Auto-publish.

This commit is contained in:
nebulaliu 2026-03-13 10:54:55 +08:00
parent da392637d3
commit 709ddb823a
184 changed files with 2595 additions and 1053 deletions

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@ -6,23 +6,6 @@ Removed - 删除功能/接口
Fixed - 修复问题
Others - 其他
-->
## 2026-1-13 v0.1.31 【普通更新】
### Fixed
* 普通修复glx模式下 createVideo underGameView为true 黑屏的问题
* 普通修复build profile在团结1.6之后的导出问题
## 2025-11-6 v0.1.30 【重要更新】
### Feature
* 重要EmscriptenGLX支持微信压缩纹理
* 普通EmscriptenGLX支持Android glReadpixels
* 普通EmscriptenGLX优化Android CPU与功耗
* 普通Metal高帧率下功耗优化
* 普通团结引擎buildprofile支持
### Fixed
* 重要Metal编码库batch size修复
* 普通PageManager相关问题修复
* 普通iOS18的微信字体修复
## 2025-9-8 v0.1.29 【重要更新】
### Feature
* 普通本地缓存存在时UnityWebRequest支持同步方式(APIwx.SetSyncReadCacheEnabled)以加快读取速度

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@ -0,0 +1,78 @@
#if TUANJIE_1_6_OR_NEWER && !TUANJIE_1_8_OR_NEWER
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.ExternalMiniGame;
using UnityEngine;
namespace WeChatWASM
{
[InitializeOnLoad]
public class WeixinBuildProfileUpdater
{
static WeixinBuildProfileUpdater()
{
UpdateBuildProfile();
}
public static void UpdateBuildProfile()
{
string buildProfilePath = "Assets/Settings/Build Profiles";
if (!AssetDatabase.IsValidFolder(buildProfilePath))
{
return;
}
string[] guids = AssetDatabase.FindAssets("t:BuildProfile", new[] { buildProfilePath });
foreach (string guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
UnityEditor.Build.Profile.BuildProfile buildProfile = AssetDatabase.LoadAssetAtPath<UnityEditor.Build.Profile.BuildProfile>(assetPath);
if (buildProfile != null)
{
bool isDefaultWeixinSettings = buildProfile.miniGameSettings is DefaultWeChatMiniGameSettings;
// If use DefaultWeChatMiniGameSettings, convert to WeixinMiniGameSettings
if (isDefaultWeixinSettings)
{
var oldSettings = (DefaultWeChatMiniGameSettings)buildProfile.miniGameSettings;
var editor = new WeixinMiniGameSettingsEditor();
var newSettings = new WeixinMiniGameSettings(editor);
newSettings.ProjectConf = new WXProjectConf();
newSettings.SDKOptions = new SDKOptions();
newSettings.CompileOptions = new CompileOptions();
newSettings.CompressTexture = new CompressTexture();
newSettings.FontOptions = new FontOptions();
string projJson = JsonUtility.ToJson(oldSettings.ProjectConf, true);
JsonUtility.FromJsonOverwrite(projJson, newSettings.ProjectConf);
string sdkOptionsJson = JsonUtility.ToJson(oldSettings.SDKOptions, true);
JsonUtility.FromJsonOverwrite(sdkOptionsJson, newSettings.SDKOptions);
string compileOptionsJson = JsonUtility.ToJson(oldSettings.CompileOptions, true);
JsonUtility.FromJsonOverwrite(compileOptionsJson, newSettings.CompileOptions);
string compressTextureJson = JsonUtility.ToJson(oldSettings.CompressTexture, true);
JsonUtility.FromJsonOverwrite(compressTextureJson, newSettings.CompressTexture);
string fontOptionsJson = JsonUtility.ToJson(oldSettings.FontOptions, true);
JsonUtility.FromJsonOverwrite(fontOptionsJson, newSettings.FontOptions);
var property = typeof(UnityEditor.Build.Profile.BuildProfile).GetProperty("miniGameSettings",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
property.SetValue(buildProfile, newSettings);
buildProfile.miniGameSettings = newSettings;
EditorUtility.SetDirty(buildProfile);
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(buildProfile));
}
}
}
}
}
}
#endif

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 741d5b08eb860f748890537f2389546f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -26,561 +26,13 @@ namespace WeChatWASM
private Dictionary<string, bool> formCheckboxData = new Dictionary<string, bool>();
public Texture tex;
public WXSettingsHelper helper = new WXSettingsHelper();
public override void OnMiniGameSettingsIMGUI(SerializedObject serializedObject, SerializedProperty miniGameProperty)
{
OnSettingsGUI(serializedObject, miniGameProperty);
helper.OnSettingsGUI(serializedObject, miniGameProperty);
}
public void OnSettingsGUI(SerializedObject serializedObject, SerializedProperty miniGameProperty)
{
loadData(serializedObject, miniGameProperty);
scrollRoot = EditorGUILayout.BeginScrollView(scrollRoot);
GUIStyle linkStyle = new GUIStyle(GUI.skin.label);
linkStyle.normal.textColor = Color.yellow;
linkStyle.hover.textColor = Color.yellow;
linkStyle.stretchWidth = false;
linkStyle.alignment = TextAnchor.UpperLeft;
linkStyle.wordWrap = true;
foldBaseInfo = EditorGUILayout.Foldout(foldBaseInfo, "基本信息");
if (foldBaseInfo)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
formInput("appid", "游戏AppID");
formInput("cdn", "游戏资源CDN");
formInput("projectName", "小游戏项目名");
formIntPopup("orientation", "游戏方向", new[] { "Portrait", "Landscape", "LandscapeLeft", "LandscapeRight" }, new[] { 0, 1, 2, 3 });
formInput("memorySize", "UnityHeap预留内存(?)", "单位MB预分配内存值超休闲游戏256/中轻度496/重度游戏768需预估游戏最大UnityHeap值以防止内存自动扩容带来的峰值尖刺。预估方法请查看GIT文档《优化Unity WebGL的内存》");
EditorGUILayout.EndVertical();
}
foldLoadingConfig = EditorGUILayout.Foldout(foldLoadingConfig, "启动Loading配置");
if (foldLoadingConfig)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
GUILayout.BeginHorizontal();
string targetBg = "bgImageSrc";
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
tex = (Texture)EditorGUILayout.ObjectField("启动背景图/视频封面", tex, typeof(Texture2D), false);
var currentBgSrc = AssetDatabase.GetAssetPath(tex);
if (!string.IsNullOrEmpty(currentBgSrc) && currentBgSrc != formInputData[targetBg])
{
formInputData[targetBg] = currentBgSrc;
saveData(serializedObject, miniGameProperty);
}
GUILayout.EndHorizontal();
formInput("videoUrl", "加载阶段视频URL");
formIntPopup("assetLoadType", "首包资源加载方式", new[] { "CDN", "小游戏包内" }, new[] { 0, 1 });
formCheckbox("compressDataPackage", "压缩首包资源(?)", "将首包资源Brotli压缩, 降低资源大小. 注意: 首次启动耗时可能会增加200ms, 仅推荐使用小游戏分包加载时节省包体大小使用");
formInput("bundleExcludeExtensions", "不自动缓存文件类型(?)", "(使用;分割)当请求url包含资源'cdn+StreamingAssets'时会自动缓存但StreamingAssets目录下不是所有文件都需缓存此选项配置不需要自动缓存的文件拓展名。默认值json");
formInput("bundleHashLength", "Bundle名称Hash长度(?)", "自定义Bundle文件名中hash部分长度默认值32用于缓存控制。");
formInput("preloadFiles", "预下载文件列表(?)", "使用;间隔,支持模糊匹配");
EditorGUILayout.EndVertical();
}
foldSDKOptions = EditorGUILayout.Foldout(foldSDKOptions, "SDK功能选项");
if (foldSDKOptions)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
formCheckbox("useFriendRelation", "使用好友关系链");
formCheckbox("useMiniGameChat", "使用社交组件");
formCheckbox("preloadWXFont", "预加载微信字体(?)", "在game.js执行开始时预载微信系统字体运行期间可使用WX.GetWXFont获取微信字体");
formCheckbox("disableMultiTouch", "禁止多点触控");
EditorGUILayout.EndVertical();
}
foldDebugOptions = EditorGUILayout.Foldout(foldDebugOptions, "调试编译选项");
if (foldDebugOptions)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
// formCheckbox("developBuild", "Development Build");
formCheckbox("autoProfile", "Auto connect Profiler");
formCheckbox("scriptOnly", "Scripts Only Build");
#if TUANJIE_2022_3_OR_NEWER
// TODO: if overwrite by OverwritePlayerSettings
bool UseIL2CPP = PlayerSettings.GetScriptingBackend(BuildTargetGroup.WeixinMiniGame) == ScriptingImplementation.IL2CPP;
#else
bool UseIL2CPP = true;
#endif
formCheckbox("il2CppOptimizeSize", "Il2Cpp Optimize Size(?)", "对应于Il2CppCodeGeneration选项勾选时使用OptimizeSize(默认推荐)生成代码小15%左右取消勾选则使用OptimizeSpeed。游戏中大量泛型集合的高频访问建议OptimizeSpeed在使用HybridCLR等第三方组件时只能用OptimizeSpeed。(Dotnet Runtime模式下该选项无效)", !UseIL2CPP);
formCheckbox("profilingFuncs", "Profiling Funcs");
formCheckbox("profilingMemory", "Profiling Memory");
formCheckbox("webgl2", "WebGL2.0(beta)");
formCheckbox("iOSPerformancePlus", "iOSPerformancePlus(?)", "是否使用iOS高性能+渲染方案有助于提升渲染兼容性、降低WebContent进程内存");
formCheckbox("EmscriptenGLX", "EmscriptenGLX(?)", "是否使用EmscriptenGLX渲染方案");
formCheckbox("iOSMetal", "iOSMetal(?)", "是否使用iOSMetal渲染方案需要开启iOS高性能+模式有助于提升运行性能降低iOS功耗");
formCheckbox("deleteStreamingAssets", "Clear Streaming Assets");
formCheckbox("cleanBuild", "Clean WebGL Build");
// formCheckbox("cleanCloudDev", "Clean Cloud Dev");
formCheckbox("fbslim", "首包资源优化(?)", "导出时自动清理UnityEditor默认打包但游戏项目从未使用的资源瘦身首包资源体积。团结引擎已无需开启该能力", UnityUtil.GetEngineVersion() > 0, (res) =>
{
var fbWin = EditorWindow.GetWindow(typeof(WXFbSettingWindow), false, "首包资源优化配置面板", true);
fbWin.minSize = new Vector2(680, 350);
fbWin.Show();
});
formCheckbox("autoAdaptScreen", "自适应屏幕尺寸(?)", "移动端旋转屏幕和PC端拉伸窗口时自动调整画布尺寸");
formCheckbox("showMonitorSuggestModal", "显示优化建议弹窗");
formCheckbox("enableProfileStats", "显示性能面板");
formCheckbox("enableRenderAnalysis", "显示渲染日志(dev only)");
{
formCheckbox("brotliMT", "brotli多线程压缩(?)", "开启多线程压缩可以提高出包速度但会降低压缩率。如若不使用wasm代码分包请勿用多线程出包上线");
}
EditorGUILayout.EndVertical();
}
if (WXConvertCore.IsInstantGameAutoStreaming())
{
foldInstantGame = EditorGUILayout.Foldout(foldInstantGame, "Instant Game - AutoStreaming");
if (foldInstantGame)
{
var automaticfillinstantgame = miniGameProperty.FindPropertyRelative("m_AutomaticFillInstantGame");
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
formCheckbox("m_AutomaticFillInstantGame", "自动填写AutoStreaming", "仅在开启AutoStreaming生效");
GUILayout.EndHorizontal();
formInput("bundlePathIdentifier", "Bundle Path Identifier");
formInput("dataFileSubPrefix", "Data File Sub Prefix");
EditorGUI.BeginDisabledGroup(true);
formCheckbox("autoUploadFirstBundle", "构建后自动上传首包(?)", "仅在开启AutoStreaming生效", true);
EditorGUI.EndDisabledGroup();
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
GUILayout.Label(new GUIContent("清理AS配置(?)", "如需关闭AutoStreaming选用默认发布方案则需要清理AS配置项目。"), GUILayout.Width(140));
EditorGUI.BeginDisabledGroup(WXConvertCore.IsInstantGameAutoStreaming());
if (GUILayout.Button(new GUIContent("恢复"), GUILayout.Width(60)))
{
var ProjectConf = miniGameProperty.FindPropertyRelative("ProjectConf");
string identifier = ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue;
string[] identifiers = identifier.Split(";");
string idStr = "";
foreach (string id in identifiers)
{
if (id != "AS" && id != "CUS/CustomAB")
{
idStr += id + ";";
}
}
ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue = idStr.Trim(';');
if (ProjectConf.FindPropertyRelative("dataFileSubPrefix").stringValue == "CUS")
{
ProjectConf.FindPropertyRelative("dataFileSubPrefix").stringValue = "";
}
loadData(serializedObject, miniGameProperty);
}
EditorGUI.EndDisabledGroup();
GUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(string.Empty);
if (GUILayout.Button(new GUIContent("了解Instant Game AutoStreaming", ""), linkStyle))
{
Application.OpenURL("https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/Design/InstantGameGuide.md");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
}
}
{
foldFontOptions = EditorGUILayout.Foldout(foldFontOptions, "字体配置");
if (foldFontOptions)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
formCheckbox("CJK_Unified_Ideographs", "基本汉字(?)", "Unicode [0x4e00, 0x9fff]");
formCheckbox("C0_Controls_and_Basic_Latin", "基本拉丁语(英文大小写、数字、英文标点)(?)", "Unicode [0x0, 0x7f]");
formCheckbox("CJK_Symbols_and_Punctuation", "中文标点符号(?)", "Unicode [0x3000, 0x303f]");
formCheckbox("General_Punctuation", "通用标点符号(?)", "Unicode [0x2000, 0x206f]");
formCheckbox("Enclosed_CJK_Letters_and_Months", "CJK字母及月份(?)", "Unicode [0x3200, 0x32ff]");
formCheckbox("Vertical_Forms", "中文竖排标点(?)", "Unicode [0xfe10, 0xfe1f]");
formCheckbox("CJK_Compatibility_Forms", "CJK兼容符号(?)", "Unicode [0xfe30, 0xfe4f]");
formCheckbox("Miscellaneous_Symbols", "杂项符号(?)", "Unicode [0x2600, 0x26ff]");
formCheckbox("CJK_Compatibility", "CJK特殊符号(?)", "Unicode [0x3300, 0x33ff]");
formCheckbox("Halfwidth_and_Fullwidth_Forms", "全角ASCII、全角中英文标点、半宽片假名、半宽平假名、半宽韩文字母(?)", "Unicode [0xff00, 0xffef]");
formCheckbox("Dingbats", "装饰符号(?)", "Unicode [0x2700, 0x27bf]");
formCheckbox("Letterlike_Symbols", "字母式符号(?)", "Unicode [0x2100, 0x214f]");
formCheckbox("Enclosed_Alphanumerics", "带圈或括号的字母数字(?)", "Unicode [0x2460, 0x24ff]");
formCheckbox("Number_Forms", "数字形式(?)", "Unicode [0x2150, 0x218f]");
formCheckbox("Currency_Symbols", "货币符号(?)", "Unicode [0x20a0, 0x20cf]");
formCheckbox("Arrows", "箭头(?)", "Unicode [0x2190, 0x21ff]");
formCheckbox("Geometric_Shapes", "几何图形(?)", "Unicode [0x25a0, 0x25ff]");
formCheckbox("Mathematical_Operators", "数学运算符号(?)", "Unicode [0x2200, 0x22ff]");
formInput("CustomUnicode", "自定义Unicode(?)", "将填入的所有字符强制加入字体预加载列表");
EditorGUILayout.EndVertical();
}
}
EditorGUILayout.EndScrollView();
saveData(serializedObject, miniGameProperty);
}
private void loadData(SerializedObject serializedObject, SerializedProperty miniGameProperty)
{
serializedObject.UpdateIfRequiredOrScript();
var ProjectConf = miniGameProperty.FindPropertyRelative("ProjectConf");
// Instant Game
if (WXConvertCore.IsInstantGameAutoStreaming())
{
var automaticfillinstantgame = miniGameProperty.FindPropertyRelative("m_AutomaticFillInstantGame");
if (automaticfillinstantgame.boolValue)
{
ProjectConf.FindPropertyRelative("CDN").stringValue = WXConvertCore.GetInstantGameAutoStreamingCDN();
if (!ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue.Contains("AS;"))
{
ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue += "AS;";
}
if (!ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue.Contains("CUS/CustomAB;"))
{
ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue += "CUS/CustomAB;";
}
ProjectConf.FindPropertyRelative("dataFileSubPrefix").stringValue = "CUS";
}
}
setData("projectName", ProjectConf.FindPropertyRelative("projectName").stringValue);
setData("appid", ProjectConf.FindPropertyRelative("Appid").stringValue);
setData("cdn", ProjectConf.FindPropertyRelative("CDN").stringValue);
setData("assetLoadType", ProjectConf.FindPropertyRelative("assetLoadType").intValue);
setData("compressDataPackage", ProjectConf.FindPropertyRelative("compressDataPackage").boolValue);
setData("videoUrl", ProjectConf.FindPropertyRelative("VideoUrl").stringValue);
setData("orientation", (int)ProjectConf.FindPropertyRelative("Orientation").enumValueIndex);
//setData("dst", ProjectConf.FindPropertyRelative("relativeDST").stringValue);
setData("bundleHashLength", ProjectConf.FindPropertyRelative("bundleHashLength").intValue.ToString());
setData("bundlePathIdentifier", ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue);
setData("bundleExcludeExtensions", ProjectConf.FindPropertyRelative("bundleExcludeExtensions").stringValue);
setData("preloadFiles", ProjectConf.FindPropertyRelative("preloadFiles").stringValue);
var CompileOptions = miniGameProperty.FindPropertyRelative("CompileOptions");
// setData("developBuild", CompileOptions.FindPropertyRelative("DevelopBuild").boolValue);
setData("autoProfile", CompileOptions.FindPropertyRelative("AutoProfile").boolValue);
setData("scriptOnly", CompileOptions.FindPropertyRelative("ScriptOnly").boolValue);
setData("il2CppOptimizeSize", CompileOptions.FindPropertyRelative("Il2CppOptimizeSize").boolValue);
setData("profilingFuncs", CompileOptions.FindPropertyRelative("profilingFuncs").boolValue);
setData("profilingMemory", CompileOptions.FindPropertyRelative("ProfilingMemory").boolValue);
setData("deleteStreamingAssets", CompileOptions.FindPropertyRelative("DeleteStreamingAssets").boolValue);
setData("cleanBuild", CompileOptions.FindPropertyRelative("CleanBuild").boolValue);
setData("customNodePath", CompileOptions.FindPropertyRelative("CustomNodePath").stringValue);
setData("webgl2", CompileOptions.FindPropertyRelative("Webgl2").boolValue);
setData("iOSPerformancePlus", CompileOptions.FindPropertyRelative("enableIOSPerformancePlus").boolValue);
setData("iOSMetal", CompileOptions.FindPropertyRelative("enableiOSMetal").boolValue);
setData("EmscriptenGLX", CompileOptions.FindPropertyRelative("enableEmscriptenGLX").boolValue);
setData("fbslim", CompileOptions.FindPropertyRelative("fbslim").boolValue);
var SDKOptions = miniGameProperty.FindPropertyRelative("SDKOptions");
setData("useFriendRelation", SDKOptions.FindPropertyRelative("UseFriendRelation").boolValue);
setData("useMiniGameChat", SDKOptions.FindPropertyRelative("UseMiniGameChat").boolValue);
setData("preloadWXFont", SDKOptions.FindPropertyRelative("PreloadWXFont").boolValue);
setData("disableMultiTouch", SDKOptions.FindPropertyRelative("disableMultiTouch").boolValue);
setData("bgImageSrc", ProjectConf.FindPropertyRelative("bgImageSrc").stringValue);
tex = AssetDatabase.LoadAssetAtPath<Texture>(ProjectConf.FindPropertyRelative("bgImageSrc").stringValue);
setData("memorySize", ProjectConf.FindPropertyRelative("MemorySize").intValue.ToString());
setData("hideAfterCallMain", ProjectConf.FindPropertyRelative("HideAfterCallMain").boolValue);
setData("dataFileSubPrefix", ProjectConf.FindPropertyRelative("dataFileSubPrefix").stringValue);
setData("maxStorage", ProjectConf.FindPropertyRelative("maxStorage").intValue.ToString());
setData("defaultReleaseSize", ProjectConf.FindPropertyRelative("defaultReleaseSize").intValue.ToString());
setData("texturesHashLength", ProjectConf.FindPropertyRelative("texturesHashLength").intValue.ToString());
setData("texturesPath", ProjectConf.FindPropertyRelative("texturesPath").stringValue);
setData("needCacheTextures", ProjectConf.FindPropertyRelative("needCacheTextures").boolValue);
setData("loadingBarWidth", ProjectConf.FindPropertyRelative("loadingBarWidth").intValue.ToString());
setData("needCheckUpdate", ProjectConf.FindPropertyRelative("needCheckUpdate").boolValue);
setData("disableHighPerformanceFallback", ProjectConf.FindPropertyRelative("disableHighPerformanceFallback").boolValue);
setData("autoAdaptScreen", CompileOptions.FindPropertyRelative("autoAdaptScreen").boolValue);
setData("showMonitorSuggestModal", CompileOptions.FindPropertyRelative("showMonitorSuggestModal").boolValue);
setData("enableProfileStats", CompileOptions.FindPropertyRelative("enableProfileStats").boolValue);
setData("enableRenderAnalysis", CompileOptions.FindPropertyRelative("enableRenderAnalysis").boolValue);
setData("brotliMT", CompileOptions.FindPropertyRelative("brotliMT").boolValue);
setData("autoUploadFirstBundle", true);
setData("m_AutomaticFillInstantGame", miniGameProperty.FindPropertyRelative("m_AutomaticFillInstantGame").boolValue);
// font options
var FontOptions = miniGameProperty.FindPropertyRelative("FontOptions");
setData("CJK_Unified_Ideographs", FontOptions.FindPropertyRelative("CJK_Unified_Ideographs").boolValue);
setData("C0_Controls_and_Basic_Latin", FontOptions.FindPropertyRelative("C0_Controls_and_Basic_Latin").boolValue);
setData("CJK_Symbols_and_Punctuation", FontOptions.FindPropertyRelative("CJK_Symbols_and_Punctuation").boolValue);
setData("General_Punctuation", FontOptions.FindPropertyRelative("General_Punctuation").boolValue);
setData("Enclosed_CJK_Letters_and_Months", FontOptions.FindPropertyRelative("Enclosed_CJK_Letters_and_Months").boolValue);
setData("Vertical_Forms", FontOptions.FindPropertyRelative("Vertical_Forms").boolValue);
setData("CJK_Compatibility_Forms", FontOptions.FindPropertyRelative("CJK_Compatibility_Forms").boolValue);
setData("Miscellaneous_Symbols", FontOptions.FindPropertyRelative("Miscellaneous_Symbols").boolValue);
setData("CJK_Compatibility", FontOptions.FindPropertyRelative("CJK_Compatibility").boolValue);
setData("Halfwidth_and_Fullwidth_Forms", FontOptions.FindPropertyRelative("Halfwidth_and_Fullwidth_Forms").boolValue);
setData("Dingbats", FontOptions.FindPropertyRelative("Dingbats").boolValue);
setData("Letterlike_Symbols", FontOptions.FindPropertyRelative("Letterlike_Symbols").boolValue);
setData("Enclosed_Alphanumerics", FontOptions.FindPropertyRelative("Enclosed_Alphanumerics").boolValue);
setData("Number_Forms", FontOptions.FindPropertyRelative("Number_Forms").boolValue);
setData("Currency_Symbols", FontOptions.FindPropertyRelative("Currency_Symbols").boolValue);
setData("Arrows", FontOptions.FindPropertyRelative("Arrows").boolValue);
setData("Geometric_Shapes", FontOptions.FindPropertyRelative("Geometric_Shapes").boolValue);
setData("Mathematical_Operators", FontOptions.FindPropertyRelative("Mathematical_Operators").boolValue);
setData("CustomUnicode", FontOptions.FindPropertyRelative("CustomUnicode").stringValue);
}
private void saveData(SerializedObject serializedObject, SerializedProperty miniGameProperty)
{
serializedObject.UpdateIfRequiredOrScript();
var ProjectConf = miniGameProperty.FindPropertyRelative("ProjectConf");
ProjectConf.FindPropertyRelative("projectName").stringValue = getDataInput("projectName");
ProjectConf.FindPropertyRelative("Appid").stringValue = getDataInput("appid");
ProjectConf.FindPropertyRelative("CDN").stringValue = getDataInput("cdn");
ProjectConf.FindPropertyRelative("assetLoadType").intValue = getDataPop("assetLoadType");
ProjectConf.FindPropertyRelative("compressDataPackage").boolValue = getDataCheckbox("compressDataPackage");
ProjectConf.FindPropertyRelative("VideoUrl").stringValue = getDataInput("videoUrl");
ProjectConf.FindPropertyRelative("Orientation").enumValueIndex = getDataPop("orientation");
ProjectConf.FindPropertyRelative("relativeDST").stringValue = serializedObject.FindProperty("m_BuildPath").stringValue;
ProjectConf.FindPropertyRelative("DST").stringValue = GetAbsolutePath(config.ProjectConf.relativeDST);
ProjectConf.FindPropertyRelative("bundleHashLength").intValue = int.Parse(getDataInput("bundleHashLength"));
ProjectConf.FindPropertyRelative("bundlePathIdentifier").stringValue = getDataInput("bundlePathIdentifier");
ProjectConf.FindPropertyRelative("bundleExcludeExtensions").stringValue = getDataInput("bundleExcludeExtensions");
ProjectConf.FindPropertyRelative("preloadFiles").stringValue = getDataInput("preloadFiles");
var CompileOptions = miniGameProperty.FindPropertyRelative("CompileOptions");
CompileOptions.FindPropertyRelative("DevelopBuild").boolValue = serializedObject.FindProperty("m_PlatformSettings").FindPropertyRelative("m_Development").boolValue;
CompileOptions.FindPropertyRelative("AutoProfile").boolValue = getDataCheckbox("autoProfile");
CompileOptions.FindPropertyRelative("ScriptOnly").boolValue = getDataCheckbox("scriptOnly");
CompileOptions.FindPropertyRelative("Il2CppOptimizeSize").boolValue = getDataCheckbox("il2CppOptimizeSize");
CompileOptions.FindPropertyRelative("profilingFuncs").boolValue = getDataCheckbox("profilingFuncs");
CompileOptions.FindPropertyRelative("ProfilingMemory").boolValue = getDataCheckbox("profilingMemory");
CompileOptions.FindPropertyRelative("DeleteStreamingAssets").boolValue = getDataCheckbox("deleteStreamingAssets");
CompileOptions.FindPropertyRelative("CleanBuild").boolValue = getDataCheckbox("cleanBuild");
CompileOptions.FindPropertyRelative("CustomNodePath").stringValue = getDataInput("customNodePath");
CompileOptions.FindPropertyRelative("Webgl2").boolValue = getDataCheckbox("webgl2");
CompileOptions.FindPropertyRelative("enableIOSPerformancePlus").boolValue = getDataCheckbox("iOSPerformancePlus");
CompileOptions.FindPropertyRelative("enableiOSMetal").boolValue = getDataCheckbox("iOSMetal");
CompileOptions.FindPropertyRelative("enableEmscriptenGLX").boolValue = getDataCheckbox("EmscriptenGLX");
CompileOptions.FindPropertyRelative("fbslim").boolValue = getDataCheckbox("fbslim");
var SDKOptions = miniGameProperty.FindPropertyRelative("SDKOptions");
SDKOptions.FindPropertyRelative("UseFriendRelation").boolValue = getDataCheckbox("useFriendRelation");
SDKOptions.FindPropertyRelative("UseMiniGameChat").boolValue = getDataCheckbox("useMiniGameChat");
SDKOptions.FindPropertyRelative("PreloadWXFont").boolValue = getDataCheckbox("preloadWXFont");
SDKOptions.FindPropertyRelative("disableMultiTouch").boolValue = getDataCheckbox("disableMultiTouch");
ProjectConf.FindPropertyRelative("bgImageSrc").stringValue = getDataInput("bgImageSrc");
ProjectConf.FindPropertyRelative("MemorySize").intValue = int.Parse(getDataInput("memorySize"));
ProjectConf.FindPropertyRelative("HideAfterCallMain").boolValue = getDataCheckbox("hideAfterCallMain");
ProjectConf.FindPropertyRelative("dataFileSubPrefix").stringValue = getDataInput("dataFileSubPrefix");
ProjectConf.FindPropertyRelative("maxStorage").intValue = int.Parse(getDataInput("maxStorage"));
ProjectConf.FindPropertyRelative("defaultReleaseSize").intValue = int.Parse(getDataInput("defaultReleaseSize"));
ProjectConf.FindPropertyRelative("texturesHashLength").intValue = int.Parse(getDataInput("texturesHashLength"));
ProjectConf.FindPropertyRelative("texturesPath").stringValue = getDataInput("texturesPath");
ProjectConf.FindPropertyRelative("needCacheTextures").boolValue = getDataCheckbox("needCacheTextures");
ProjectConf.FindPropertyRelative("loadingBarWidth").intValue = int.Parse(getDataInput("loadingBarWidth"));
ProjectConf.FindPropertyRelative("needCheckUpdate").boolValue = getDataCheckbox("needCheckUpdate");
ProjectConf.FindPropertyRelative("disableHighPerformanceFallback").boolValue = getDataCheckbox("disableHighPerformanceFallback");
CompileOptions.FindPropertyRelative("autoAdaptScreen").boolValue = getDataCheckbox("autoAdaptScreen");
CompileOptions.FindPropertyRelative("showMonitorSuggestModal").boolValue = getDataCheckbox("showMonitorSuggestModal");
CompileOptions.FindPropertyRelative("enableProfileStats").boolValue = getDataCheckbox("enableProfileStats");
CompileOptions.FindPropertyRelative("enableRenderAnalysis").boolValue = getDataCheckbox("enableRenderAnalysis");
CompileOptions.FindPropertyRelative("brotliMT").boolValue = getDataCheckbox("brotliMT");
// font options
var FontOptions = miniGameProperty.FindPropertyRelative("FontOptions");
FontOptions.FindPropertyRelative("CJK_Unified_Ideographs").boolValue = getDataCheckbox("CJK_Unified_Ideographs");
FontOptions.FindPropertyRelative("C0_Controls_and_Basic_Latin").boolValue = getDataCheckbox("C0_Controls_and_Basic_Latin");
FontOptions.FindPropertyRelative("CJK_Symbols_and_Punctuation").boolValue = getDataCheckbox("CJK_Symbols_and_Punctuation");
FontOptions.FindPropertyRelative("General_Punctuation").boolValue = getDataCheckbox("General_Punctuation");
FontOptions.FindPropertyRelative("Enclosed_CJK_Letters_and_Months").boolValue = getDataCheckbox("Enclosed_CJK_Letters_and_Months");
FontOptions.FindPropertyRelative("Vertical_Forms").boolValue = getDataCheckbox("Vertical_Forms");
FontOptions.FindPropertyRelative("CJK_Compatibility_Forms").boolValue = getDataCheckbox("CJK_Compatibility_Forms");
FontOptions.FindPropertyRelative("Miscellaneous_Symbols").boolValue = getDataCheckbox("Miscellaneous_Symbols");
FontOptions.FindPropertyRelative("CJK_Compatibility").boolValue = getDataCheckbox("CJK_Compatibility");
FontOptions.FindPropertyRelative("Halfwidth_and_Fullwidth_Forms").boolValue = getDataCheckbox("Halfwidth_and_Fullwidth_Forms");
FontOptions.FindPropertyRelative("Dingbats").boolValue = getDataCheckbox("Dingbats");
FontOptions.FindPropertyRelative("Letterlike_Symbols").boolValue = getDataCheckbox("Letterlike_Symbols");
FontOptions.FindPropertyRelative("Enclosed_Alphanumerics").boolValue = getDataCheckbox("Enclosed_Alphanumerics");
FontOptions.FindPropertyRelative("Number_Forms").boolValue = getDataCheckbox("Number_Forms");
FontOptions.FindPropertyRelative("Currency_Symbols").boolValue = getDataCheckbox("Currency_Symbols");
FontOptions.FindPropertyRelative("Arrows").boolValue = getDataCheckbox("Arrows");
FontOptions.FindPropertyRelative("Geometric_Shapes").boolValue = getDataCheckbox("Geometric_Shapes");
FontOptions.FindPropertyRelative("Mathematical_Operators").boolValue = getDataCheckbox("Mathematical_Operators");
FontOptions.FindPropertyRelative("CustomUnicode").stringValue = getDataInput("CustomUnicode");
FontOptions.FindPropertyRelative("Arrows").boolValue = getDataCheckbox("Arrows");
FontOptions.FindPropertyRelative("Geometric_Shapes").boolValue = getDataCheckbox("Geometric_Shapes");
FontOptions.FindPropertyRelative("Mathematical_Operators").boolValue = getDataCheckbox("Mathematical_Operators");
FontOptions.FindPropertyRelative("CustomUnicode").stringValue = getDataInput("CustomUnicode");
miniGameProperty.FindPropertyRelative("m_AutomaticFillInstantGame").boolValue = getDataCheckbox("m_AutomaticFillInstantGame");
serializedObject.ApplyModifiedProperties();
}
private bool getDataCheckbox(string target)
{
if (formCheckboxData.ContainsKey(target))
return formCheckboxData[target];
return false;
}
private string getDataInput(string target)
{
if (formInputData.ContainsKey(target))
return formInputData[target];
return "";
}
private int getDataPop(string target)
{
if (formIntPopupData.ContainsKey(target))
return formIntPopupData[target];
return 0;
}
private void setData(string target, string value)
{
if (formInputData.ContainsKey(target))
{
formInputData[target] = value;
}
else
{
formInputData.Add(target, value);
}
}
private void setData(string target, bool value)
{
if (formCheckboxData.ContainsKey(target))
{
formCheckboxData[target] = value;
}
else
{
formCheckboxData.Add(target, value);
}
}
private void setData(string target, int value)
{
if (formIntPopupData.ContainsKey(target))
{
formIntPopupData[target] = value;
}
else
{
formIntPopupData.Add(target, value);
}
}
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();
}
private void formCheckbox(string target, string label, string help = null, bool disable = false, Action<bool> setting = null)
{
if (!formCheckboxData.ContainsKey(target))
{
formCheckboxData[target] = false;
}
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));
}
EditorGUI.BeginDisabledGroup(disable);
formCheckboxData[target] = EditorGUILayout.Toggle(disable ? false : formCheckboxData[target]);
if (setting != null)
{
EditorGUILayout.LabelField("", GUILayout.Width(10));
// <20><><EFBFBD>ð<EFBFBD>ť
if (GUILayout.Button(new GUIContent("<22><><EFBFBD><EFBFBD>"), GUILayout.Width(40), GUILayout.Height(18)))
{
setting?.Invoke(true);
}
EditorGUILayout.LabelField("", GUILayout.MinWidth(10));
}
EditorGUI.EndDisabledGroup();
if (setting == null)
EditorGUILayout.LabelField(string.Empty);
GUILayout.EndHorizontal();
}
private void formIntPopup(string target, string label, string[] options, int[] values)
{
if (!formIntPopupData.ContainsKey(target))
{
formIntPopupData[target] = 0;
}
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(string.Empty, GUILayout.Width(10));
GUILayout.Label(label, GUILayout.Width(140));
formIntPopupData[target] = EditorGUILayout.IntPopup(formIntPopupData[target], options, values, GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth - 195));
GUILayout.EndHorizontal();
}
public static bool IsAbsolutePath(string path)
{
// 检查是否为空或空白
if (string.IsNullOrWhiteSpace(path))
{
return false;
}
// 在 Windows 上,检查驱动器字母或网络路径
if (Application.platform == RuntimePlatform.WindowsEditor && Path.IsPathRooted(path))
{
return true;
}
// 在 Unix/Linux 和 macOS 上,检查是否以 '/' 开头
if (Application.platform == RuntimePlatform.OSXEditor && path.StartsWith("/"))
{
return true;
}
return false; // 否则为相对路径
}
public static string GetAbsolutePath(string path)
{
if (IsAbsolutePath(path))
{
return path;
}
string projectRootPath = System.IO.Path.GetFullPath(Application.dataPath + "/../");
return Path.Combine(projectRootPath, path);
}
}
}
#endif

View File

@ -34,8 +34,15 @@ namespace WeChatWASM
if(UnityUtil.GetEngineVersion() == UnityUtil.EngineVersion.Tuanjie)
{
var absolutePath = Path.GetFullPath("Packages/com.qq.weixin.minigame/WebGLTemplates/WXTemplate2022TJ");
if (!Directory.Exists(absolutePath))
{
PlayerSettings.WeixinMiniGame.template = $"{templateHeader}WXTemplate2022TJ";
}
else
{
PlayerSettings.WeixinMiniGame.template = $"PATH:{absolutePath}";
}
}
else
{
PlayerSettings.WeixinMiniGame.template = $"{templateHeader}WXTemplate2022TJ";

File diff suppressed because it is too large Load Diff

View File

@ -107,6 +107,8 @@ namespace WeChatWASM
#else
WXExtEnvDef.SETDEF("PLATFORM_WEIXINMINIGAME", false);
#endif
// TODO: 根据实际Emscripten版本检测逻辑来设置此值当前暂时hardcode为true
WXExtEnvDef.SETDEF("UNITY_NEW_EMSCRIPTEN", true);
RegisterController();
}

View File

@ -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 = "202603130254"; // 这一行不要改他,导出的时候会自动替换
}
public class WXPluginConf

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: f847db20faa66610af5948c280c4a736
guid: f28ad698909063047c117d2e6fea3231
DefaultImporter:
externalObjects: {}
userData:

Binary file not shown.

View File

@ -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
@ -3295,7 +3410,7 @@
需要基础库: `2.10.0`
小程序版本
可选值:
- 'develop': 开发版;
- 'develop': 开发版,提交代码审核时默认使用开发版进行审核。;
- 'trial': 体验版;
- 'release': 正式版;
</summary>
@ -3371,6 +3486,11 @@
允许微信读写日历的开关
</summary>
</member>
<member name="F:WeChatWASM.AppBaseInfo.PCKernelVersion">
<summary>
PC 内核版本号,仅在 PC 端存在该值
</summary>
</member>
<member name="F:WeChatWASM.AppBaseInfo.SDKVersion">
<summary>
客户端基础库版本
@ -3473,6 +3593,14 @@
<member name="F:WeChatWASM.DeviceInfo.platform">
<summary>
客户端平台
可选值:
- 'ios': iOS微信包含 iPhone、iPad;
- 'android': Android微信;
- 'ohos': HarmonyOS 手机端微信;
- 'ohos_pc': HarmonyOS PC微信;
- 'windows': Windows微信;
- 'mac': macOS微信;
- 'devtools': 微信开发者工具;
</summary>
</member>
<member name="F:WeChatWASM.DeviceInfo.system">
@ -3480,6 +3608,16 @@
操作系统及版本
</summary>
</member>
<member name="F:WeChatWASM.DirectAdStatusInfo.isInDirectGameAd">
<summary>
当前是否处于直接广告中
</summary>
</member>
<member name="F:WeChatWASM.DirectAdStatusInfo.isInMask">
<summary>
当前是否处于蒙层阶段
</summary>
</member>
<member name="F:WeChatWASM.EnterOptionsGame.apiCategory">
<summary>
需要基础库: `2.20.0`
@ -3546,6 +3684,11 @@
直播间 id
</summary>
</member>
<member name="F:WeChatWASM.LaunchOptionsGame.hostExtraData">
<summary>
宿主传递的数据,第三方 app 中运行小游戏时返回
</summary>
</member>
<member name="F:WeChatWASM.LaunchOptionsGame.query">
<summary>
启动小游戏的 query 参数
@ -3576,6 +3719,11 @@
shareTicket详见[获取更多转发信息](#)
</summary>
</member>
<member name="F:WeChatWASM.HostExtraData.host_scene">
<summary>
宿主app对应的场景值
</summary>
</member>
<member name="F:WeChatWASM.ClientRect.bottom">
<summary>
下边界坐标单位px
@ -3606,11 +3754,86 @@
宽度单位px
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.challengeRewardsComponentInfo">
<summary>
擂台赛组件领奖信息
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.notificationComponentInfo">
<summary>
通知组件信息
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.rewardsComponentInfo">
<summary>
福利组件信息
</summary>
</member>
<member name="F:WeChatWASM.ChallengeRewardsComponentInfo.name">
<summary>
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.ChallengeRewardsComponentInfo.receiveDetail">
<summary>
领取事件详情只在onOfficialComponentsInfoChange回调中返回
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.awardResult">
<summary>
奖励领取结果1-全部成功, 2-部分成功(礼物达到领取上限), 3-领奖失败
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.receivedRareReward">
<summary>
是否收到了稀有奖励
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.userSourceList">
<summary>
用户领取的奖励列表
</summary>
</member>
<member name="F:WeChatWASM.UserSource.sourceType">
<summary>
奖励类型0-道具礼包, 1-微信蓝包, 2-h5商家券, 3-现金红包, 4-小程序券, 5-盲盒
</summary>
</member>
<member name="F:WeChatWASM.UserSource.source">
<summary>
奖励来源信息
</summary>
</member>
<member name="F:WeChatWASM.UserSource.sourceNum">
<summary>
获取的奖励数量
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.propList">
<summary>
道具列表
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.type">
<summary>
奖励类型1-普通奖励, 2-稀有奖励
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.sourceName">
<summary>
礼包名称
</summary>
</member>
<member name="F:WeChatWASM.PropInfo.propName">
<summary>
道具名称
</summary>
</member>
<member name="F:WeChatWASM.PropInfo.propNum">
<summary>
道具数量
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentInfo.boundingClientRect">
<summary>
组件的布局位置信息
@ -3626,6 +3849,46 @@
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.canReceiveFriendGiftCount">
<summary>
可领取的好友礼包数量
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.canReceiveGiftCount">
<summary>
可领取的礼包数量
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.name">
<summary>
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.receiveDetail">
<summary>
领取事件详情只在onOfficialComponentsInfoChange回调中返回
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.desc">
<summary>
礼包描述,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.icon">
<summary>
礼包图标,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.name">
<summary>
礼包名称,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.type">
<summary>
gift: 礼包, friendGift: 好友礼包
</summary>
</member>
<member name="F:WeChatWASM.GetStorageInfoSyncOption.currentSize">
<summary>
当前占用的空间大小, 单位 KB
@ -3772,7 +4035,8 @@
可选值:
- 'ios': iOS微信包含 iPhone、iPad;
- 'android': Android微信;
- 'ohos': HarmonyOS微信;
- 'ohos': HarmonyOS 手机端微信;
- 'ohos_pc': HarmonyOS PC微信;
- 'windows': Windows微信;
- 'mac': macOS微信;
- 'devtools': 微信开发者工具;
@ -4427,6 +4691,36 @@
是否被添加至 「我的小程序」
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentFailCallbackErr.errMsg">
<summary>
错误信息
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackResult.data">
<summary>
支付支持信息对象
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackResult.errMsg">
<summary>
调用结果信息,格式为 "checkIsSupportMidasPayment:ok"
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.allow_pay">
<summary>
是否支持支付true 表示支持false 表示不支持
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.err_code">
<summary>
错误码0 表示成功
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.err_msg">
<summary>
错误信息,"success" 表示成功
</summary>
</member>
<member name="F:WeChatWASM.ChooseImageOption.count">
<summary>
最多可以选择的图片张数
@ -5595,22 +5889,22 @@
预告状态0可用 1取消 2已用
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.cloudID">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.cloudID">
<summary>
敏感数据对应的云 ID开通[云开发](https://developers.weixin.qq.com/minigame/dev/wxcloud/basis/getting-started.html)的小程序才会返回,可通过云调用直接获取开放数据,详细见[云调用直接获取开放数据](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html#method-cloud)
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.encryptedData">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.encryptedData">
<summary>
包括敏感数据在内的完整转发信息的加密数据,详细见[加密数据解密算法](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html)
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.errMsg">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.errMsg">
<summary>
错误信息
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.iv">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.iv">
<summary>
加密算法的初始向量,详细见[加密数据解密算法](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html)
</summary>
@ -5705,6 +5999,21 @@
实验参数数组,不填则获取所有实验参数
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.expt_id">
<summary>
实验ID标识实验
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.param_name">
<summary>
参数名称
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.param_value">
<summary>
参数值
</summary>
</member>
<member name="F:WeChatWASM.GetGroupEnterInfoOption.allowSingleChat">
<summary>
需要基础库: `3.7.8`
@ -5826,6 +6135,67 @@
本机局域网子网掩码,基础库 2.24.0 开始支持
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.altitude">
<summary>
需要基础库: `1.6.0`
传入 true 会返回高度信息,由于获取高度需要较高精确度,会减慢接口返回速度
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.highAccuracyExpireTime">
<summary>
需要基础库: `2.9.0`
高精度定位超时时间(ms)指定时间内返回最高精度该值3000ms以上高精度定位才有效果
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.isHighAccuracy">
<summary>
需要基础库: `2.9.0`
开启高精度定位
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.type">
<summary>
wgs84 返回 gps 坐标gcj02 返回可用于 wx.openLocation 的坐标
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.accuracy">
<summary>
位置的精确度反应与真实位置之间的接近程度可以理解成10即与真实位置相差10m越小越精确
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.altitude">
<summary>
需要基础库: `1.2.0`
高度,单位 m
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.horizontalAccuracy">
<summary>
需要基础库: `1.2.0`
水平精度,单位 m
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.latitude">
<summary>
纬度,范围为 -90~90负数表示南纬
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.longitude">
<summary>
经度,范围为 -180~180负数表示西经
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.speed">
<summary>
速度,单位 m/s
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.verticalAccuracy">
<summary>
需要基础库: `1.2.0`
垂直精度,单位 mAndroid 无法获取,返回 0
</summary>
</member>
<member name="F:WeChatWASM.GetNetworkTypeSuccessCallbackResult.hasSystemProxy">
<summary>
需要基础库: `2.22.1`
@ -5941,6 +6311,17 @@
- itemSettings 只返回用户勾选过订阅面板中的“总是保持以上选择,不再询问”的订阅消息。
</summary>
</member>
<member name="F:WeChatWASM.GetShareInfoOption.shareTicket">
<summary>
shareTicket详见[获取更多转发信息](#)
</summary>
</member>
<member name="F:WeChatWASM.GetShareInfoOption.timeout">
<summary>
需要基础库: `1.9.90`
超时时间,单位 ms
</summary>
</member>
<member name="F:WeChatWASM.GetShowSplashAdStatusSuccessCallbackResult.code">
<summary>
封面广告组件展示状态码
@ -6487,6 +6868,11 @@
用短链打开小程序时当前页面携带的查询字符串。小程序中使用时,应在进入页面时调用 `wx.onCopyUrl` 自定义 `query`,退出页面时调用 `wx.offCopyUrl`,防止影响其它页面。
</summary>
</member>
<member name="F:WeChatWASM.OnCopyUrlListenerResult.title">
<summary>
短链中的自定义标题,显示在小程序名称之后,可以不填
</summary>
</member>
<member name="F:WeChatWASM.OnDeviceMotionChangeListenerResult.alpha">
<summary>
当 手机坐标 X/Y 和 地球 X/Y 重合时,绕着 Z 轴转动的夹角为 alpha范围值为 [0, 2*PI)。逆时针转动为正。
@ -6510,6 +6896,21 @@
- 'landscapeReverse': 横屏反方向,以 HOME 键在屏幕左侧为反方向;
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isEndByAbnormal">
<summary>
当前直玩广告是否由于异常流程而结束(如 下拉/搜索 进入正在直玩广告流程中的游戏)
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isInDirectGameAd">
<summary>
当前是否处于直接广告中
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isInMask">
<summary>
当前是否处于蒙层阶段
</summary>
</member>
<member name="F:WeChatWASM.ListenerError.message">
<summary>
错误信息,包含堆栈
@ -6905,7 +7306,7 @@
</member>
<member name="F:WeChatWASM.OpenChannelsUserProfileOption.finderUserName">
<summary>
视频号 id
视频号id参考格式为sphcqO59YEPCvoe查看路径为微信客户端->我tab->视频号->右上角.->视频号名字-视频号ID
</summary>
</member>
<member name="F:WeChatWASM.OpenChatToolOption.chatType">
@ -7225,6 +7626,53 @@
自定义维度,基础库 v2.14.0 开始支持可选
</summary>
</member>
<member name="F:WeChatWASM.FacialRecognitionError.errMsg">
<summary>
错误信息
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别成功 | |
| 2002004 | 人脸识别失败 | |
| 2002006 | 用户取消/超时/不同意,导致未完成人脸识别 | |
| 2002007 | 本用户7天内人脸识别已通过通过日期为XX | |
| 2002008 | 本日已调起过人脸识别或者本月调用次数已达上限 | |
| 2002009 | 无权限发起人脸识别 | |
</summary>
</member>
<member name="F:WeChatWASM.FacialRecognitionError.errCode">
<summary>
错误码
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别成功 | |
| 2002004 | 人脸识别失败 | |
| 2002006 | 用户取消/超时/不同意,导致未完成人脸识别 | |
| 2002007 | 本用户7天内人脸识别已通过通过日期为XX | |
| 2002008 | 本日已调起过人脸识别或者本月调用次数已达上限 | |
| 2002009 | 无权限发起人脸识别 | |
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyOption.verifyId">
<summary>
人脸核身会话唯一标识(小程序后台根据「用户实名信息(姓名+身份证)」调用微信后台[getVerifyId](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_getverifyid.html)接口获取)
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyError.errMsg">
<summary>
错误信息
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别完成(需要通过[queryVerifyInfo](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_queryverifyinfo.html)接口查询人脸核身真实验证结果) | |
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyError.errCode">
<summary>
错误码
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别完成(需要通过[queryVerifyInfo](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_queryverifyinfo.html)接口查询人脸核身真实验证结果) | |
</summary>
</member>
<member name="F:WeChatWASM.RequestMidasFriendPaymentOption.buyQuantity">
<summary>
购买数量。mode=game 时必填。购买数量。详见 [buyQuantity 限制说明](#buyQuantity限制说明)。
@ -7610,7 +8058,7 @@
</member>
<member name="F:WeChatWASM.SetBackgroundFetchTokenOption.token">
<summary>
自定义的登录态
自定义的登录态。上限 1024 字符。
</summary>
</member>
<member name="F:WeChatWASM.SetClipboardDataOption.data">

View File

@ -1,5 +1,5 @@
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DefaultImporter:
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userData:

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@ -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
@ -3301,7 +3410,7 @@
需要基础库: `2.10.0`
小程序版本
可选值:
- 'develop': 开发版;
- 'develop': 开发版,提交代码审核时默认使用开发版进行审核。;
- 'trial': 体验版;
- 'release': 正式版;
</summary>
@ -3377,6 +3486,11 @@
允许微信读写日历的开关
</summary>
</member>
<member name="F:WeChatWASM.AppBaseInfo.PCKernelVersion">
<summary>
PC 内核版本号,仅在 PC 端存在该值
</summary>
</member>
<member name="F:WeChatWASM.AppBaseInfo.SDKVersion">
<summary>
客户端基础库版本
@ -3479,6 +3593,14 @@
<member name="F:WeChatWASM.DeviceInfo.platform">
<summary>
客户端平台
可选值:
- 'ios': iOS微信包含 iPhone、iPad;
- 'android': Android微信;
- 'ohos': HarmonyOS 手机端微信;
- 'ohos_pc': HarmonyOS PC微信;
- 'windows': Windows微信;
- 'mac': macOS微信;
- 'devtools': 微信开发者工具;
</summary>
</member>
<member name="F:WeChatWASM.DeviceInfo.system">
@ -3486,6 +3608,16 @@
操作系统及版本
</summary>
</member>
<member name="F:WeChatWASM.DirectAdStatusInfo.isInDirectGameAd">
<summary>
当前是否处于直接广告中
</summary>
</member>
<member name="F:WeChatWASM.DirectAdStatusInfo.isInMask">
<summary>
当前是否处于蒙层阶段
</summary>
</member>
<member name="F:WeChatWASM.EnterOptionsGame.apiCategory">
<summary>
需要基础库: `2.20.0`
@ -3552,6 +3684,11 @@
直播间 id
</summary>
</member>
<member name="F:WeChatWASM.LaunchOptionsGame.hostExtraData">
<summary>
宿主传递的数据,第三方 app 中运行小游戏时返回
</summary>
</member>
<member name="F:WeChatWASM.LaunchOptionsGame.query">
<summary>
启动小游戏的 query 参数
@ -3582,6 +3719,11 @@
shareTicket详见[获取更多转发信息](#)
</summary>
</member>
<member name="F:WeChatWASM.HostExtraData.host_scene">
<summary>
宿主app对应的场景值
</summary>
</member>
<member name="F:WeChatWASM.ClientRect.bottom">
<summary>
下边界坐标单位px
@ -3612,11 +3754,86 @@
宽度单位px
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.challengeRewardsComponentInfo">
<summary>
擂台赛组件领奖信息
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.notificationComponentInfo">
<summary>
通知组件信息
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentsInfo.rewardsComponentInfo">
<summary>
福利组件信息
</summary>
</member>
<member name="F:WeChatWASM.ChallengeRewardsComponentInfo.name">
<summary>
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.ChallengeRewardsComponentInfo.receiveDetail">
<summary>
领取事件详情只在onOfficialComponentsInfoChange回调中返回
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.awardResult">
<summary>
奖励领取结果1-全部成功, 2-部分成功(礼物达到领取上限), 3-领奖失败
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.receivedRareReward">
<summary>
是否收到了稀有奖励
</summary>
</member>
<member name="F:WeChatWASM.ChallengeReceiveDetail.userSourceList">
<summary>
用户领取的奖励列表
</summary>
</member>
<member name="F:WeChatWASM.UserSource.sourceType">
<summary>
奖励类型0-道具礼包, 1-微信蓝包, 2-h5商家券, 3-现金红包, 4-小程序券, 5-盲盒
</summary>
</member>
<member name="F:WeChatWASM.UserSource.source">
<summary>
奖励来源信息
</summary>
</member>
<member name="F:WeChatWASM.UserSource.sourceNum">
<summary>
获取的奖励数量
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.propList">
<summary>
道具列表
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.type">
<summary>
奖励类型1-普通奖励, 2-稀有奖励
</summary>
</member>
<member name="F:WeChatWASM.SourceInfo.sourceName">
<summary>
礼包名称
</summary>
</member>
<member name="F:WeChatWASM.PropInfo.propName">
<summary>
道具名称
</summary>
</member>
<member name="F:WeChatWASM.PropInfo.propNum">
<summary>
道具数量
</summary>
</member>
<member name="F:WeChatWASM.OfficialComponentInfo.boundingClientRect">
<summary>
组件的布局位置信息
@ -3632,6 +3849,46 @@
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.canReceiveFriendGiftCount">
<summary>
可领取的好友礼包数量
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.canReceiveGiftCount">
<summary>
可领取的礼包数量
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.name">
<summary>
组件的名称
</summary>
</member>
<member name="F:WeChatWASM.RewardsComponentInfo.receiveDetail">
<summary>
领取事件详情只在onOfficialComponentsInfoChange回调中返回
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.desc">
<summary>
礼包描述,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.icon">
<summary>
礼包图标,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.name">
<summary>
礼包名称,只有 gift 类型才有
</summary>
</member>
<member name="F:WeChatWASM.ReceiveDetail.type">
<summary>
gift: 礼包, friendGift: 好友礼包
</summary>
</member>
<member name="F:WeChatWASM.GetStorageInfoSyncOption.currentSize">
<summary>
当前占用的空间大小, 单位 KB
@ -3778,7 +4035,8 @@
可选值:
- 'ios': iOS微信包含 iPhone、iPad;
- 'android': Android微信;
- 'ohos': HarmonyOS微信;
- 'ohos': HarmonyOS 手机端微信;
- 'ohos_pc': HarmonyOS PC微信;
- 'windows': Windows微信;
- 'mac': macOS微信;
- 'devtools': 微信开发者工具;
@ -4433,6 +4691,36 @@
是否被添加至 「我的小程序」
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentFailCallbackErr.errMsg">
<summary>
错误信息
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackResult.data">
<summary>
支付支持信息对象
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackResult.errMsg">
<summary>
调用结果信息,格式为 "checkIsSupportMidasPayment:ok"
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.allow_pay">
<summary>
是否支持支付true 表示支持false 表示不支持
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.err_code">
<summary>
错误码0 表示成功
</summary>
</member>
<member name="F:WeChatWASM.CheckIsSupportMidasPaymentSuccessCallbackDataResult.err_msg">
<summary>
错误信息,"success" 表示成功
</summary>
</member>
<member name="F:WeChatWASM.ChooseImageOption.count">
<summary>
最多可以选择的图片张数
@ -5601,22 +5889,22 @@
预告状态0可用 1取消 2已用
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.cloudID">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.cloudID">
<summary>
敏感数据对应的云 ID开通[云开发](https://developers.weixin.qq.com/minigame/dev/wxcloud/basis/getting-started.html)的小程序才会返回,可通过云调用直接获取开放数据,详细见[云调用直接获取开放数据](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html#method-cloud)
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.encryptedData">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.encryptedData">
<summary>
包括敏感数据在内的完整转发信息的加密数据,详细见[加密数据解密算法](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html)
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.errMsg">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.errMsg">
<summary>
错误信息
</summary>
</member>
<member name="F:WeChatWASM.GetChatToolInfoSuccessCallbackResult.iv">
<member name="F:WeChatWASM.RequestMidasFriendPaymentSuccessCallbackResult.iv">
<summary>
加密算法的初始向量,详细见[加密数据解密算法](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/signature.html)
</summary>
@ -5711,6 +5999,21 @@
实验参数数组,不填则获取所有实验参数
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.expt_id">
<summary>
实验ID标识实验
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.param_name">
<summary>
参数名称
</summary>
</member>
<member name="F:WeChatWASM.GameExptInfo.param_value">
<summary>
参数值
</summary>
</member>
<member name="F:WeChatWASM.GetGroupEnterInfoOption.allowSingleChat">
<summary>
需要基础库: `3.7.8`
@ -5832,6 +6135,67 @@
本机局域网子网掩码,基础库 2.24.0 开始支持
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.altitude">
<summary>
需要基础库: `1.6.0`
传入 true 会返回高度信息,由于获取高度需要较高精确度,会减慢接口返回速度
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.highAccuracyExpireTime">
<summary>
需要基础库: `2.9.0`
高精度定位超时时间(ms)指定时间内返回最高精度该值3000ms以上高精度定位才有效果
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.isHighAccuracy">
<summary>
需要基础库: `2.9.0`
开启高精度定位
</summary>
</member>
<member name="F:WeChatWASM.GetLocationOption.type">
<summary>
wgs84 返回 gps 坐标gcj02 返回可用于 wx.openLocation 的坐标
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.accuracy">
<summary>
位置的精确度反应与真实位置之间的接近程度可以理解成10即与真实位置相差10m越小越精确
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.altitude">
<summary>
需要基础库: `1.2.0`
高度,单位 m
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.horizontalAccuracy">
<summary>
需要基础库: `1.2.0`
水平精度,单位 m
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.latitude">
<summary>
纬度,范围为 -90~90负数表示南纬
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.longitude">
<summary>
经度,范围为 -180~180负数表示西经
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.speed">
<summary>
速度,单位 m/s
</summary>
</member>
<member name="F:WeChatWASM.GetLocationSuccessCallbackResult.verticalAccuracy">
<summary>
需要基础库: `1.2.0`
垂直精度,单位 mAndroid 无法获取,返回 0
</summary>
</member>
<member name="F:WeChatWASM.GetNetworkTypeSuccessCallbackResult.hasSystemProxy">
<summary>
需要基础库: `2.22.1`
@ -5947,6 +6311,17 @@
- itemSettings 只返回用户勾选过订阅面板中的“总是保持以上选择,不再询问”的订阅消息。
</summary>
</member>
<member name="F:WeChatWASM.GetShareInfoOption.shareTicket">
<summary>
shareTicket详见[获取更多转发信息](#)
</summary>
</member>
<member name="F:WeChatWASM.GetShareInfoOption.timeout">
<summary>
需要基础库: `1.9.90`
超时时间,单位 ms
</summary>
</member>
<member name="F:WeChatWASM.GetShowSplashAdStatusSuccessCallbackResult.code">
<summary>
封面广告组件展示状态码
@ -6493,6 +6868,11 @@
用短链打开小程序时当前页面携带的查询字符串。小程序中使用时,应在进入页面时调用 `wx.onCopyUrl` 自定义 `query`,退出页面时调用 `wx.offCopyUrl`,防止影响其它页面。
</summary>
</member>
<member name="F:WeChatWASM.OnCopyUrlListenerResult.title">
<summary>
短链中的自定义标题,显示在小程序名称之后,可以不填
</summary>
</member>
<member name="F:WeChatWASM.OnDeviceMotionChangeListenerResult.alpha">
<summary>
当 手机坐标 X/Y 和 地球 X/Y 重合时,绕着 Z 轴转动的夹角为 alpha范围值为 [0, 2*PI)。逆时针转动为正。
@ -6516,6 +6896,21 @@
- 'landscapeReverse': 横屏反方向,以 HOME 键在屏幕左侧为反方向;
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isEndByAbnormal">
<summary>
当前直玩广告是否由于异常流程而结束(如 下拉/搜索 进入正在直玩广告流程中的游戏)
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isInDirectGameAd">
<summary>
当前是否处于直接广告中
</summary>
</member>
<member name="F:WeChatWASM.OnDirectAdStatusChangeListenerResult.isInMask">
<summary>
当前是否处于蒙层阶段
</summary>
</member>
<member name="F:WeChatWASM.ListenerError.message">
<summary>
错误信息,包含堆栈
@ -6911,7 +7306,7 @@
</member>
<member name="F:WeChatWASM.OpenChannelsUserProfileOption.finderUserName">
<summary>
视频号 id
视频号id参考格式为sphcqO59YEPCvoe查看路径为微信客户端->我tab->视频号->右上角.->视频号名字-视频号ID
</summary>
</member>
<member name="F:WeChatWASM.OpenChatToolOption.chatType">
@ -7231,6 +7626,53 @@
自定义维度,基础库 v2.14.0 开始支持可选
</summary>
</member>
<member name="F:WeChatWASM.FacialRecognitionError.errMsg">
<summary>
错误信息
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别成功 | |
| 2002004 | 人脸识别失败 | |
| 2002006 | 用户取消/超时/不同意,导致未完成人脸识别 | |
| 2002007 | 本用户7天内人脸识别已通过通过日期为XX | |
| 2002008 | 本日已调起过人脸识别或者本月调用次数已达上限 | |
| 2002009 | 无权限发起人脸识别 | |
</summary>
</member>
<member name="F:WeChatWASM.FacialRecognitionError.errCode">
<summary>
错误码
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别成功 | |
| 2002004 | 人脸识别失败 | |
| 2002006 | 用户取消/超时/不同意,导致未完成人脸识别 | |
| 2002007 | 本用户7天内人脸识别已通过通过日期为XX | |
| 2002008 | 本日已调起过人脸识别或者本月调用次数已达上限 | |
| 2002009 | 无权限发起人脸识别 | |
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyOption.verifyId">
<summary>
人脸核身会话唯一标识(小程序后台根据「用户实名信息(姓名+身份证)」调用微信后台[getVerifyId](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_getverifyid.html)接口获取)
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyError.errMsg">
<summary>
错误信息
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别完成(需要通过[queryVerifyInfo](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_queryverifyinfo.html)接口查询人脸核身真实验证结果) | |
</summary>
</member>
<member name="F:WeChatWASM.RequestFacialVerifyError.errCode">
<summary>
错误码
| 错误码 | 错误信息 | 说明 |
| - | - | - |
| 0 | 人脸识别完成(需要通过[queryVerifyInfo](https://developers.weixin.qq.com/miniprogram/dev/server/API/face/api_queryverifyinfo.html)接口查询人脸核身真实验证结果) | |
</summary>
</member>
<member name="F:WeChatWASM.RequestMidasFriendPaymentOption.buyQuantity">
<summary>
购买数量。mode=game 时必填。购买数量。详见 [buyQuantity 限制说明](#buyQuantity限制说明)。
@ -7616,7 +8058,7 @@
</member>
<member name="F:WeChatWASM.SetBackgroundFetchTokenOption.token">
<summary>
自定义的登录态
自定义的登录态。上限 1024 字符。
</summary>
</member>
<member name="F:WeChatWASM.SetClipboardDataOption.data">
@ -9125,5 +9567,11 @@
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>

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@ -1,5 +1,5 @@
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DefaultImporter:
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@ -107,6 +107,69 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.CheckIsAddedToMyMiniProgram(callback);
}
/// <summary>
/// [wx.checkIsSupportFacialRecognition(Object object)](https://developers.weixin.qq.com/minigame/dev/api/open-api/face/wx.checkIsSupportFacialRecognition.html)
/// 需要基础库: `3.8.12`
/// 检查当前设备是否支持人脸识别能力
/// **示例代码**
/// ```js
/// wx.checkIsSupportFacialRecognition({
/// success() {
/// // 支持人脸识别
/// },
/// fail() {
/// // 不支持人脸识别
/// },
/// })
/// ```
/// </summary>
public static void CheckIsSupportFacialRecognition(CheckIsSupportFacialRecognitionOption callback)
{
WXSDKManagerHandler.Instance.CheckIsSupportFacialRecognition(callback);
}
/// <summary>
/// [wx.checkIsSupportMidasPayment(Object object)](https://developers.weixin.qq.com/minigame/dev/api/midas-payment/wx.checkIsSupportMidasPayment.html)
/// 需要基础库: `3.10.3`
/// 检查当前环境是否支持虚拟支付。使用前请注意阅读[相关说明](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/virtual-payment/virtual-payment2.html)。
/// **平台支持说明**
/// - Android、Windows、OHOS 平台:默认支持虚拟支付,接口直接返回支持
/// - iOS 平台:需满足以下环境要求才可能支持虚拟支付
/// - 操作系统要求:使用 iPhone 或者 iPadiOS 15 及以上版本
/// - 基础库版本要求3.10.3 及以上
/// - 客户端版本要求8.0.68 及以上
/// - 苹果支付不支持使用沙箱环境,仅支持使用现网环境
/// **注意事项**
/// 若该 API 都不存在,则 iOS 一定不支持虚拟支付,请保持旧版本逻辑。
/// **示例代码**
/// ```js
/// if (wx.checkIsSupportMidasPayment) {
/// wx.checkIsSupportMidasPayment({
/// success(res) {
/// console.log('支持检查结果:', res)
/// if (res.data.allow_pay) {
/// console.log('当前环境支持支付')
/// // 可以继续调用支付相关接口
/// } else {
/// console.log('当前环境不支持支付')
/// // 请自行适配用户提示文案
/// }
/// },
/// fail(err) {
/// console.error('检查支持情况失败:', err)
/// },
/// complete() {
/// console.log('检查完成')
/// }
/// })
/// }
/// ```
/// </summary>
public static void CheckIsSupportMidasPayment(CheckIsSupportMidasPaymentOption callback)
{
WXSDKManagerHandler.Instance.CheckIsSupportMidasPayment(callback);
}
/// <summary>
/// [wx.checkSession(Object object)](https://developers.weixin.qq.com/minigame/dev/api/open-api/login/wx.checkSession.html)
/// 检查登录态 session_key 是否过期。
@ -279,7 +342,7 @@ namespace WeChatWASM
/// <summary>
/// [wx.exitChatTool(Object object)](https://developers.weixin.qq.com/minigame/dev/api/chattool/wx.exitChatTool.html)
/// 需要基础库: `3.7.12`
/// 退出聊天工具模式
/// 退出聊天工具开放能力模式
/// </summary>
public static void ExitChatTool(ExitChatToolOption callback)
{
@ -675,6 +738,7 @@ namespace WeChatWASM
/// | 8 | 当天(自然日)赞官方贴子数 | 无需传入 | |
/// | 9 | 当天(自然日)评论官方贴子数 | 无需传入 | |
/// | 10 | 当天(自然日)发表到本圈子话题的贴子数 | 传入话题id从mp-游戏圈话题管理处获取 | |
/// | 11 | 用户最近一次推荐游戏时间 | 无需传入 | 秒级时间戳 | |
/// **encryptedData 解密后得到的 GameClubData 的结构**
/// | 属性 | 类型 | 说明 |
/// | ------- | ------- | -------------------------------------- |
@ -691,9 +755,22 @@ namespace WeChatWASM
}
/// <summary>
/// [wx.getGameExptInfo(Object object)](https://developers.weixin.qq.com/minigame/dev/api/data-analysis/wx.getGameExptInfo.html)
/// [wx.getGameExptInfo(Object options)](https://developers.weixin.qq.com/minigame/dev/api/data-analysis/wx.getGameExptInfo.html)
/// 需要基础库: `3.8.8`
/// 给定实验参数数组,获取对应的实验参数值
/// **示例代码**
/// ```js
/// wx.getGameExptInfo({
/// keyList: ['experiment_key1', 'experiment_key2'],
/// success(res) {
/// res.list.forEach((expParam) => {
/// console.log('实验ID:', expParam.expt_id);
/// console.log('参数名:', expParam.param_name);
/// console.log('参数值:', expParam.param_value);
/// })
/// }
/// });
/// ```
/// </summary>
public static void GetGameExptInfo(GetGameExptInfoOption callback)
{
@ -790,6 +867,14 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.GetLocalIPAddress(callback);
}
/// <summary>
/// [wx.getLocation(Object object)](https://developers.weixin.qq.com/minigame/dev/api/location/wx.getLocation.html)
/// </summary>
public static void GetLocation(GetLocationOption callback)
{
WXSDKManagerHandler.Instance.GetLocation(callback);
}
/// <summary>
/// [wx.getNetworkType(Object object)](https://developers.weixin.qq.com/minigame/dev/api/device/network/wx.getNetworkType.html)
/// 获取网络类型
@ -916,6 +1001,15 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.GetSetting(callback);
}
/// <summary>
/// [wx.getShareInfo(Object object)](https://developers.weixin.qq.com/minigame/dev/api/share/wx.getShareInfo.html)
/// 需要基础库: `1.1.0`
/// </summary>
public static void GetShareInfo(GetShareInfoOption callback)
{
WXSDKManagerHandler.Instance.GetShareInfo(callback);
}
/// <summary>
/// [wx.getShowSplashAdStatus(Object object)](https://developers.weixin.qq.com/minigame/dev/api/ad/wx.getShowSplashAdStatus.html)
/// 需要基础库: `3.7.8`
@ -1262,9 +1356,6 @@ namespace WeChatWASM
/// 从 2.3.0 版本开始,若用户未点击小程序页面任意位置,则开发者将无法调用此接口自动跳转至其他小程序。
/// ##### 需要用户确认跳转
/// 从 2.3.0 版本开始,在跳转至其他小程序前,将统一增加弹窗,询问是否跳转,用户确认后才可以跳转其他小程序。如果用户点击取消,则回调 `fail cancel`。
/// ##### 无需声明跳转名单,不限跳转数量(众测中)
/// 1. 从2020年4月24日起使用跳转其他小程序功能将无需在全局配置中声明跳转名单调用此接口时将不再校验所跳转的 AppID 是否在 navigateToMiniProgramAppIdList 中。
/// 2. 从2020年4月24日起跳转其他小程序将不再受数量限制使用此功能时请注意遵守运营规范。
/// **运营规范**
/// 平台将坚决打击小程序盒子等互推行为,使用此功能时请严格遵守[《微信小程序平台运营规范》](https://developers.weixin.qq.com/miniprogram/product/#_5-10-%E4%BA%92%E6%8E%A8%E8%A1%8C%E4%B8%BA),若发现小程序违反运营规范将被下架处理。
/// **关于调试**
@ -1700,6 +1791,125 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.ReportScene(callback);
}
/// <summary>
/// [wx.requestFacialRecognition(Object object)](https://developers.weixin.qq.com/minigame/dev/api/open-api/account-info/wx.requestFacialRecognition.html)
/// 需要基础库: `3.11.2`
/// 腾讯游戏人脸识别验证功能是基于健康系统防沉迷体系,用于识别疑似未成年人冒用成年人账号游玩游戏的行为,是防止未成年人沉迷网络游戏的一项重要措施。本接口是为开通虚拟支付功能的小游戏开发者提供的,此接口是基于人脸识别的未成年人身份核验接口。本次识别是根据用户在腾讯健康系统中留存的实名信息进行验证,结果将直接返回至开发者。
/// **接口限额**
/// - 超出限额后将返回错误码 2002008频率控制
/// - 1天内全部游戏对一个用户只能调起1次人脸识别
/// - 若用户人脸识别通过7天内不能再被弹出人脸识别
/// - 根据小游戏评级每个月限制使用次数,一旦发现恶意滥用接口,会取消使用资格。具体使用次数如下:
/// - S级300次/月
/// - A级100次/月
/// - B级30次/月
/// **处理流程**
/// <img src="https://mmgame.qpic.cn/image/2034b86e1e8f3541629d4b4d16cf41ff84fd99efe25f4fac181603edd8a29e14/0" width="600" alt="人脸识别流程图" />
/// **示例代码**
/// ```js
/// // 实际业务场景:防沉迷身份验证
/// function checkUserIdentity() {
/// wx.requestFacialRecognition({
/// success(res) {
/// // 场景 1本次人脸识别通过
/// // res = { errCode: 0, errMsg: 'ok' }
/// console.log('人脸识别成功:', res)
/// // 允许继续游戏
/// startGame()
/// },
/// fail(err) {
/// console.error('人脸识别失败:', err)
/// let tipMessage = ''
/// let shouldBlock = false // 是否需要阻断游戏
/// // 根据错误码进行不同处理
/// switch (err.errCode) {
/// case 2002004:
/// // 人脸识别失败(需要阻断)
/// // err = { errCode: 2002004, errMsg: '人脸识别失败' }
/// tipMessage = '识别失败,请稍后重试'
/// shouldBlock = true
/// break
/// case 2002006:
/// // 用户取消/超时/不同意,导致未完成人脸识别(需要阻断)
/// // err = { errCode: 2002006, errMsg: '用户取消' }
/// tipMessage = '您已取消验证,无法继续游戏'
/// shouldBlock = true
/// break
/// case 2002007:
/// // 本用户7天内人脸识别已通过可以继续游戏
/// // err = { errCode: 2002007, errMsg: '本用户7天内人脸识别已通过通过日期为2024-01-15' }
/// tipMessage = '您已完成验证'
/// shouldBlock = false
/// break
/// case 2002008:
/// // 频率控制:本日已调起过人脸识别 or 本月调用次数已达上限(可以继续游戏)
/// // err = { errCode: 2002008, errMsg: '本日已调起过人脸识别' }
/// // 或 err = { errCode: 2002008, errMsg: '本月调用次数已达上限' }
/// tipMessage = '今日验证次数已达上限'
/// shouldBlock = false
/// break
/// case 2002009:
/// // 无权限发起人脸识别(可以继续游戏)
/// // err = { errCode: 2002009, errMsg: '无权限发起人脸识别' }
/// tipMessage = '暂无权限使用此功能'
/// shouldBlock = false
/// break
/// default:
/// // 系统异常等其他错误(可以继续游戏,避免影响正常用户)
/// tipMessage = '系统异常,请稍后重试'
/// shouldBlock = false
/// }
/// if (tipMessage) {
/// wx.showModal({
/// title: '提示',
/// content: tipMessage,
/// showCancel: false
/// })
/// }
/// if (shouldBlock) {
/// // 仅对识别失败(2002004)和用户取消(2002006)阻断游戏
/// restrictGameFeatures()
/// } else {
/// // 其他情况允许继续游戏
/// startGame()
/// }
/// },
/// complete(res) {
/// // 无论成功失败均会触发
/// console.log('人脸识别流程结束:', res)
/// }
/// })
/// }
/// ```
/// </summary>
public static void RequestFacialRecognition(RequestFacialRecognitionOption callback)
{
WXSDKManagerHandler.Instance.RequestFacialRecognition(callback);
}
/// <summary>
/// [wx.requestFacialVerify(Object object)](https://developers.weixin.qq.com/minigame/dev/api/open-api/face/wx.requestFacialVerify.html)
/// 需要基础库: `3.8.12`
/// 对用户实名信息进行基于生物识别的人脸核身验证
/// **示例代码**
/// ```js
/// wx.requestFacialVerify({
/// // 人脸核身会话唯一标识
/// verifyId: 'xxx',
/// success() {
/// // 人脸核身验证成功,需要通知小程序后台根据本次人脸核身会话唯一标识 verifyId 字段调用微信后台 queryVerifyInfo 接口查询人脸核身真实验证结果。
/// },
/// fail() {
/// // 人脸核身验证失败
/// },
/// })
/// ```
/// </summary>
public static void RequestFacialVerify(RequestFacialVerifyOption callback)
{
WXSDKManagerHandler.Instance.RequestFacialVerify(callback);
}
/// <summary>
/// [wx.requestMidasFriendPayment(Object object)](https://developers.weixin.qq.com/minigame/dev/api/midas-payment/wx.requestMidasFriendPayment.html)
/// 需要基础库: `2.11.0`
@ -2043,6 +2253,8 @@ namespace WeChatWASM
/// [wx.setDeviceOrientation(Object object)](https://developers.weixin.qq.com/minigame/dev/api/device/orientation/wx.setDeviceOrientation.html)
/// 需要基础库: `2.26.0`
/// 切换横竖屏。接口调用成功后会触发 wx.onDeviceOrientationChange 事件
/// **注意**
/// - PC小程序处于全屏时无法切换横竖屏。
/// </summary>
public static void SetDeviceOrientation(SetDeviceOrientationOption callback)
{
@ -2763,6 +2975,15 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.ReportEvent(eventId, data);
}
/// <summary>
/// [wx.reportMonitor(string name, number value)](https://developers.weixin.qq.com/minigame/dev/api/data-analysis/wx.reportMonitor.html)
/// 需要基础库: `2.1.2`
/// </summary>
public static void ReportMonitor(string name, double value)
{
WXSDKManagerHandler.Instance.ReportMonitor(name, value);
}
/// <summary>
/// [wx.reportPerformance(Number id, Number value, String|Array dimensions)](https://developers.weixin.qq.com/minigame/dev/api/base/performance/wx.reportPerformance.html)
/// 需要基础库: `2.10.0`
@ -3027,6 +3248,7 @@ namespace WeChatWASM
/// 监听搜索到新设备的事件
/// **注意**
/// - 若在 [wx.onBluetoothDeviceFound](https://developers.weixin.qq.com/minigame/dev/api/device/bluetooth/wx.onBluetoothDeviceFound.html) 回调了某个设备,则此设备会添加到 [wx.getBluetoothDevices](https://developers.weixin.qq.com/minigame/dev/api/device/bluetooth/wx.getBluetoothDevices.html) 接口获取到的数组中。
/// - 地址变化这个是鸿蒙系统特性,小程序可以不缓存地址,重新搜索连接。
/// **示例代码**
/// [在微信开发者工具中查看示例](https://developers.weixin.qq.com/s/pQU51zmz7a3K)
/// ```js
@ -3121,6 +3343,34 @@ namespace WeChatWASM
WXSDKManagerHandler.Instance.OffDeviceOrientationChange(result);
}
/// <summary>
/// [wx.onDirectAdStatusChange(function listener)](https://developers.weixin.qq.com/minigame/dev/api/ad/wx.onDirectAdStatusChange.html)
/// 需要基础库: `3.11.2`
/// 监听监听直玩广告状态变化
/// **示例代码**
/// ```js
/// wx.onDirectAdStatusChange(res => {
/// // 会有如下的几种状态值组合
/// // a) { isInMask: true, isInDirectGameAd: true } -> 表示当前正在直玩广告 且 未戳破蒙层
/// // b) { isInMask: false, isInDirectGameAd: true } -> 表示当前正在直玩广告 且 戳破了蒙层
/// // c) { isInMask: false, isInDirectGameAd: false, isEndByAbnormal: false }, -> 表示倒计时结束了,并且选择了继续玩
/// // d) { isInMask: false, isInDirectGameAd: false, isEndByAbnormal: true }, -> 表示由于异常流程而结束
/// console.log(res.isInMask)
/// console.log(res.isInDirectGameAd)
/// console.log(res.isEndByAbnormal)
/// })
/// ```
/// </summary>
public static void OnDirectAdStatusChange(Action<OnDirectAdStatusChangeListenerResult> result)
{
WXSDKManagerHandler.Instance.OnDirectAdStatusChange(result);
}
public static void OffDirectAdStatusChange(Action<OnDirectAdStatusChangeListenerResult> result)
{
WXSDKManagerHandler.Instance.OffDirectAdStatusChange(result);
}
/// <summary>
/// [wx.onError(function listener)](https://developers.weixin.qq.com/minigame/dev/api/base/app/app-event/wx.onError.html)
/// 监听全局错误事件
@ -3495,6 +3745,7 @@ namespace WeChatWASM
/// 需要基础库: `2.8.1`
/// 监听用户主动截屏事件。用户使用系统截屏按键截屏时触发,只能注册一个监听
/// **示例代码**
/// 页面要先调用wx.showShareMenu()来允许调用
/// ```js
/// wx.onUserCaptureScreen(function (res) {
/// console.log('用户截屏了')
@ -3508,8 +3759,7 @@ namespace WeChatWASM
/// }, 1000) // 在1秒内对query进行解析
/// })
/// }
/// }
/// )
/// })
/// ```
/// </summary>
public static void OnUserCaptureScreen(Action<OnUserCaptureScreenListenerResult> result)
@ -3643,7 +3893,7 @@ namespace WeChatWASM
/// <summary>
/// [wx.onCopyUrl(function listener)](https://developers.weixin.qq.com/minigame/dev/api/share/wx.onCopyUrl.html)
/// 需要基础库: `2.14.3`
/// 监听用户点击右上角菜单的「复制链接」按钮时触发的事件。本接口为 Beta 版本,暂只在 Android 平台支持。
/// 监听用户点击右上角菜单的「复制链接」按钮时触发的事件。
/// </summary>
public static void OnCopyUrl(Action<Action<OnCopyUrlListenerResult>> callback)
{
@ -3831,6 +4081,23 @@ namespace WeChatWASM
return WXSDKManagerHandler.GetDeviceInfo();
}
/// <summary>
/// [Object wx.getDirectAdStatusSync()](https://developers.weixin.qq.com/minigame/dev/api/ad/wx.getDirectAdStatusSync.html)
/// 需要基础库: `3.11.2`
/// 获取直玩广告组件展示状态。
/// **示例代码**
/// ```js
/// const statusInfo = wx.getDirectAdStatusSync();
/// console.log(statusInfo.isInMask) // 当前是否在蒙层阶段
/// console.log(statusInfo.isInDirectGameAd) // 当前是否在直玩广告中
/// ```
/// </summary>
/// <returns></returns>
public static DirectAdStatusInfo GetDirectAdStatusSync()
{
return WXSDKManagerHandler.GetDirectAdStatusSync();
}
/// <summary>
/// [Object wx.getEnterOptionsSync()](https://developers.weixin.qq.com/minigame/dev/api/base/app/life-cycle/wx.getEnterOptionsSync.html)
/// 需要基础库: `2.13.2`
@ -4045,19 +4312,19 @@ namespace WeChatWASM
}
/// <summary>
/// [[ImageData](https://developers.weixin.qq.com/minigame/dev/api/render/image/ImageData.html) wx.createImageData(number width, number height)](https://developers.weixin.qq.com/minigame/dev/api/render/image/wx.createImageData.html)
/// [[ImageData](https://developers.weixin.qq.com/minigame/dev/api/render/image/ImageData.html) wx.createImageData(number width, number height, Uint8ClampedArray data)](https://developers.weixin.qq.com/minigame/dev/api/render/image/wx.createImageData.html)
/// 需要基础库: `3.4.10`
/// 这里有两种使用方法, 一种是指定ImageData的宽和高, 另外一种是使用ImageData, 通过它本身的宽高尺寸来构建新的对象。
/// 这里有两种使用方法, 一种是指定ImageData的宽和高, 另外一种使用已有的ImageData的图像二进制数据来构建新的对象。
/// **示例代码**
/// ```js
/// const imageData1 = wx.createImageData(100, 100)
/// const imageData2 = wx.createImageData(imageData1)
/// const imageData2 = wx.createImageData(imageData1.data, 100, 100)
/// ```
/// </summary>
/// <returns></returns>
public static ImageData CreateImageData(double width, double height)
public static ImageData CreateImageData(double width, double height, int[] data)
{
return WXSDKManagerHandler.CreateImageData(width, height);
return WXSDKManagerHandler.CreateImageData(width, height, data);
}
/// <summary>

View File

@ -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
/// <summary>

View File

@ -0,0 +1,186 @@
#if UNITY_WEBGL || WEIXINMINIGAME || UNITY_EDITOR
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/**
* WxTouch输入模块 WXTouchInputOverride 使
* Button事件调用
* Button ExecuteEvents.pointerClickHandler StandaloneInputModule
* WXTouchInputOverride 使 StandaloneInputModule
*/
public class WXTouchInputModule : StandaloneInputModule
{
private const float doubleClickTime = 0.3f;
public override void Process()
{
if (!eventSystem.isFocused && ShouldIgnoreEventsOnNoFocus())
return;
bool usedEvent = SendUpdateEventToSelectedObject();
if (!ProcessTouchEvents() && input.mousePresent)
ProcessMouseEvent();
if (eventSystem.sendNavigationEvents)
{
if (!usedEvent)
usedEvent |= SendMoveEventToSelectedObject();
if (!usedEvent)
SendSubmitEventToSelectedObject();
}
}
private bool ShouldIgnoreEventsOnNoFocus()
{
#if UNITY_EDITOR
return !UnityEditor.EditorApplication.isRemoteConnected;
#else
return true;
#endif
}
private bool ProcessTouchEvents()
{
for (int i = 0; i < input.touchCount; ++i)
{
Touch touch = input.GetTouch(i);
if (touch.type == TouchType.Indirect)
continue;
bool released;
bool pressed;
var pointer = GetTouchPointerEventData(touch, out pressed, out released);
ProcessTouchPress(pointer, pressed, released);
if (!released)
{
ProcessMove(pointer);
ProcessDrag(pointer);
}
else
RemovePointerData(pointer);
}
return input.touchCount > 0;
}
// released 后会拦截 Button 的 ExecuteEvents.pointerClickHandler ,其余逻辑与 StandaloneInputModule 保持一致
protected new void ProcessTouchPress(PointerEventData pointerEvent, bool pressed, bool released)
{
var currentOverGo = pointerEvent.pointerCurrentRaycast.gameObject;
// PointerDown notification
if (pressed)
{
pointerEvent.eligibleForClick = true;
pointerEvent.delta = Vector2.zero;
pointerEvent.dragging = false;
pointerEvent.useDragThreshold = true;
pointerEvent.pressPosition = pointerEvent.position;
pointerEvent.pointerPressRaycast = pointerEvent.pointerCurrentRaycast;
DeselectIfSelectionChanged(currentOverGo, pointerEvent);
if (pointerEvent.pointerEnter != currentOverGo)
{
// send a pointer enter to the touched element if it isn't the one to select...
HandlePointerExitAndEnter(pointerEvent, currentOverGo);
pointerEvent.pointerEnter = currentOverGo;
}
var resetDiffTime = Time.unscaledTime - pointerEvent.clickTime;
if (resetDiffTime >= doubleClickTime)
{
pointerEvent.clickCount = 0;
}
// search for the control that will receive the press
// if we can't find a press handler set the press
// handler to be what would receive a click.
var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.pointerDownHandler);
var newClick = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// didnt find a press handler... search for a click handler
if (newPressed == null)
newPressed = newClick;
// Debug.Log("Pressed: " + newPressed);
float time = Time.unscaledTime;
if (newPressed == pointerEvent.lastPress)
{
var diffTime = time - pointerEvent.clickTime;
if (diffTime < doubleClickTime)
++pointerEvent.clickCount;
else
pointerEvent.clickCount = 1;
pointerEvent.clickTime = time;
}
else
{
pointerEvent.clickCount = 1;
}
pointerEvent.pointerPress = newPressed;
pointerEvent.rawPointerPress = currentOverGo;
pointerEvent.pointerClick = newClick;
pointerEvent.clickTime = time;
// Save the drag handler as well
pointerEvent.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(currentOverGo);
if (pointerEvent.pointerDrag != null)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.initializePotentialDrag);
}
// PointerUp notification
if (released)
{
// Debug.Log("Executing pressup on: " + pointer.pointerPress);
ExecuteEvents.Execute(pointerEvent.pointerPress, pointerEvent, ExecuteEvents.pointerUpHandler);
// Debug.Log("KeyCode: " + pointer.eventData.keyCode);
// see if we mouse up on the same element that we clicked on...
var pointerClickHandler = ExecuteEvents.GetEventHandler<IPointerClickHandler>(currentOverGo);
// PointerClick and Drop events
if (pointerEvent.pointerClick == pointerClickHandler && pointerEvent.eligibleForClick)
{
bool shouldHandleInWx = currentOverGo != null && currentOverGo.GetComponentInParent<UnityEngine.UI.Button>() != null;
if (!shouldHandleInWx)
{
ExecuteEvents.Execute(pointerEvent.pointerClick, pointerEvent, ExecuteEvents.pointerClickHandler);
}
}
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
{
ExecuteEvents.ExecuteHierarchy(currentOverGo, pointerEvent, ExecuteEvents.dropHandler);
}
pointerEvent.eligibleForClick = false;
pointerEvent.pointerPress = null;
pointerEvent.rawPointerPress = null;
pointerEvent.pointerClick = null;
if (pointerEvent.pointerDrag != null && pointerEvent.dragging)
ExecuteEvents.Execute(pointerEvent.pointerDrag, pointerEvent, ExecuteEvents.endDragHandler);
pointerEvent.dragging = false;
pointerEvent.pointerDrag = null;
// send exit events as we need to simulate this on touch up on touch device
ExecuteEvents.ExecuteHierarchy(pointerEvent.pointerEnter, pointerEvent, ExecuteEvents.pointerExitHandler);
pointerEvent.pointerEnter = null;
}
//m_InputPointerEvent = pointerEvent;
}
}
#endif

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@ -21,17 +21,17 @@ internal class TouchData
* 使WX的触控接口重新覆盖Unity的BaseInput关于触控方面的接口
* StandaloneInputModule.inputOverride的方式来实现
*/
[RequireComponent(typeof(StandaloneInputModule))]
[RequireComponent(typeof(WXTouchInputModule))]
public class WXTouchInputOverride : BaseInput
{
private bool _isInitWechatSDK;
private readonly List<TouchData> _touches = new List<TouchData>();
private StandaloneInputModule _standaloneInputModule = null;
private WXTouchInputModule _standaloneInputModule = null;
protected override void Awake()
{
base.Awake();
_standaloneInputModule = GetComponent<StandaloneInputModule>();
_standaloneInputModule = GetComponent<WXTouchInputModule>();
}
protected override void OnEnable()
@ -138,11 +138,16 @@ public class WXTouchInputOverride : BaseInput
Button button = selectedObject.GetComponent<Button>();
if (button != null)
{
int clickListenerCount = button.onClick.GetPersistentEventCount();
if (clickListenerCount > 0) {
button.onClick.SetPersistentListenerState(0, UnityEventCallState.EditorAndRuntime);
button.onClick.Invoke();
button.onClick.SetPersistentListenerState(0, UnityEventCallState.Off);
bool touchInButtonArea = false;
foreach (var wxTouch in touchEvent.changedTouches)
{
TouchData data = FindTouchData(wxTouch.identifier);
touchInButtonArea = touchInButtonArea || IsTouchInButtonArea(data, button);
}
if(touchInButtonArea)
{
button.OnPointerClick(new PointerEventData(EventSystem.current));
// button.onClick.Invoke();
}
}
#if !UNITY_EDITOR
@ -175,6 +180,12 @@ public class WXTouchInputOverride : BaseInput
}
}
private static bool IsTouchInButtonArea(TouchData data, Button button)
{
RectTransform rect = button.GetComponent<RectTransform>();
return RectTransformUtility.RectangleContainsScreenPoint(rect, data.touch.position, null);
}
private void OnWxTouchCancel(OnTouchStartListenerResult touchEvent)
{
foreach (var wxTouch in touchEvent.changedTouches)

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@ -33,6 +33,7 @@ export const ResType = {
phoneCalendarAuthorized: 'string',
},
AppBaseInfo: {
PCKernelVersion: 'string',
SDKVersion: 'string',
enableDebug: 'bool',
fontSizeScaleFactor: 'number',
@ -61,6 +62,10 @@ export const ResType = {
platform: 'string',
system: 'string',
},
DirectAdStatusInfo: {
isInDirectGameAd: 'bool',
isInMask: 'bool',
},
EnterOptionsGame: {
apiCategory: 'string',
query: 'object',
@ -79,12 +84,16 @@ export const ResType = {
feedId: 'string',
},
LaunchOptionsGame: {
hostExtraData: 'HostExtraData',
query: 'object',
referrerInfo: 'EnterOptionsGameReferrerInfo',
scene: 'number',
chatType: 'number',
shareTicket: 'string',
},
HostExtraData: {
host_scene: 'string',
},
ClientRect: {
bottom: 'number',
height: 'number',
@ -94,13 +103,50 @@ export const ResType = {
width: 'number',
},
OfficialComponentsInfo: {
challengeRewardsComponentInfo: 'ChallengeRewardsComponentInfo',
notificationComponentInfo: 'OfficialComponentInfo',
rewardsComponentInfo: 'RewardsComponentInfo',
},
ChallengeRewardsComponentInfo: {
name: 'string',
receiveDetail: 'ChallengeReceiveDetail',
},
ChallengeReceiveDetail: {
awardResult: 'number',
receivedRareReward: 'bool',
userSourceList: 'UserSource[]',
},
UserSource: {
sourceType: 'number',
source: 'SourceInfo',
sourceNum: 'number',
},
SourceInfo: {
propList: 'PropInfo[]',
type: 'number',
sourceName: 'string',
},
PropInfo: {
propName: 'string',
propNum: 'number',
},
OfficialComponentInfo: {
boundingClientRect: 'ClientRect',
isVisible: 'bool',
name: 'string',
},
RewardsComponentInfo: {
canReceiveFriendGiftCount: 'number',
canReceiveGiftCount: 'number',
name: 'string',
receiveDetail: 'ReceiveDetail',
},
ReceiveDetail: {
desc: 'string',
icon: 'string',
name: 'string',
type: 'string',
},
GetStorageInfoSyncOption: {
currentSize: 'number',
keys: 'string[]',
@ -284,6 +330,18 @@ export const ResType = {
added: 'bool',
errMsg: 'string',
},
CheckIsSupportMidasPaymentFailCallbackErr: {
errMsg: 'string',
},
CheckIsSupportMidasPaymentSuccessCallbackResult: {
data: 'CheckIsSupportMidasPaymentSuccessCallbackDataResult',
errMsg: 'string',
},
CheckIsSupportMidasPaymentSuccessCallbackDataResult: {
allow_pay: 'bool',
err_code: 'number',
err_msg: 'string',
},
ChooseImageSuccessCallbackResult: {
tempFilePaths: 'string[]',
tempFiles: 'ImageFile[]',
@ -531,7 +589,7 @@ export const ResType = {
status: 'number',
errMsg: 'string',
},
GetChatToolInfoSuccessCallbackResult: {
RequestMidasFriendPaymentSuccessCallbackResult: {
cloudID: 'string',
encryptedData: 'string',
errMsg: 'string',
@ -575,9 +633,14 @@ export const ResType = {
errMsg: 'string',
},
GetGameExptInfoSuccessCallbackResult: {
list: 'object',
list: 'GameExptInfo[]',
errMsg: 'string',
},
GameExptInfo: {
expt_id: 'number',
param_name: 'string',
param_value: 'string',
},
GetGroupEnterInfoError: {
errMsg: 'string',
errCode: 'number',
@ -611,6 +674,16 @@ export const ResType = {
localip: 'string',
netmask: 'string',
},
GetLocationSuccessCallbackResult: {
accuracy: 'number',
altitude: 'number',
horizontalAccuracy: 'number',
latitude: 'number',
longitude: 'number',
speed: 'number',
verticalAccuracy: 'number',
errMsg: 'string',
},
GetNetworkTypeSuccessCallbackResult: {
hasSystemProxy: 'bool',
networkType: 'string',
@ -764,6 +837,7 @@ export const ResType = {
},
OnCopyUrlListenerResult: {
query: 'string',
title: 'string',
},
OnDeviceMotionChangeListenerResult: {
alpha: 'number',
@ -773,6 +847,11 @@ export const ResType = {
OnDeviceOrientationChangeListenerResult: {
value: 'string',
},
OnDirectAdStatusChangeListenerResult: {
isEndByAbnormal: 'bool',
isInDirectGameAd: 'bool',
isInMask: 'bool',
},
ListenerError: {
message: 'string',
},
@ -927,6 +1006,14 @@ export const ResType = {
eventType: 'number',
branchDim: 'string',
},
FacialRecognitionError: {
errMsg: 'string',
errCode: 'number',
},
RequestFacialVerifyError: {
errMsg: 'string',
errCode: 'number',
},
MidasFriendPaymentError: {
errMsg: 'string',
errCode: 'number',
@ -961,7 +1048,7 @@ export const ResType = {
errMsg: 'string',
},
RequestSubscribeMessageSuccessCallbackResult: {
anyKeyWord: 'string',
anyKeyWord: 'object',
errMsg: 'string',
},
RequestSubscribeSystemMessageSuccessCallbackResult: {

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@ -23,7 +23,7 @@
],
"plugins": {
"UnityPlugin": {
"version": "1.2.88",
"version": "1.2.91",
"provider": "wxe5a48f1ed5f544b7",
"contexts": [
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