注意:使用 JsonUtility 序列化时,必须使用公共字段
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.GameProtect.Monitor.GameCurrencyManager">
|
||||
<summary>
|
||||
游戏货币管理器示例
|
||||
封装常用的货币操作,简化调用
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.Init(System.Int32,System.Int32)">
|
||||
<summary>
|
||||
初始化货币数据
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.GetCoins">
|
||||
<summary>
|
||||
获取金币数量
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.AddCoins(System.Int32)">
|
||||
<summary>
|
||||
增加金币
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.SpendCoins(System.Int32)">
|
||||
<summary>
|
||||
消费金币
|
||||
</summary>
|
||||
<returns>是否消费成功</returns>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.GetDiamonds">
|
||||
<summary>
|
||||
获取钻石数量
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.AddDiamonds(System.Int32)">
|
||||
<summary>
|
||||
增加钻石
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:WeChatWASM.GameProtect.Monitor.GameCurrencyManager.SpendDiamonds(System.Int32)">
|
||||
<summary>
|
||||
消费钻石
|
||||
</summary>
|
||||
<returns>是否消费成功</returns>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.WXBannerAd">
|
||||
<summary>
|
||||
Banner 广告,详见 https://developers.weixin.qq.com/minigame/dev/guide/open-ability/ad/banner-ad.html
|
||||
@ -3125,6 +3204,36 @@
|
||||
是否结束
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.eventId">
|
||||
<summary>
|
||||
事件ID,开发者自行维护(必需)
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.costTime">
|
||||
<summary>
|
||||
事件耗时,单位ms(可选)不填时为0
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventOption.result">
|
||||
<summary>
|
||||
事件结果,默认成功(可选)不填时默认成功
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:WeChatWASM.ReportGameEventResult">
|
||||
<summary>
|
||||
reportGameEvent的事件类型
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventResult.Success">
|
||||
<summary>
|
||||
成功事件
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.ReportGameEventResult.Fail">
|
||||
<summary>
|
||||
失败事件
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:WeChatWASM.PageManagerCallbackResult.errCode">
|
||||
<summary>
|
||||
错误码,文档可见 https://developers.weixin.qq.com/minigame/dev/api/open-api/openlink/wx.createPageManager.html
|
||||
@ -9125,5 +9234,11 @@
|
||||
注册监听录制事件的回调函数。当对应事件触发时,回调函数会被执行
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:PlayerPrefs">
|
||||
<summary>
|
||||
覆盖unity的PlayerPrefs
|
||||
注意:调用均为同步调用, 容易阻塞游戏主线程造成卡顿,不建议频繁调用
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
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||||
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|
||||
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|
||||
|
||||
@ -1136,6 +1136,14 @@ namespace WeChatWASM
|
||||
{
|
||||
WXSDKManagerHandler.Instance.NotifyMiniProgramPlayableStatus(option);
|
||||
}
|
||||
/// <summary>
|
||||
/// 上报自定义打点数据
|
||||
/// </summary>
|
||||
/// <param name="option"></param>
|
||||
public static void ReportGameEvent(ReportGameEventOption option)
|
||||
{
|
||||
WXSDKManagerHandler.Instance.ReportGameEvent(option);
|
||||
}
|
||||
#endregion
|
||||
#region 虚拟支付
|
||||
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|
||||
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||||
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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