diff --git a/CHANGELOG.md b/CHANGELOG.md
index 92ac350d7..4eb015ed4 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -6,7 +6,7 @@ Removed - 删除功能/接口
Fixed - 修复问题
Others - 其他
-->
-## 2026-3-15 v0.1.32 【普通更新】
+## 2026-3-16 v0.1.32 【普通更新】
### Feature
* 普通:更新基础库版本
* 普通:擂台赛api新增subScoreKey参数
diff --git a/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs b/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs
new file mode 100644
index 000000000..2185226bf
--- /dev/null
+++ b/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs
@@ -0,0 +1,174 @@
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.Build;
+using UnityEditor.Build.Reporting;
+using UnityEditor.SceneManagement;
+using System.IO;
+
+namespace WeChatWASM
+{
+ ///
+ /// PC高性能小游戏构建预处理器
+ /// 负责在构建前向首场景注入 WXPCHPInitScript
+ ///
+ public class PCHPBuildPreProcessor : IPreprocessBuildWithReport
+ {
+ // SDK 脚本名称常量
+ private const string SDK_CLASS_NAME = "WeChatWASM.WXPCHPInitScript";
+ private const string SDK_GAMEOBJECT_NAME = "WXPCHPInitScript";
+
+ public int callbackOrder => 0;
+
+ public void OnPreprocessBuild(BuildReport report)
+ {
+ Debug.Log("========================================");
+ Debug.Log("[PC高性能小游戏] PCHPBuildPreProcessor.OnPreprocessBuild 被调用");
+ Debug.Log("========================================");
+
+ // 只处理 Windows/Mac Standalone 构建
+ var buildTarget = report.summary.platform;
+ if (buildTarget != BuildTarget.StandaloneWindows64 &&
+ buildTarget != BuildTarget.StandaloneOSX)
+ {
+ Debug.LogWarning($"[PC高性能小游戏] 当前平台 {buildTarget} 不是 Windows/Mac,跳过预处理");
+ return;
+ }
+
+ Debug.Log("[PC高性能小游戏] 开始预处理构建...");
+
+ try
+ {
+ Debug.Log("[PC高性能小游戏] → 步骤1: 检查 WXPCHPInitScript 脚本是否存在");
+ EnsureSDKScriptExists();
+
+ Debug.Log("[PC高性能小游戏] → 步骤2: 向首场景注入 SDK GameObject");
+ InjectSDKToFirstScene();
+
+ Debug.Log("[PC高性能小游戏] ✅ 预处理完成!");
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogError("========================================");
+ Debug.LogError($"[PC高性能小游戏] ❌ 预处理失败: {e.Message}\n{e.StackTrace}");
+ Debug.LogError("========================================");
+ throw;
+ }
+ }
+
+ ///
+ /// 在所有程序集中查找类型
+ ///
+ private System.Type FindTypeInAllAssemblies(string typeName)
+ {
+ foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
+ {
+ var type = assembly.GetType(typeName);
+ if (type != null)
+ {
+ return type;
+ }
+ }
+ return null;
+ }
+
+ ///
+ /// 确保 WXPCHPInitScript 脚本存在
+ ///
+ private void EnsureSDKScriptExists()
+ {
+ var sdkType = FindTypeInAllAssemblies(SDK_CLASS_NAME);
+ if (sdkType != null)
+ {
+ Debug.Log($"[PC高性能小游戏] ✅ WXPCHPInitScript 脚本已加载 (程序集: {sdkType.Assembly.GetName().Name})");
+ return;
+ }
+
+ // 脚本应该在 SDK Runtime 目录,如果找不到说明 SDK 安装有问题
+ Debug.LogError("[PC高性能小游戏] ❌ 找不到 WXPCHPInitScript 类型");
+ Debug.LogError("[PC高性能小游戏] 请确保 WX-WASM-SDK-V2 已正确安装");
+ throw new BuildFailedException("[PC高性能小游戏] 缺少 WXPCHPInitScript 脚本,请检查 SDK 安装");
+ }
+
+ ///
+ /// 向第一个启用的场景注入 SDK GameObject
+ ///
+ private void InjectSDKToFirstScene()
+ {
+ var firstScenePath = GetFirstEnabledScene();
+ if (string.IsNullOrEmpty(firstScenePath))
+ {
+ Debug.LogWarning("[PC高性能小游戏] 没有找到启用的场景,跳过注入");
+ return;
+ }
+
+ var currentScenes = EditorSceneManager.GetSceneManagerSetup();
+ var scene = EditorSceneManager.OpenScene(firstScenePath, OpenSceneMode.Single);
+
+ // 删除旧的对象(兼容从 EmbeddedAppletSDK 迁移)
+ var oldSDK = GameObject.Find("EmbeddedAppletSDK");
+ if (oldSDK != null)
+ {
+ Debug.Log("[PC高性能小游戏] 删除旧的 EmbeddedAppletSDK 对象");
+ GameObject.DestroyImmediate(oldSDK);
+ }
+
+ // 检查是否已存在新的 SDK 对象
+ var existingSDK = GameObject.Find(SDK_GAMEOBJECT_NAME);
+ if (existingSDK != null)
+ {
+ Debug.Log($"[PC高性能小游戏] 场景中已存在 {SDK_GAMEOBJECT_NAME},重新创建");
+ GameObject.DestroyImmediate(existingSDK);
+ }
+
+ // 创建 GameObject 并添加组件
+ var sdkObject = new GameObject(SDK_GAMEOBJECT_NAME);
+ var sdkType = FindTypeInAllAssemblies(SDK_CLASS_NAME);
+
+ if (sdkType != null)
+ {
+ var assemblyName = sdkType.Assembly.GetName().Name;
+ Debug.Log($"[PC高性能小游戏] 找到 WXPCHPInitScript,程序集: {assemblyName}");
+
+ if (assemblyName.Contains("Editor"))
+ {
+ Debug.LogError("[PC高性能小游戏] ❌ WXPCHPInitScript 在 Editor 程序集中!");
+ GameObject.DestroyImmediate(sdkObject);
+ throw new BuildFailedException("[PC高性能小游戏] WXPCHPInitScript 必须在 Runtime 程序集");
+ }
+
+ sdkObject.AddComponent(sdkType);
+ Debug.Log($"[PC高性能小游戏] ✅ 已在 {scene.name} 中创建 {SDK_GAMEOBJECT_NAME} 并添加组件");
+ }
+ else
+ {
+ Debug.LogError("[PC高性能小游戏] ❌ 找不到 WXPCHPInitScript 类型");
+ GameObject.DestroyImmediate(sdkObject);
+ throw new BuildFailedException("[PC高性能小游戏] 无法找到 WXPCHPInitScript 组件");
+ }
+
+ EditorSceneManager.MarkSceneDirty(scene);
+ EditorSceneManager.SaveScene(scene);
+ RestoreScenes(currentScenes);
+ }
+
+ private string GetFirstEnabledScene()
+ {
+ foreach (var scene in EditorBuildSettings.scenes)
+ {
+ if (scene.enabled)
+ {
+ return scene.path;
+ }
+ }
+ return null;
+ }
+
+ private void RestoreScenes(UnityEditor.SceneManagement.SceneSetup[] setup)
+ {
+ if (setup != null && setup.Length > 0)
+ {
+ EditorSceneManager.RestoreSceneManagerSetup(setup);
+ }
+ }
+ }
+}
diff --git a/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs.meta b/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs.meta
new file mode 100644
index 000000000..6e74db546
--- /dev/null
+++ b/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b2764f66c7a7ee9dfaf53ffe5f6215d0
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
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diff --git a/Editor/PCHighPerformance/README_AutoInjection.md b/Editor/PCHighPerformance/README_AutoInjection.md
new file mode 100644
index 000000000..f957d2041
--- /dev/null
+++ b/Editor/PCHighPerformance/README_AutoInjection.md
@@ -0,0 +1,110 @@
+# PC高性能小游戏 - 自动化构建注入
+
+## 📂 文件结构
+
+```
+WX-WASM-SDK-V2/
+├── Editor/PCHighPerformance/
+│ ├── PCHPBuildPreProcessor.cs # 构建预处理器(自动注入)
+│ ├── PCHPDebugHelper.cs # 调试工具
+│ ├── WXPCSettingHelper.cs # 构建配置助手
+│ └── WXEditorPCHPWindow.cs # 编辑器窗口
+└── Runtime/
+ └── WXPCHPInitScript.cs # SDK 运行时脚本
+```
+
+---
+
+## 🎯 功能说明
+
+### 自动注入机制
+
+**触发时机**:开发者点击「生成并转换」按钮,Unity 开始构建 Windows/macOS 平台前
+
+**工作流程**:
+
+```
+构建开始
+ ↓
+PCHPBuildPreProcessor.OnPreprocessBuild() 触发
+ ↓
+Step 1: 检查 WXPCHPInitScript 是否已加载
+ ├── 已加载 → 继续
+ └── 未加载 → 报错中断(SDK 安装问题)
+ ↓
+Step 2: 打开首个启用场景
+ ↓
+Step 3: 检查场景是否已有 "WXPCHPInitScript" GameObject
+ ├── 有 → 删除重建
+ └── 没有 → 创建新 GameObject + 添加 WXPCHPInitScript 组件
+ ↓
+Step 4: 保存场景并恢复原始布局
+ ↓
+继续正常构建流程
+```
+
+---
+
+## ✅ 关键特性
+
+1. **零侵入**:不修改开发者当前打开的场景
+2. **智能检测**:自动检测是否已存在脚本/对象
+3. **SDK 内置**:脚本位于 SDK Runtime 目录,无需复制到用户项目
+4. **命名空间隔离**:使用 `WeChatWASM` 命名空间避免冲突
+
+---
+
+## 🔧 配置说明
+
+### 脚本位置
+
+```
+Assets/WX-WASM-SDK-V2/Runtime/WXPCHPInitScript.cs
+```
+
+**类名**:`WeChatWASM.WXPCHPInitScript`
+
+**作用**:运行时初始化 PC 高性能小游戏 SDK,与宿主程序通信
+
+---
+
+## 🐛 常见问题
+
+### Q: 为什么导出的工程没有 SDK 对象?
+
+检查 Console 日志:
+- ✅ `[PC高性能小游戏] ✅ 已在 XXX 中创建 WXPCHPInitScript 并添加组件` → 成功
+- ⚠️ `找不到 WXPCHPInitScript 类型` → SDK 未正确安装
+
+### Q: DLL 加载失败?
+
+**原因**:`direct_applet_sdk.dll` 必须在 **运行时** 的根目录(与 .exe 同级)
+
+**解决**:确保宿主程序启动时提供 DLL
+
+---
+
+## 📝 技术细节
+
+| 项 | 值 |
+|---|---|
+| 触发接口 | `IPreprocessBuildWithReport` |
+| 回调优先级 | `callbackOrder = 0` |
+| 支持平台 | Windows x64, macOS |
+| 场景修改策略 | 临时打开 → 注入 → 保存 → 恢复 |
+| 类全名 | `WeChatWASM.WXPCHPInitScript` |
+
+---
+
+## 🔄 更新日志
+
+### v1.1.0 (2026-03-02)
+- ✅ 重命名 `EmbeddedAppletSDK` → `WXPCHPInitScript`
+- ✅ 迁移脚本到 Runtime 目录(解决 Editor 脚本无法挂载问题)
+- ✅ 添加 `WeChatWASM` 命名空间
+- ✅ 移除模板复制机制(脚本现在内置于 SDK)
+
+### v1.0.0 (2026-03-02)
+- ✅ 实现自动注入 EmbeddedAppletSDK GameObject
+- ✅ 智能检测并复制模板脚本
+- ✅ 兼容 Windows 和 macOS 构建
diff --git a/Editor/PCHighPerformance/README_AutoInjection.md.meta b/Editor/PCHighPerformance/README_AutoInjection.md.meta
new file mode 100644
index 000000000..f42ff1083
--- /dev/null
+++ b/Editor/PCHighPerformance/README_AutoInjection.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: aacc596790ffe1aad08acb624adcdfaa
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
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diff --git a/Editor/PCHighPerformance/TROUBLESHOOTING.md b/Editor/PCHighPerformance/TROUBLESHOOTING.md
new file mode 100644
index 000000000..6f2d05f13
--- /dev/null
+++ b/Editor/PCHighPerformance/TROUBLESHOOTING.md
@@ -0,0 +1,152 @@
+# PC高性能小游戏 - 问题排查指南
+
+## 🐛 问题1:设置面板数据被清空
+
+### 原因
+`OnLostFocus()` 时机不对,输入框的值可能还未同步到 `formInputData`
+
+### 解决方案 ✅
+已修复:在 `OnSettingsGUI()` 中添加 `GUI.changed` 检测,每次输入时自动保存
+
+---
+
+## 🐛 问题2:ShowInfo 逻辑未执行
+
+### 可能原因
+
+#### 1. DLL 未找到 (最常见 90%)
+**症状**:运行 .exe 后没有任何弹窗
+**原因**:`direct_applet_sdk.dll` 不在 .exe 同级目录
+
+**验证**:
+```bash
+# 检查导出目录结构
+导出路径/
+├── YourGame.exe
+├── direct_applet_sdk.dll ← 必须存在
+└── YourGame_Data/
+```
+
+**解决**:
+- 确保 DLL 在运行时根目录
+- 查看 Unity Player.log:
+ - Windows: `%APPDATA%\..\LocalLow\\\Player.log`
+ - 搜索关键字: `[WXPCHPInitScript]` 或 `DllNotFoundException`
+
+---
+
+#### 2. GameObject 未注入 (10%)
+**症状**:构建后场景中没有 `WXPCHPInitScript` 对象
+
+**验证**:使用调试工具
+```
+Unity 菜单 → 微信小游戏 → PC高性能调试 → 检查SDK注入状态
+```
+
+**可能的问题**:
+- ❌ Build Settings 中没有启用场景
+- ❌ 构建前 `PCHPBuildPreProcessor` 未执行
+- ❌ SDK 未正确安装
+
+**解决**:
+1. 确保 Build Settings 有至少一个启用场景
+2. 查看 Console 日志:
+ ```
+ [PC高性能小游戏] 开始预处理构建...
+ [PC高性能小游戏] ✅ 已在 XXX 中创建 WXPCHPInitScript 并添加组件
+ ```
+
+---
+
+## 🔍 调试步骤(按顺序)
+
+### Step 1: 检查 SDK 注入状态
+```
+Unity 菜单 → 微信小游戏 → PC高性能调试 → 检查SDK注入状态
+```
+
+✅ 正常输出示例:
+```
+[构建场景] 启用的场景数: 1
+ ✅ 首场景: Assets/Scenes/Main.unity
+ ✅ 找到 SDK GameObject: WXPCHPInitScript
+ ✅ 挂载的脚本: WeChatWASM.WXPCHPInitScript
+
+[类型加载检查]
+ ✅ WXPCHPInitScript 类型已加载
+ 程序集: WxWasmSDKRuntime
+```
+
+---
+
+### Step 2: 检查导出路径
+```
+Unity 菜单 → 微信小游戏 → PC高性能调试 → 查看导出路径
+```
+
+确认:
+- ✅ 目录存在
+- ✅ 有 .exe 文件
+
+---
+
+### Step 3: 运行 .exe 并查看日志
+
+**日志位置**:
+```
+Windows: %APPDATA%\..\LocalLow\YourCompany\YourProduct\Player.log
+Mac: ~/Library/Logs/Company Name/Product Name/Player.log
+```
+
+**搜索关键字**:
+```
+[WXPCHPInitScript]
+DllNotFoundException
+InitEmbeddedGameSDK
+```
+
+**正常日志**:
+```
+[WXPCHPInitScript] ========== Awake 被调用 ==========
+[WXPCHPInitScript] GameObject 名称: WXPCHPInitScript
+[WXPCHPInitScript] ========== 开始初始化 ==========
+[WXPCHPInitScript] Step 1: 调用 InitEmbeddedGameSDK
+[WXPCHPInitScript] InitEmbeddedGameSDK 成功
+...
+```
+
+**异常日志**:
+```
+DllNotFoundException: Unable to load DLL 'direct_applet_sdk.dll'
+ → 解决: 复制 DLL 到 .exe 同级目录
+```
+
+---
+
+## 📝 快速检查清单
+
+- [ ] Build Settings 中有启用的场景
+- [ ] 构建时 Console 有 `[PC高性能小游戏] 预处理完成!` 日志
+- [ ] 导出目录包含 `.exe` 和 `direct_applet_sdk.dll`
+- [ ] 运行 .exe 后有弹窗或 Player.log 有日志
+
+---
+
+## 🛠️ 调试工具菜单
+
+| 菜单项 | 功能 |
+|--------|------|
+| 检查SDK注入状态 | 验证场景中是否有 SDK 对象和脚本 |
+| 查看导出路径 | 显示配置的导出路径和状态 |
+| 打开导出目录 | 在文件管理器中打开导出目录 |
+
+---
+
+## 💡 常见错误代码
+
+| 错误信息 | 原因 | 解决方法 |
+|----------|------|----------|
+| `DllNotFoundException` | DLL 未找到 | 复制 DLL 到 .exe 同级目录 |
+| `EntryPointNotFoundException` | 函数不存在 | 检查 DLL 版本是否匹配 |
+| `找不到 WXPCHPInitScript 类型` | SDK 未安装 | 重新导入 WX-WASM-SDK-V2 |
+| `GetActiveWindow 返回空句柄` | 窗口未创建 | 延迟初始化或检查 Unity Player 设置 |
diff --git a/Editor/PCHighPerformance/TROUBLESHOOTING.md.meta b/Editor/PCHighPerformance/TROUBLESHOOTING.md.meta
new file mode 100644
index 000000000..2147b9adf
--- /dev/null
+++ b/Editor/PCHighPerformance/TROUBLESHOOTING.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 8b57398b893716f5822f5e196466fee6
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
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diff --git a/Editor/PCHighPerformance/WXApkgPacker.cs b/Editor/PCHighPerformance/WXApkgPacker.cs
new file mode 100644
index 000000000..2b63f65cd
--- /dev/null
+++ b/Editor/PCHighPerformance/WXApkgPacker.cs
@@ -0,0 +1,267 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEngine;
+
+namespace WeChatWASM
+{
+ ///
+ /// wxapkg 文件打包器
+ /// 将目录内容打包成 .wxapkg 格式
+ ///
+ /// wxapkg 格式结构:
+ /// 1. 头部段 (14 字节)
+ /// - 起始标志: 1 字节 (0xBE)
+ /// - 未知字段: 4 字节 (固定为 0)
+ /// - 结束标志: 1 字节 (0xED)
+ /// - 索引段长度: 4 字节 (大端序)
+ /// - 数据段长度: 4 字节 (大端序)
+ /// 2. 索引段
+ /// - 文件数量: 4 字节 (大端序)
+ /// - 文件信息块序列(每个文件):
+ /// - 文件名长度: 4 字节 (大端序)
+ /// - 文件名: 可变长度 (UTF-8)
+ /// - 文件偏移: 4 字节 (大端序)
+ /// - 文件长度: 4 字节 (大端序)
+ /// 3. 数据段
+ /// - 实际文件内容的二进制数据
+ ///
+ public static class WXApkgPacker
+ {
+ private const byte HEADER_MARK_START = 0xBE;
+ private const byte HEADER_MARK_END = 0xED;
+ private const int HEADER_SIZE = 14;
+
+ ///
+ /// 文件信息结构
+ ///
+ private class FileInfo
+ {
+ public string RelativePath; // 相对路径(以 / 开头)
+ public string FullPath; // 完整路径
+ public int Size; // 文件大小
+ public int Offset; // 在数据段中的偏移
+ }
+
+ ///
+ /// 将目录打包成 wxapkg 文件
+ ///
+ /// 源目录路径
+ /// 输出的 wxapkg 文件路径
+ /// 是否成功
+ public static bool Pack(string sourceDir, string outputPath)
+ {
+ try
+ {
+ if (!Directory.Exists(sourceDir))
+ {
+ Debug.LogError($"[WXApkgPacker] 源目录不存在: {sourceDir}");
+ return false;
+ }
+
+ // 收集所有文件信息
+ var files = CollectFiles(sourceDir);
+ if (files.Count == 0)
+ {
+ Debug.LogError($"[WXApkgPacker] 目录为空: {sourceDir}");
+ return false;
+ }
+
+ Debug.Log($"[WXApkgPacker] 收集到 {files.Count} 个文件");
+
+ // 构建索引段
+ byte[] indexData = BuildIndexSection(files);
+
+ // 构建数据段
+ byte[] dataSection = BuildDataSection(files);
+
+ // 构建头部
+ byte[] header = BuildHeader(indexData.Length, dataSection.Length);
+
+ // 确保输出目录存在
+ string outputDir = Path.GetDirectoryName(outputPath);
+ if (!string.IsNullOrEmpty(outputDir) && !Directory.Exists(outputDir))
+ {
+ Directory.CreateDirectory(outputDir);
+ }
+
+ // 写入文件
+ using (var fs = new FileStream(outputPath, FileMode.Create, FileAccess.Write))
+ {
+ fs.Write(header, 0, header.Length);
+ fs.Write(indexData, 0, indexData.Length);
+ fs.Write(dataSection, 0, dataSection.Length);
+ }
+
+ long totalSize = header.Length + indexData.Length + dataSection.Length;
+ Debug.Log($"[WXApkgPacker] 打包完成: {outputPath}");
+ Debug.Log($"[WXApkgPacker] 文件大小: {totalSize / 1024.0 / 1024.0:F2} MB");
+
+ return true;
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXApkgPacker] 打包失败: {e.Message}");
+ Debug.LogException(e);
+ return false;
+ }
+ }
+
+ ///
+ /// 收集目录下所有文件
+ ///
+ private static List CollectFiles(string sourceDir)
+ {
+ var files = new List();
+ var allFiles = Directory.GetFiles(sourceDir, "*", SearchOption.AllDirectories);
+
+ foreach (var filePath in allFiles)
+ {
+ // 跳过 .DS_Store 等隐藏文件
+ string fileName = Path.GetFileName(filePath);
+ if (fileName.StartsWith("."))
+ {
+ continue;
+ }
+
+ // 计算相对路径(使用正斜杠,以 / 开头)
+ string relativePath = filePath.Substring(sourceDir.Length);
+ relativePath = relativePath.Replace('\\', '/');
+ if (!relativePath.StartsWith("/"))
+ {
+ relativePath = "/" + relativePath;
+ }
+
+ var info = new System.IO.FileInfo(filePath);
+ files.Add(new FileInfo
+ {
+ RelativePath = relativePath,
+ FullPath = filePath,
+ Size = (int)info.Length
+ });
+ }
+
+ // 按路径排序,保持一致性
+ files.Sort((a, b) => string.Compare(a.RelativePath, b.RelativePath, StringComparison.Ordinal));
+
+ return files;
+ }
+
+ ///
+ /// 构建头部段 (14 字节)
+ ///
+ private static byte[] BuildHeader(int indexLength, int dataLength)
+ {
+ byte[] header = new byte[HEADER_SIZE];
+
+ // 起始标志
+ header[0] = HEADER_MARK_START;
+
+ // 4 字节未知字段 (固定为 0)
+ header[1] = 0;
+ header[2] = 0;
+ header[3] = 0;
+ header[4] = 0;
+
+ // 结束标志
+ header[5] = HEADER_MARK_END;
+
+ // 索引段长度 (大端序)
+ WriteInt32BE(header, 6, indexLength);
+
+ // 数据段长度 (大端序)
+ WriteInt32BE(header, 10, dataLength);
+
+ return header;
+ }
+
+ ///
+ /// 构建索引段
+ ///
+ private static byte[] BuildIndexSection(List files)
+ {
+ using (var ms = new MemoryStream())
+ using (var writer = new BinaryWriter(ms))
+ {
+ // 文件数量 (大端序)
+ WriteInt32BE(writer, files.Count);
+
+ // 计算数据段起始偏移
+ // 偏移量 = 头部大小 + 索引段大小
+ // 需要先计算索引段大小
+ int indexSize = 4; // 文件数量
+ foreach (var file in files)
+ {
+ byte[] nameBytes = Encoding.UTF8.GetBytes(file.RelativePath);
+ indexSize += 4 + nameBytes.Length + 4 + 4; // nameLen + name + offset + size
+ }
+
+ int dataOffset = HEADER_SIZE + indexSize;
+
+ // 写入每个文件的索引信息
+ foreach (var file in files)
+ {
+ byte[] nameBytes = Encoding.UTF8.GetBytes(file.RelativePath);
+
+ // 文件名长度 (大端序)
+ WriteInt32BE(writer, nameBytes.Length);
+
+ // 文件名
+ writer.Write(nameBytes);
+
+ // 文件偏移 (大端序)
+ file.Offset = dataOffset;
+ WriteInt32BE(writer, dataOffset);
+
+ // 文件大小 (大端序)
+ WriteInt32BE(writer, file.Size);
+
+ // 更新下一个文件的偏移
+ dataOffset += file.Size;
+ }
+
+ return ms.ToArray();
+ }
+ }
+
+ ///
+ /// 构建数据段
+ ///
+ private static byte[] BuildDataSection(List files)
+ {
+ using (var ms = new MemoryStream())
+ {
+ foreach (var file in files)
+ {
+ byte[] content = File.ReadAllBytes(file.FullPath);
+ ms.Write(content, 0, content.Length);
+ }
+
+ return ms.ToArray();
+ }
+ }
+
+ ///
+ /// 写入 32 位大端序整数到字节数组
+ ///
+ private static void WriteInt32BE(byte[] buffer, int offset, int value)
+ {
+ buffer[offset] = (byte)((value >> 24) & 0xFF);
+ buffer[offset + 1] = (byte)((value >> 16) & 0xFF);
+ buffer[offset + 2] = (byte)((value >> 8) & 0xFF);
+ buffer[offset + 3] = (byte)(value & 0xFF);
+ }
+
+ ///
+ /// 写入 32 位大端序整数到流
+ ///
+ private static void WriteInt32BE(BinaryWriter writer, int value)
+ {
+ writer.Write((byte)((value >> 24) & 0xFF));
+ writer.Write((byte)((value >> 16) & 0xFF));
+ writer.Write((byte)((value >> 8) & 0xFF));
+ writer.Write((byte)(value & 0xFF));
+ }
+ }
+}
diff --git a/Editor/PCHighPerformance/WXApkgPacker.cs.meta b/Editor/PCHighPerformance/WXApkgPacker.cs.meta
new file mode 100644
index 000000000..adba7733d
--- /dev/null
+++ b/Editor/PCHighPerformance/WXApkgPacker.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c5e90582a5951eff22c3b110229de415
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
\ No newline at end of file
diff --git a/Editor/PCHighPerformance/WXPCHPBuildHelper.cs b/Editor/PCHighPerformance/WXPCHPBuildHelper.cs
new file mode 100644
index 000000000..f2f4d2af9
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCHPBuildHelper.cs
@@ -0,0 +1,349 @@
+using System.Collections.Generic;
+using System.IO;
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.Build.Reporting;
+
+namespace WeChatWASM
+{
+ ///
+ /// PC高性能小游戏构建辅助类
+ /// 用于在微信小游戏转换工具面板中集成PC高性能模式构建
+ ///
+ public static class WXPCHPBuildHelper
+ {
+ ///
+ /// PC高性能构建产物目录名
+ ///
+ public const string PCHPOutputDir = "pchpcode";
+
+ ///
+ /// 检查是否开启了PC高性能模式
+ ///
+ public static bool IsPCHighPerformanceEnabled()
+ {
+ var config = UnityUtil.GetEditorConf();
+ bool enabled = config != null && config.ProjectConf.EnablePCHighPerformance;
+ Debug.Log($"[PC高性能模式] 检查配置: config={config != null}, EnablePCHighPerformance={config?.ProjectConf?.EnablePCHighPerformance}, 结果={enabled}");
+ return enabled;
+ }
+
+ ///
+ /// 执行PC高性能构建
+ ///
+ /// 导出基础路径(来自小游戏面板配置)
+ /// 构建是否成功
+ public static bool BuildPCHighPerformance(string exportBasePath)
+ {
+ if (string.IsNullOrEmpty(exportBasePath))
+ {
+ Debug.LogError("[PC高性能模式] 导出路径为空,无法构建");
+ return false;
+ }
+
+ // 确定构建目标平台
+ var currentPlatform = Application.platform;
+ BuildTarget buildTarget;
+ string platformName;
+
+ if (currentPlatform == RuntimePlatform.OSXEditor)
+ {
+ buildTarget = BuildTarget.StandaloneOSX;
+ platformName = "Mac";
+ }
+ else
+ {
+ buildTarget = BuildTarget.StandaloneWindows64;
+ platformName = "Windows";
+ }
+
+ // 构建输出路径:直接放在 minigame/pchpcode 目录下
+ string pchpOutputPath = Path.Combine(exportBasePath, WXConvertCore.miniGameDir, PCHPOutputDir);
+
+ Debug.Log($"[PC高性能模式] 开始构建,目标平台: {platformName}");
+ Debug.Log($"[PC高性能模式] 输出路径: {pchpOutputPath}");
+
+ // 保存当前构建目标
+ var originalTarget = EditorUserBuildSettings.activeBuildTarget;
+ var originalTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
+
+ try
+ {
+ // 切换构建目标(如果需要)
+ if (originalTarget != buildTarget)
+ {
+ Debug.Log($"[PC高性能模式] 切换构建目标: {originalTarget} -> {buildTarget}");
+ if (!EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, buildTarget))
+ {
+ Debug.LogError("[PC高性能模式] 切换构建目标失败");
+ return false;
+ }
+ }
+
+ // 配置 Player Settings
+ ConfigurePlayerSettings();
+
+ // 确保输出目录存在
+ if (!Directory.Exists(pchpOutputPath))
+ {
+ Directory.CreateDirectory(pchpOutputPath);
+ }
+
+ // 获取可执行文件路径
+ string executablePath = GetExecutablePath(pchpOutputPath, buildTarget);
+
+ // 获取场景列表
+ var scenes = GetEnabledScenes();
+ if (scenes.Length == 0)
+ {
+ Debug.LogError("[PC高性能模式] 没有启用的场景,请在 Build Settings 中添加场景");
+ EditorUtility.DisplayDialog("PC高性能模式构建失败", "没有启用的场景,请在 Build Settings 中添加场景", "确定");
+ return false;
+ }
+
+ // 构建选项
+ var buildOptions = BuildOptions.None;
+
+ // 执行构建
+ Debug.Log($"[PC高性能模式] 执行构建,输出: {executablePath}");
+ var report = BuildPipeline.BuildPlayer(scenes, executablePath, buildTarget, buildOptions);
+
+ // 检查构建结果
+ if (report.summary.result == BuildResult.Succeeded)
+ {
+ Debug.Log($"[PC高性能模式] 构建成功! 耗时: {report.summary.totalTime.TotalSeconds:F2}秒");
+ Debug.Log($"[PC高性能模式] 输出路径: {pchpOutputPath}");
+
+ // 打包成 wxapkg 格式(先打包到临时位置)
+ string tempWxapkgPath = Path.Combine(exportBasePath, WXConvertCore.miniGameDir, $"{PCHPOutputDir}_temp.wxapkg");
+ string finalWxapkgPath = Path.Combine(pchpOutputPath, $"{PCHPOutputDir}.wxapkg");
+
+ Debug.Log($"[PC高性能模式] 开始打包 wxapkg...");
+
+ if (WXApkgPacker.Pack(pchpOutputPath, tempWxapkgPath))
+ {
+ // 删除原始构建材料
+ Debug.Log($"[PC高性能模式] 清理原始构建材料...");
+ Directory.Delete(pchpOutputPath, true);
+
+ // 重新创建目录并移动 wxapkg
+ Directory.CreateDirectory(pchpOutputPath);
+ File.Move(tempWxapkgPath, finalWxapkgPath);
+
+ // 创建空的 game.js 文件
+ string gameJsPath = Path.Combine(pchpOutputPath, "game.js");
+ File.WriteAllText(gameJsPath, "");
+ Debug.Log($"[PC高性能模式] 已创建 game.js: {gameJsPath}");
+
+ Debug.Log($"[PC高性能模式] wxapkg 打包完成: {finalWxapkgPath}");
+ }
+ else
+ {
+ Debug.LogWarning("[PC高性能模式] wxapkg 打包失败,保留原始构建产物");
+ if (File.Exists(tempWxapkgPath))
+ {
+ File.Delete(tempWxapkgPath);
+ }
+ }
+
+ return true;
+ }
+ else
+ {
+ Debug.LogError($"[PC高性能模式] 构建失败: {report.summary.result}");
+ foreach (var step in report.steps)
+ {
+ foreach (var message in step.messages)
+ {
+ if (message.type == LogType.Error)
+ {
+ Debug.LogError($"[PC高性能模式] 构建错误: {message.content}");
+ }
+ }
+ }
+ return false;
+ }
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogError($"[PC高性能模式] 构建异常: {e.Message}");
+ Debug.LogException(e);
+ return false;
+ }
+ finally
+ {
+ // 恢复到小游戏构建目标,确保微信小游戏转换工具能正常加载
+ RestoreToMiniGamePlatform();
+ }
+ }
+
+ ///
+ /// 恢复到小游戏平台
+ /// 团结引擎使用 WeixinMiniGame,Unity 使用 WebGL
+ ///
+ private static void RestoreToMiniGamePlatform()
+ {
+#if TUANJIE_2022_3_OR_NEWER
+ // 团结引擎:切换到 WeixinMiniGame 平台
+ if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.WeixinMiniGame)
+ {
+ Debug.Log($"[PC高性能模式] 切换回 WeixinMiniGame 构建目标");
+ EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.WeixinMiniGame, BuildTarget.WeixinMiniGame);
+ }
+
+ // 激活微信小游戏子平台
+ ActivateWeixinSubplatform();
+#else
+ // Unity:切换到 WebGL 平台
+ if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.WebGL)
+ {
+ Debug.Log($"[PC高性能模式] 切换回 WebGL 构建目标");
+ EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.WebGL, BuildTarget.WebGL);
+ }
+#endif
+ }
+
+#if TUANJIE_2022_3_OR_NEWER
+ ///
+ /// 激活微信小游戏子平台(通过反射调用,避免编译期对 MiniGameSubplatform 枚举的硬依赖)
+ ///
+ private static void ActivateWeixinSubplatform()
+ {
+ try
+ {
+ // 通过反射查找 MiniGameSubplatform 枚举类型和 SetActiveSubplatform 方法
+ // 因为 MiniGameSubplatform 可能在不同团结版本中命名空间不同
+ var miniGameType = typeof(PlayerSettings).GetNestedType("MiniGame");
+ if (miniGameType == null)
+ {
+ Debug.LogWarning("[PC高性能模式] 未找到 PlayerSettings.MiniGame 类型,跳过子平台激活");
+ return;
+ }
+
+ var setActiveMethod = miniGameType.GetMethod("SetActiveSubplatform",
+ System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
+ if (setActiveMethod == null)
+ {
+ Debug.LogWarning("[PC高性能模式] 未找到 SetActiveSubplatform 方法,跳过子平台激活");
+ return;
+ }
+
+ // 查找 MiniGameSubplatform 枚举
+ System.Type subplatformEnumType = null;
+ foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
+ {
+ subplatformEnumType = asm.GetType("MiniGameSubplatform") ?? asm.GetType("UnityEditor.MiniGameSubplatform");
+ if (subplatformEnumType != null) break;
+ }
+
+ if (subplatformEnumType == null)
+ {
+ Debug.LogWarning("[PC高性能模式] 未找到 MiniGameSubplatform 枚举类型,跳过子平台激活");
+ return;
+ }
+
+ var wechatValue = System.Enum.Parse(subplatformEnumType, "WeChat");
+ setActiveMethod.Invoke(null, new object[] { wechatValue, true });
+ Debug.Log("[PC高性能模式] 已激活微信小游戏子平台");
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogWarning($"[PC高性能模式] 激活微信小游戏子平台失败: {e.Message}");
+ }
+ }
+#endif
+
+ ///
+ /// 配置 Player Settings 用于 PC 高性能构建
+ ///
+ private static void ConfigurePlayerSettings()
+ {
+ // 设置窗口模式
+ PlayerSettings.fullScreenMode = FullScreenMode.Windowed;
+
+ // 设置默认分辨率
+ PlayerSettings.defaultScreenWidth = 1280;
+ PlayerSettings.defaultScreenHeight = 720;
+
+ // 允许调整窗口大小
+ PlayerSettings.resizableWindow = true;
+
+ // 处理 Windows 上 Linear 色彩空间与图形 API 的兼容性问题
+ if (Application.platform == RuntimePlatform.WindowsEditor)
+ {
+ ConfigureWindowsGraphicsAPI();
+ }
+
+ Debug.Log("[PC高性能模式] Player Settings 配置完成");
+ }
+
+ ///
+ /// 配置 Windows 图形 API,解决 Linear 色彩空间兼容性问题
+ ///
+ private static void ConfigureWindowsGraphicsAPI()
+ {
+ // 检查当前色彩空间
+ bool isLinear = PlayerSettings.colorSpace == ColorSpace.Linear;
+
+ if (isLinear)
+ {
+ // Linear 色彩空间需要 DX11 或更高版本
+ // 禁用自动图形 API,手动指定兼容的 API
+ PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows64, false);
+
+ var graphicsAPIs = new UnityEngine.Rendering.GraphicsDeviceType[]
+ {
+ UnityEngine.Rendering.GraphicsDeviceType.Direct3D11,
+ UnityEngine.Rendering.GraphicsDeviceType.Direct3D12,
+ UnityEngine.Rendering.GraphicsDeviceType.Vulkan
+ };
+
+ PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64, graphicsAPIs);
+ Debug.Log("[PC高性能模式] 已配置 Windows 图形 API: D3D11, D3D12, Vulkan(Linear 色彩空间兼容)");
+ }
+ else
+ {
+ // Gamma 色彩空间,使用默认图形 API 即可
+ PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows64, true);
+ Debug.Log("[PC高性能模式] 使用默认 Windows 图形 API(Gamma 色彩空间)");
+ }
+ }
+
+ ///
+ /// 获取可执行文件路径
+ ///
+ private static string GetExecutablePath(string outputPath, BuildTarget target)
+ {
+ string productName = PlayerSettings.productName;
+ if (string.IsNullOrEmpty(productName))
+ {
+ productName = "Game";
+ }
+
+ if (target == BuildTarget.StandaloneOSX)
+ {
+ return Path.Combine(outputPath, $"{productName}.app");
+ }
+ else
+ {
+ return Path.Combine(outputPath, $"{productName}.exe");
+ }
+ }
+
+ ///
+ /// 获取启用的场景列表
+ ///
+ private static string[] GetEnabledScenes()
+ {
+ var scenes = new List();
+ foreach (var scene in EditorBuildSettings.scenes)
+ {
+ if (scene.enabled)
+ {
+ scenes.Add(scene.path);
+ }
+ }
+ return scenes.ToArray();
+ }
+ }
+}
diff --git a/Editor/PCHighPerformance/WXPCHPBuildHelper.cs.meta b/Editor/PCHighPerformance/WXPCHPBuildHelper.cs.meta
new file mode 100644
index 000000000..1d14e1083
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCHPBuildHelper.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 1455a91f4635862b70423ea92eff07bb
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
\ No newline at end of file
diff --git a/Editor/PCHighPerformance/WXPCHPWindow.cs b/Editor/PCHighPerformance/WXPCHPWindow.cs
new file mode 100644
index 000000000..686396807
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCHPWindow.cs
@@ -0,0 +1,39 @@
+using UnityEngine;
+using UnityEditor;
+
+namespace WeChatWASM
+{
+
+ public class WXPCHPWin : EditorWindow
+ {
+ [MenuItem("微信小游戏 / 转换PC高性能模式", false, 3)]
+ public static void Open()
+ {
+ var win = GetWindow(typeof(WXPCHPWin), false, "PC高性能模式转换工具");
+ win.minSize = new Vector2(350, 200);
+ win.position = new Rect(150, 150, 500, 300);
+ win.Show();
+ }
+
+ public void OnFocus()
+ {
+ WXPCSettingsHelperInterface.helper.OnFocus();
+ }
+
+ public void OnLostFocus()
+ {
+ WXPCSettingsHelperInterface.helper.OnLostFocus();
+ }
+
+ public void OnDisable()
+ {
+ WXPCSettingsHelperInterface.helper.OnDisable();
+ }
+
+ public void OnGUI()
+ {
+ WXPCSettingsHelperInterface.helper.OnSettingsGUI(this);
+ WXPCSettingsHelperInterface.helper.OnBuildButtonGUI(this);
+ }
+ }
+}
diff --git a/Editor/PCHighPerformance/WXPCHPWindow.cs.meta b/Editor/PCHighPerformance/WXPCHPWindow.cs.meta
new file mode 100644
index 000000000..8678332a2
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCHPWindow.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 1f0df5132a2e6c4a2e5541e3472a6422
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
\ No newline at end of file
diff --git a/Editor/PCHighPerformance/WXPCSettingHelper.cs b/Editor/PCHighPerformance/WXPCSettingHelper.cs
new file mode 100644
index 000000000..c1b7e8cc9
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCSettingHelper.cs
@@ -0,0 +1,488 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.Build.Reporting;
+using UnityEditor.SceneManagement;
+using System.IO;
+
+namespace WeChatWASM
+{
+
+ [InitializeOnLoad]
+ public class WXPCSettingsHelperInterface
+ {
+ public static WXPCSettingHelper helper = new WXPCSettingHelper();
+ }
+
+ public class WXPCSettingHelper
+ {
+ public static string projectRootPath;
+
+ // SDK 脚本常量
+ private const string SDK_CLASS_NAME = "WeChatWASM.WXPCHPInitScript";
+ private const string SDK_GAMEOBJECT_NAME = "WXPCHPInitScript";
+
+ public WXPCSettingHelper()
+ {
+ projectRootPath = Path.GetFullPath(Application.dataPath + "/../");
+ }
+
+ // UI 状态
+ private Vector2 scrollRoot;
+
+ // 表单数据
+ private Dictionary formInputData = new Dictionary();
+
+ // 配置文件路径
+ private string ConfigFilePath => Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Editor", "PCHighPerformance", "PCHPConfig.json");
+
+ public void OnFocus()
+ {
+ LoadData();
+ }
+
+ public void OnLostFocus()
+ {
+ SaveData();
+ }
+
+ public void OnDisable()
+ {
+ SaveData();
+ }
+
+ public void OnSettingsGUI(EditorWindow window)
+ {
+ scrollRoot = EditorGUILayout.BeginScrollView(scrollRoot);
+
+ EditorGUILayout.Space(10);
+
+ // 标题
+ var titleStyle = new GUIStyle(EditorStyles.boldLabel)
+ {
+ fontSize = 14,
+ alignment = TextAnchor.MiddleCenter
+ };
+ EditorGUILayout.LabelField("PC高性能模式转换", titleStyle);
+
+ EditorGUILayout.Space(10);
+
+ EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
+
+ // 导出路径 - 支持相对路径和选择目录
+ FormInputWithFolderSelectorAndHelp("exportPath", "导出路径", "Standalone 构建产物的输出目录,支持相对路径(相对项目根目录)或绝对路径");
+
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.Space(5);
+
+ // 提示信息
+ EditorGUILayout.HelpBox(
+ "点击「生成并转换」将执行以下操作:\n" +
+ "1. 向首场景注入 WXPCHPInitScript 脚本\n" +
+ "2. 构建 Standalone 可执行文件\n" +
+ "3. SDK 初始化时会弹窗展示各步骤进度",
+ MessageType.Info);
+
+ EditorGUILayout.EndScrollView();
+
+ // 检测 GUI 变化并自动保存
+ if (GUI.changed)
+ {
+ SaveData();
+ }
+ }
+
+ public void OnBuildButtonGUI(EditorWindow window)
+ {
+ EditorGUILayout.Space(5);
+ EditorGUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+
+ // 生成并转换按钮
+ var buttonStyle = new GUIStyle(GUI.skin.button)
+ {
+ fontSize = 13,
+ fontStyle = FontStyle.Bold
+ };
+ if (GUILayout.Button("生成并转换", buttonStyle, GUILayout.Width(160), GUILayout.Height(36)))
+ {
+ OnBuildButtonClicked(window);
+ }
+
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+
+ GUILayout.Space(10);
+ }
+
+ ///
+ /// 点击生成并转换按钮
+ ///
+ private void OnBuildButtonClicked(EditorWindow window)
+ {
+ SaveData();
+
+ var exportPath = GetDataInput("exportPath");
+ if (string.IsNullOrEmpty(exportPath.Trim()))
+ {
+ EditorUtility.DisplayDialog("错误", "请先设置导出路径", "确定");
+ return;
+ }
+
+ // 计算完整输出路径
+ string fullExportPath;
+ if (Path.IsPathRooted(exportPath))
+ {
+ fullExportPath = exportPath;
+ }
+ else
+ {
+ fullExportPath = Path.Combine(projectRootPath, exportPath);
+ }
+
+ Debug.Log($"[PC高性能模式] 导出路径: {fullExportPath}");
+
+ // 确定构建平台
+ BuildTarget buildTarget;
+ string platformName;
+ if (Application.platform == RuntimePlatform.OSXEditor)
+ {
+ buildTarget = BuildTarget.StandaloneOSX;
+ platformName = "macOS";
+ }
+ else
+ {
+ buildTarget = BuildTarget.StandaloneWindows64;
+ platformName = "Windows x64";
+ }
+
+ Debug.Log($"[PC高性能模式] 目标平台: {platformName}");
+
+ try
+ {
+ // Step 1: 注入 WXPCHPInitScript 到首场景
+ EditorUtility.DisplayProgressBar("PC高性能模式", "正在向首场景注入 SDK 脚本...", 0.1f);
+ InjectSDKToFirstScene();
+
+ // Step 2: 切换构建目标
+ EditorUtility.DisplayProgressBar("PC高性能模式", "正在切换构建目标...", 0.2f);
+ var originalTarget = EditorUserBuildSettings.activeBuildTarget;
+ if (originalTarget != buildTarget)
+ {
+ Debug.Log($"[PC高性能模式] 切换构建目标: {originalTarget} -> {buildTarget}");
+ EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, buildTarget);
+ }
+
+ // Step 3: 配置 Player Settings
+ EditorUtility.DisplayProgressBar("PC高性能模式", "正在配置 Player Settings...", 0.3f);
+ ConfigurePlayerSettings();
+
+ // Step 4: 准备输出目录
+ if (!Directory.Exists(fullExportPath))
+ {
+ Directory.CreateDirectory(fullExportPath);
+ }
+
+ string productName = PlayerSettings.productName;
+ if (string.IsNullOrEmpty(productName)) productName = "Game";
+
+ string executablePath = buildTarget == BuildTarget.StandaloneOSX
+ ? Path.Combine(fullExportPath, $"{productName}.app")
+ : Path.Combine(fullExportPath, $"{productName}.exe");
+
+ // Step 5: 获取场景列表
+ var scenes = GetEnabledScenes();
+ if (scenes.Length == 0)
+ {
+ EditorUtility.ClearProgressBar();
+ EditorUtility.DisplayDialog("构建失败", "没有启用的场景,请在 Build Settings 中添加场景", "确定");
+ return;
+ }
+
+ // Step 6: 执行构建
+ EditorUtility.DisplayProgressBar("PC高性能模式", "正在构建 Standalone...", 0.5f);
+ Debug.Log($"[PC高性能模式] 开始构建,输出: {executablePath}");
+
+ var report = BuildPipeline.BuildPlayer(scenes, executablePath, buildTarget, BuildOptions.None);
+
+ EditorUtility.ClearProgressBar();
+
+ if (report.summary.result == BuildResult.Succeeded)
+ {
+ Debug.Log($"[PC高性能模式] 构建成功! 耗时: {report.summary.totalTime.TotalSeconds:F2}秒");
+
+ if (EditorUtility.DisplayDialog("构建成功",
+ $"PC高性能模式构建完成!\n\n平台: {platformName}\n耗时: {report.summary.totalTime.TotalSeconds:F2}秒\n输出: {fullExportPath}",
+ "打开目录", "关闭"))
+ {
+ EditorUtility.RevealInFinder(fullExportPath);
+ }
+ }
+ else
+ {
+ Debug.LogError($"[PC高性能模式] 构建失败: {report.summary.result}");
+ EditorUtility.DisplayDialog("构建失败", $"构建失败: {report.summary.result}\n\n请查看 Console 获取详细错误信息", "确定");
+ }
+ }
+ catch (System.Exception e)
+ {
+ EditorUtility.ClearProgressBar();
+ Debug.LogError($"[PC高性能模式] 构建异常: {e.Message}\n{e.StackTrace}");
+ EditorUtility.DisplayDialog("构建异常", $"构建过程中发生异常:\n{e.Message}", "确定");
+ }
+ }
+
+ #region Scene Injection
+
+ ///
+ /// 向首场景注入 WXPCHPInitScript
+ ///
+ private void InjectSDKToFirstScene()
+ {
+ // 查找脚本类型
+ var sdkType = FindTypeInAllAssemblies(SDK_CLASS_NAME);
+ if (sdkType == null)
+ {
+ throw new System.Exception($"找不到 {SDK_CLASS_NAME} 类型,请确保 WX-WASM-SDK-V2 已正确安装");
+ }
+
+ var assemblyName = sdkType.Assembly.GetName().Name;
+ Debug.Log($"[PC高性能模式] 找到 WXPCHPInitScript,程序集: {assemblyName}");
+
+ if (assemblyName.Contains("Editor"))
+ {
+ throw new System.Exception("WXPCHPInitScript 在 Editor 程序集中,无法用于 Runtime 构建!请确保脚本放在 Runtime 目录下");
+ }
+
+ // 获取首场景
+ var firstScenePath = GetFirstEnabledScenePath();
+ if (string.IsNullOrEmpty(firstScenePath))
+ {
+ throw new System.Exception("没有启用的场景,请在 Build Settings 中添加场景");
+ }
+
+ // 打开首场景
+ var currentScenes = EditorSceneManager.GetSceneManagerSetup();
+ var scene = EditorSceneManager.OpenScene(firstScenePath, OpenSceneMode.Single);
+
+ // 清理旧对象
+ var oldSDK = GameObject.Find("EmbeddedAppletSDK");
+ if (oldSDK != null)
+ {
+ Debug.Log("[PC高性能模式] 删除旧的 EmbeddedAppletSDK 对象");
+ GameObject.DestroyImmediate(oldSDK);
+ }
+
+ // 删除已存在的同名对象(避免重复)
+ var existingSDK = GameObject.Find(SDK_GAMEOBJECT_NAME);
+ if (existingSDK != null)
+ {
+ Debug.Log($"[PC高性能模式] 删除已存在的 {SDK_GAMEOBJECT_NAME},重新创建");
+ GameObject.DestroyImmediate(existingSDK);
+ }
+
+ // 创建新的 GameObject 并添加 WXPCHPInitScript
+ var sdkObject = new GameObject(SDK_GAMEOBJECT_NAME);
+ sdkObject.AddComponent(sdkType);
+ Debug.Log($"[PC高性能模式] ✅ 已在场景 [{scene.name}] 创建 {SDK_GAMEOBJECT_NAME} 并挂载 WXPCHPInitScript");
+
+ // 保存场景
+ EditorSceneManager.MarkSceneDirty(scene);
+ EditorSceneManager.SaveScene(scene);
+
+ // 恢复场景状态
+ if (currentScenes != null && currentScenes.Length > 0)
+ {
+ EditorSceneManager.RestoreSceneManagerSetup(currentScenes);
+ }
+ }
+
+ ///
+ /// 在所有程序集中查找类型
+ ///
+ private System.Type FindTypeInAllAssemblies(string typeName)
+ {
+ foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
+ {
+ var type = assembly.GetType(typeName);
+ if (type != null) return type;
+ }
+ return null;
+ }
+
+ ///
+ /// 获取首个启用的场景路径
+ ///
+ private string GetFirstEnabledScenePath()
+ {
+ foreach (var scene in EditorBuildSettings.scenes)
+ {
+ if (scene.enabled) return scene.path;
+ }
+ return null;
+ }
+
+ #endregion
+
+ #region Build Configuration
+
+ ///
+ /// 配置 Player Settings
+ ///
+ private void ConfigurePlayerSettings()
+ {
+ PlayerSettings.fullScreenMode = FullScreenMode.Windowed;
+ PlayerSettings.defaultScreenWidth = 1280;
+ PlayerSettings.defaultScreenHeight = 720;
+ PlayerSettings.resizableWindow = true;
+
+ // Windows Linear 色彩空间需要 DX11+
+ if (Application.platform == RuntimePlatform.WindowsEditor &&
+ PlayerSettings.colorSpace == ColorSpace.Linear)
+ {
+ PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows64, false);
+ PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64, new[]
+ {
+ UnityEngine.Rendering.GraphicsDeviceType.Direct3D11,
+ UnityEngine.Rendering.GraphicsDeviceType.Direct3D12,
+ UnityEngine.Rendering.GraphicsDeviceType.Vulkan
+ });
+ }
+
+ Debug.Log("[PC高性能模式] Player Settings 配置完成");
+ }
+
+ ///
+ /// 获取启用的场景列表
+ ///
+ private string[] GetEnabledScenes()
+ {
+ var scenes = new List();
+ foreach (var scene in EditorBuildSettings.scenes)
+ {
+ if (scene.enabled) scenes.Add(scene.path);
+ }
+ return scenes.ToArray();
+ }
+
+ #endregion
+
+ #region Data Persistence
+
+ private void LoadData()
+ {
+ if (File.Exists(ConfigFilePath))
+ {
+ try
+ {
+ var json = File.ReadAllText(ConfigFilePath);
+ var config = JsonUtility.FromJson(json);
+ if (config != null)
+ {
+ SetData("exportPath", config.exportPath ?? "");
+ }
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogWarning($"[PC高性能模式] 加载配置失败: {e.Message}");
+ }
+ }
+ else
+ {
+ SetData("exportPath", "");
+ }
+ }
+
+ private void SaveData()
+ {
+ try
+ {
+ var config = new PCHPConfigData
+ {
+ exportPath = GetDataInput("exportPath")
+ };
+
+ var directory = Path.GetDirectoryName(ConfigFilePath);
+ if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
+ {
+ Directory.CreateDirectory(directory);
+ }
+
+ var json = JsonUtility.ToJson(config, true);
+ File.WriteAllText(ConfigFilePath, json);
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogWarning($"[PC高性能模式] 保存配置失败: {e.Message}");
+ }
+ }
+
+ private string GetDataInput(string target)
+ {
+ return formInputData.ContainsKey(target) ? formInputData[target] : "";
+ }
+
+ private void SetData(string target, string value)
+ {
+ formInputData[target] = value;
+ }
+
+ #endregion
+
+ #region GUI Helpers
+
+ ///
+ /// 绘制带文件夹选择器和帮助提示的输入框
+ ///
+ 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));
+
+ var displayLabel = help == null ? label : $"{label}(?)";
+ GUILayout.Label(new GUIContent(displayLabel, help), GUILayout.Width(140));
+
+ formInputData[target] = GUILayout.TextField(formInputData[target], GUILayout.MaxWidth(EditorGUIUtility.currentViewWidth - 275));
+
+ if (GUILayout.Button("选择", GUILayout.Width(60)))
+ {
+ var selectedPath = EditorUtility.OpenFolderPanel("选择导出目录", projectRootPath, "");
+ if (!string.IsNullOrEmpty(selectedPath))
+ {
+ if (selectedPath.StartsWith(projectRootPath))
+ {
+ var relativePath = selectedPath.Substring(projectRootPath.Length);
+ if (relativePath.StartsWith("/") || relativePath.StartsWith("\\"))
+ {
+ relativePath = relativePath.Substring(1);
+ }
+ formInputData[target] = relativePath;
+ }
+ else
+ {
+ formInputData[target] = selectedPath;
+ }
+ }
+ }
+
+ GUILayout.EndHorizontal();
+ }
+
+ #endregion
+ }
+
+ ///
+ /// PC高性能小游戏配置数据
+ ///
+ [System.Serializable]
+ public class PCHPConfigData
+ {
+ public string exportPath;
+ }
+}
diff --git a/Editor/PCHighPerformance/WXPCSettingHelper.cs.meta b/Editor/PCHighPerformance/WXPCSettingHelper.cs.meta
new file mode 100644
index 000000000..825fdfea3
--- /dev/null
+++ b/Editor/PCHighPerformance/WXPCSettingHelper.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 769878c6cc6489f59f3bca6835614c27
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
\ No newline at end of file
diff --git a/Editor/WXConvertCore.cs b/Editor/WXConvertCore.cs
index 08f39476d..e4e0f6db0 100644
--- a/Editor/WXConvertCore.cs
+++ b/Editor/WXConvertCore.cs
@@ -273,6 +273,24 @@ namespace WeChatWASM
finishExport();
}
}
+
+ // PC高性能模式:在小游戏构建完成后构建PC版本
+ if (buildWebGL && WXPCHPBuildHelper.IsPCHighPerformanceEnabled())
+ {
+ Debug.Log("[微信小游戏] 小游戏构建完成,开始构建PC高性能版本...");
+
+ if (!WXPCHPBuildHelper.BuildPCHighPerformance(config.ProjectConf.DST))
+ {
+ Debug.LogError("[微信小游戏] PC高性能模式构建失败");
+ EditorUtility.DisplayDialog("PC高性能模式构建失败",
+ "PC高性能版本构建失败,但小游戏版本已构建成功。", "确定");
+ }
+ else
+ {
+ Debug.Log("[微信小游戏] PC高性能版本构建完成!");
+ }
+ }
+
return WXExportError.SUCCEED;
}
diff --git a/Editor/WXEditorSettingHelper.cs b/Editor/WXEditorSettingHelper.cs
index a7f7417b2..cd45f7113 100644
--- a/Editor/WXEditorSettingHelper.cs
+++ b/Editor/WXEditorSettingHelper.cs
@@ -121,6 +121,14 @@ namespace WeChatWASM
EditorGUILayout.EndVertical();
}
+ foldPCHighPerformance = EditorGUILayout.Foldout(foldPCHighPerformance, "PC高性能模式选项");
+ if (foldPCHighPerformance)
+ {
+ EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
+ OnSettingPCHighPerformance();
+ EditorGUILayout.EndVertical();
+ }
+
foldDebugOptions = EditorGUILayout.Foldout(foldDebugOptions, "调试编译选项");
if (foldDebugOptions)
{
@@ -233,6 +241,14 @@ namespace WeChatWASM
EditorGUILayout.EndVertical();
}
+ foldPCHighPerformance = EditorGUILayout.Foldout(foldPCHighPerformance, "PC高性能模式");
+ if (foldPCHighPerformance)
+ {
+ EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
+ OnSettingPCHighPerformance();
+ EditorGUILayout.EndVertical();
+ }
+
foldDebugOptions = EditorGUILayout.Foldout(foldDebugOptions, "调试编译选项");
if (foldDebugOptions)
{
@@ -374,6 +390,11 @@ namespace WeChatWASM
formCheckbox("disableMultiTouch", "禁止多点触控");
}
+ private void OnSettingPCHighPerformance()
+ {
+ formCheckbox("enablePCHighPerformance", "PC高性能模式(?)", "勾选后将在构建时同时构建PC端高性能版本,构建产物会放到导出路径下的PCHP目录");
+ }
+
private void OnSettingDebugOptions(bool showDevBuild)
{
EditorGUILayout.BeginVertical("frameBox", GUILayout.ExpandWidth(true));
@@ -519,6 +540,7 @@ namespace WeChatWASM
private bool foldBaseInfo = true;
private bool foldLoadingConfig = true;
private bool foldSDKOptions = true;
+ private bool foldPCHighPerformance = true;
private bool foldDebugOptions = true;
private bool foldInstantGame = false;
private bool foldFontOptions = false;
@@ -657,6 +679,7 @@ namespace WeChatWASM
this.setData("loadingBarWidth", ProjectConf.loadingBarWidth.ToString());
this.setData("needCheckUpdate", ProjectConf.needCheckUpdate);
this.setData("disableHighPerformanceFallback", ProjectConf.disableHighPerformanceFallback);
+ this.setData("enablePCHighPerformance", ProjectConf.EnablePCHighPerformance);
}
private void loadSDKOptionsData(SDKOptions SDKOptions)
@@ -784,6 +807,7 @@ namespace WeChatWASM
ProjectConf.loadingBarWidth = int.Parse(this.getDataInput("loadingBarWidth"));
ProjectConf.needCheckUpdate = this.getDataCheckbox("needCheckUpdate");
ProjectConf.disableHighPerformanceFallback = this.getDataCheckbox("disableHighPerformanceFallback");
+ ProjectConf.EnablePCHighPerformance = this.getDataCheckbox("enablePCHighPerformance");
}
private void saveSDKOptionsData(SDKOptions SDKOptions)
@@ -873,6 +897,7 @@ namespace WeChatWASM
_ProjectConf.loadingBarWidth = ProjectConf.FindPropertyRelative("loadingBarWidth").intValue;
_ProjectConf.needCheckUpdate = ProjectConf.FindPropertyRelative("needCheckUpdate").boolValue;
_ProjectConf.disableHighPerformanceFallback = ProjectConf.FindPropertyRelative("disableHighPerformanceFallback").boolValue;
+ _ProjectConf.EnablePCHighPerformance = ProjectConf.FindPropertyRelative("EnablePCHighPerformance").boolValue;
}
private void serializeProjectConf(WXProjectConf _ProjectConf, SerializedProperty ProjectConf)
{
@@ -902,6 +927,7 @@ namespace WeChatWASM
ProjectConf.FindPropertyRelative("loadingBarWidth").intValue = _ProjectConf.loadingBarWidth;
ProjectConf.FindPropertyRelative("needCheckUpdate").boolValue = _ProjectConf.needCheckUpdate;
ProjectConf.FindPropertyRelative("disableHighPerformanceFallback").boolValue = _ProjectConf.disableHighPerformanceFallback;
+ ProjectConf.FindPropertyRelative("EnablePCHighPerformance").boolValue = _ProjectConf.EnablePCHighPerformance;
//miniGameProperty.FindPropertyRelative("m_AutomaticFillInstantGame").boolValue = getDataCheckbox("m_AutomaticFillInstantGame");
diff --git a/Editor/WXPluginVersion.cs b/Editor/WXPluginVersion.cs
index 1daae2571..1f5252dde 100644
--- a/Editor/WXPluginVersion.cs
+++ b/Editor/WXPluginVersion.cs
@@ -2,7 +2,7 @@ namespace WeChatWASM
{
public class WXPluginVersion
{
- public static string pluginVersion = "202603160259"; // 这一行不要改他,导出的时候会自动替换
+ public static string pluginVersion = "202603250323"; // 这一行不要改他,导出的时候会自动替换
}
public class WXPluginConf
diff --git a/Editor/wx-editor.dll b/Editor/wx-editor.dll
index 4443e0e0d..0e76bf0ec 100644
Binary files a/Editor/wx-editor.dll and b/Editor/wx-editor.dll differ
diff --git a/Editor/wx-editor.xml b/Editor/wx-editor.xml
index 71eca6215..7a39ca753 100644
--- a/Editor/wx-editor.xml
+++ b/Editor/wx-editor.xml
@@ -493,6 +493,11 @@
注意:不要随意修改,默认值为0,0表示不限制
+
+
+ 是否开启PC高性能模式
+
+
自动将图片尺寸减小一半
diff --git a/Editor/wx-editor.xml.meta b/Editor/wx-editor.xml.meta
index a1b05c6cb..66a6377b4 100644
--- a/Editor/wx-editor.xml.meta
+++ b/Editor/wx-editor.xml.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 7330c57dbe403f6a6825fe311f4436ca
+guid: fc63c7c713805714b1dd0992ae9dcff2
DefaultImporter:
externalObjects: {}
userData:
diff --git a/Runtime/Examples.meta b/Runtime/Examples.meta
new file mode 100644
index 000000000..6d72c5b19
--- /dev/null
+++ b/Runtime/Examples.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b8fdca948fd6a64887c0534f384f283f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
\ No newline at end of file
diff --git a/Runtime/Examples/PCHPTestExample.cs b/Runtime/Examples/PCHPTestExample.cs
new file mode 100644
index 000000000..2c8dfcc56
--- /dev/null
+++ b/Runtime/Examples/PCHPTestExample.cs
@@ -0,0 +1,257 @@
+using UnityEngine;
+using WeChatWASM;
+
+namespace WeChatWASM.Examples
+{
+ ///
+ /// PC高性能小游戏通信测试示例
+ ///
+ /// 通信链路:
+ /// 1. C# 调用 ShowToast
+ /// 2. WXPCHPInitScript.CallWXAPI 构建 PCHPRequestMessage
+ /// 3. SendMsgAsync -> direct_applet_sdk.dll -> 内核
+ /// 4. 内核 -> 基础库 pc-adapter -> game.js
+ /// 5. game.js 执行 wx.showToast
+ /// 6. 回调 -> 基础库 -> 内核 -> DLL -> HandleAsyncMessage
+ /// 7. 解析 PCHPResponseMessage -> 触发 C# 回调
+ ///
+ public class PCHPTestExample : MonoBehaviour
+ {
+ private WXPCHighPerformanceManager _pcManager;
+
+ private void Start()
+ {
+ Debug.Log("[PCHPTestExample] Start - 获取 PC 高性能管理器");
+
+#if UNITY_STANDALONE_WIN
+ _pcManager = WXPCHighPerformanceManager.GetInstance();
+
+ if (_pcManager != null && _pcManager.IsSupported)
+ {
+ Debug.Log("[PCHPTestExample] PC 高性能模式已支持!");
+ }
+ else
+ {
+ Debug.LogWarning("[PCHPTestExample] PC 高性能模式不可用");
+ }
+#else
+ Debug.Log("[PCHPTestExample] 当前平台非 Windows,PC 高性能模式不可用");
+#endif
+ }
+
+ ///
+ /// 测试 ShowToast - 在 Inspector 中调用或通过 UI 按钮调用
+ ///
+ [ContextMenu("Test ShowToast")]
+ public void TestShowToast()
+ {
+ if (_pcManager == null || !_pcManager.IsSupported)
+ {
+ Debug.LogError("[PCHPTestExample] PC 高性能模式不可用");
+ return;
+ }
+
+ Debug.Log("[PCHPTestExample] 调用 ShowToast...");
+
+ _pcManager.ShowToast(
+ new PCHPShowToastOption
+ {
+ title = "Hello from Unity!",
+ icon = "success",
+ duration = 2000,
+ mask = false
+ },
+ success: (res) =>
+ {
+ Debug.Log($"[PCHPTestExample] ShowToast 成功: {res.errMsg}");
+ },
+ fail: (res) =>
+ {
+ Debug.LogError($"[PCHPTestExample] ShowToast 失败: {res.errMsg}");
+ },
+ complete: (res) =>
+ {
+ Debug.Log($"[PCHPTestExample] ShowToast 完成");
+ }
+ );
+ }
+
+ ///
+ /// 测试 ShowModal - 在 Inspector 中调用或通过 UI 按钮调用
+ ///
+ [ContextMenu("Test ShowModal")]
+ public void TestShowModal()
+ {
+ if (_pcManager == null || !_pcManager.IsSupported)
+ {
+ Debug.LogError("[PCHPTestExample] PC 高性能模式不可用");
+ return;
+ }
+
+ Debug.Log("[PCHPTestExample] 调用 ShowModal...");
+
+ _pcManager.ShowModal(
+ new PCHPShowModalOption
+ {
+ title = "提示",
+ content = "这是一个来自 Unity 的模态框测试",
+ showCancel = true,
+ cancelText = "取消",
+ confirmText = "确定"
+ },
+ success: (res) =>
+ {
+ if (res.confirm)
+ {
+ Debug.Log("[PCHPTestExample] 用户点击了确定");
+ }
+ else if (res.cancel)
+ {
+ Debug.Log("[PCHPTestExample] 用户点击了取消");
+ }
+ },
+ fail: (res) =>
+ {
+ Debug.LogError($"[PCHPTestExample] ShowModal 失败: {res.errMsg}");
+ },
+ complete: (res) =>
+ {
+ Debug.Log($"[PCHPTestExample] ShowModal 完成");
+ }
+ );
+ }
+
+ ///
+ /// 测试 ShowLoading - 在 Inspector 中调用或通过 UI 按钮调用
+ ///
+ [ContextMenu("Test ShowLoading")]
+ public void TestShowLoading()
+ {
+ if (_pcManager == null || !_pcManager.IsSupported)
+ {
+ Debug.LogError("[PCHPTestExample] PC 高性能模式不可用");
+ return;
+ }
+
+ Debug.Log("[PCHPTestExample] 调用 ShowLoading...");
+
+ _pcManager.ShowLoading("加载中...", true,
+ success: (res) =>
+ {
+ Debug.Log($"[PCHPTestExample] ShowLoading 成功");
+
+ // 2秒后隐藏
+ StartCoroutine(HideLoadingAfterDelay(2f));
+ },
+ fail: (res) =>
+ {
+ Debug.LogError($"[PCHPTestExample] ShowLoading 失败: {res.errMsg}");
+ }
+ );
+ }
+
+ private System.Collections.IEnumerator HideLoadingAfterDelay(float delay)
+ {
+ yield return new WaitForSeconds(delay);
+
+ _pcManager?.HideLoading(
+ success: (res) =>
+ {
+ Debug.Log("[PCHPTestExample] HideLoading 成功");
+ }
+ );
+ }
+
+ ///
+ /// 测试通用 API 调用
+ ///
+ [ContextMenu("Test Generic API Call")]
+ public void TestGenericAPICall()
+ {
+ if (_pcManager == null || !_pcManager.IsSupported)
+ {
+ Debug.LogError("[PCHPTestExample] PC 高性能模式不可用");
+ return;
+ }
+
+ Debug.Log("[PCHPTestExample] 调用通用 API (getSystemInfoSync)...");
+
+ // 示例:调用任意 wx API
+ _pcManager.CallWXAPI(
+ "getSystemInfo",
+ new { }, // 无参数
+ onSuccess: (res) =>
+ {
+ Debug.Log($"[PCHPTestExample] getSystemInfo 成功: {res}");
+ },
+ onFail: (res) =>
+ {
+ Debug.LogError($"[PCHPTestExample] getSystemInfo 失败: {res}");
+ },
+ onComplete: (res) =>
+ {
+ Debug.Log("[PCHPTestExample] getSystemInfo 完成");
+ }
+ );
+ }
+
+ ///
+ /// 测试事件监听
+ ///
+ [ContextMenu("Test Event Listener")]
+ public void TestEventListener()
+ {
+ if (_pcManager == null || !_pcManager.IsSupported)
+ {
+ Debug.LogError("[PCHPTestExample] PC 高性能模式不可用");
+ return;
+ }
+
+ Debug.Log("[PCHPTestExample] 注册 onShow 事件监听...");
+
+ _pcManager.On("onShow", (data) =>
+ {
+ Debug.Log($"[PCHPTestExample] 收到 onShow 事件: {data}");
+ });
+
+ _pcManager.On("onHide", (data) =>
+ {
+ Debug.Log($"[PCHPTestExample] 收到 onHide 事件: {data}");
+ });
+ }
+
+ private void OnGUI()
+ {
+ // 简单的测试按钮 UI
+ GUILayout.BeginArea(new Rect(10, 10, 200, 300));
+ GUILayout.Label("PC高性能小游戏测试");
+
+ if (GUILayout.Button("ShowToast"))
+ {
+ TestShowToast();
+ }
+
+ if (GUILayout.Button("ShowModal"))
+ {
+ TestShowModal();
+ }
+
+ if (GUILayout.Button("ShowLoading"))
+ {
+ TestShowLoading();
+ }
+
+ if (GUILayout.Button("GetSystemInfo"))
+ {
+ TestGenericAPICall();
+ }
+
+ if (GUILayout.Button("Register Events"))
+ {
+ TestEventListener();
+ }
+
+ GUILayout.EndArea();
+ }
+ }
+}
diff --git a/Runtime/Examples/PCHPTestExample.cs.meta b/Runtime/Examples/PCHPTestExample.cs.meta
new file mode 100644
index 000000000..c736d0c30
--- /dev/null
+++ b/Runtime/Examples/PCHPTestExample.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 0ded19877eaa0ed06ad5a1d789d245ee
+DefaultImporter:
+externalObjects: {}
+userData:
+assetBundleName:
+assetBundleVariant:
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diff --git a/Runtime/Plugins/wx-perf.dll b/Runtime/Plugins/wx-perf.dll
index 5320d0af3..df66707a6 100644
Binary files a/Runtime/Plugins/wx-perf.dll and b/Runtime/Plugins/wx-perf.dll differ
diff --git a/Runtime/Plugins/wx-runtime-editor.dll b/Runtime/Plugins/wx-runtime-editor.dll
index 2c9f8ea64..bf866ee49 100644
Binary files a/Runtime/Plugins/wx-runtime-editor.dll and b/Runtime/Plugins/wx-runtime-editor.dll differ
diff --git a/Runtime/Plugins/wx-runtime-editor.xml.meta b/Runtime/Plugins/wx-runtime-editor.xml.meta
index 4006ea299..51f2a69c2 100644
--- a/Runtime/Plugins/wx-runtime-editor.xml.meta
+++ b/Runtime/Plugins/wx-runtime-editor.xml.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 59f30477a8bb77aeb6d56b69f0799388
+guid: 7eb6341fbacdfb6abbd4ac20932f16cd
DefaultImporter:
externalObjects: {}
userData:
diff --git a/Runtime/Plugins/wx-runtime.dll b/Runtime/Plugins/wx-runtime.dll
index b5bebdce2..fd69c86fa 100644
Binary files a/Runtime/Plugins/wx-runtime.dll and b/Runtime/Plugins/wx-runtime.dll differ
diff --git a/Runtime/Plugins/wx-runtime.xml.meta b/Runtime/Plugins/wx-runtime.xml.meta
index 47bcc2740..7c55c4b20 100644
--- a/Runtime/Plugins/wx-runtime.xml.meta
+++ b/Runtime/Plugins/wx-runtime.xml.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 33778f932d74b9c0309d7573c86c9e5b
+guid: 8903e1fcd9b8806b128a853f763aedc1
DefaultImporter:
externalObjects: {}
userData:
diff --git a/Runtime/WXBase.cs b/Runtime/WXBase.cs
index 7f7718edd..591aec7e8 100644
--- a/Runtime/WXBase.cs
+++ b/Runtime/WXBase.cs
@@ -1195,8 +1195,38 @@ namespace WeChatWASM
public static WXRankManager GetRankManager() {
return WXSDKManagerHandler.Instance.GetRankManager();
}
- }
-}
#endregion
+#region PC高性能小游戏
+ ///
+ /// 获取 PC 高性能小游戏管理器
+ /// 类似于 VA 方案的 wx.getAndroidHighPerformanceManager()
+ /// 用于在 PC 原生环境下与微信基础库通信
+ ///
+ /// PC高性能管理器实例,如果不支持则返回 null
+ ///
+ /// var pcManager = WX.GetPCHighPerformanceManager();
+ /// if (pcManager != null && pcManager.IsSupported)
+ /// {
+ /// pcManager.ShowToast(new PCHPShowToastOption
+ /// {
+ /// title = "Hello PC!",
+ /// icon = "success",
+ /// duration = 2000
+ /// });
+ /// }
+ ///
+ public static WXPCHighPerformanceManager GetPCHighPerformanceManager()
+ {
+#if UNITY_STANDALONE_WIN
+ return WXPCHighPerformanceManager.GetInstance();
+#else
+ Debug.LogWarning("[WX] GetPCHighPerformanceManager 仅在 Windows 平台可用");
+ return null;
+#endif
+ }
+#endregion
+ }
+}
+
#endif
diff --git a/Runtime/WXPCHPInitScript.cs b/Runtime/WXPCHPInitScript.cs
new file mode 100644
index 000000000..2dc663aec
--- /dev/null
+++ b/Runtime/WXPCHPInitScript.cs
@@ -0,0 +1,972 @@
+using System;
+using System.Collections.Generic;
+using System.Collections.Concurrent;
+using System.Runtime.InteropServices;
+using UnityEngine;
+using LitJson;
+
+namespace WeChatWASM
+{
+ #region Message Protocol Models
+
+ ///
+ /// PC高性能方案通信协议 - 请求消息
+ /// C# -> DLL -> 内核 -> 基础库
+ ///
+ [Serializable]
+ public class PCHPRequestMessage
+ {
+ ///
+ /// 消息类型: "request" | "event_register" | "event_unregister"
+ ///
+ public string type;
+
+ ///
+ /// 请求ID,用于匹配回调
+ ///
+ public string requestId;
+
+ ///
+ /// API名称,如 "showToast", "login" 等
+ ///
+ public string api;
+
+ ///
+ /// API参数,JSON格式
+ ///
+ public string data;
+
+ ///
+ /// 时间戳
+ ///
+ public long timestamp;
+ }
+
+ ///
+ /// PC高性能方案通信协议 - 响应消息
+ /// 基础库 -> 内核 -> DLL -> C#
+ ///
+ [Serializable]
+ public class PCHPResponseMessage
+ {
+ ///
+ /// 消息类型: "response" | "event"
+ ///
+ public string type;
+
+ ///
+ /// 请求ID,与请求消息匹配
+ ///
+ public string requestId;
+
+ ///
+ /// 回调类型: "success" | "fail" | "complete"
+ ///
+ public string callbackType;
+
+ ///
+ /// API名称(事件类型时使用)
+ ///
+ public string api;
+
+ ///
+ /// 响应数据,JSON格式
+ ///
+ public string data;
+
+ ///
+ /// 错误信息(失败时)
+ ///
+ public string errMsg;
+
+ ///
+ /// 时间戳
+ ///
+ public long timestamp;
+ }
+
+ ///
+ /// 通用回调结果
+ ///
+ [Serializable]
+ public class PCHPGeneralCallbackResult
+ {
+ public string errMsg;
+ }
+
+ ///
+ /// ShowToast 参数
+ ///
+ [Serializable]
+ public class PCHPShowToastOption
+ {
+ public string title;
+ public string icon;
+ public string image;
+ public int duration;
+ public bool mask;
+ }
+
+ ///
+ /// ShowModal 参数
+ ///
+ [Serializable]
+ public class PCHPShowModalOption
+ {
+ public string title;
+ public string content;
+ public bool showCancel;
+ public string cancelText;
+ public string cancelColor;
+ public string confirmText;
+ public string confirmColor;
+ public bool editable;
+ public string placeholderText;
+ }
+
+ ///
+ /// ShowModal 成功回调结果
+ ///
+ [Serializable]
+ public class PCHPShowModalSuccessCallbackResult
+ {
+ public bool confirm;
+ public bool cancel;
+ public string content;
+ public string errMsg;
+ }
+
+ #endregion
+
+ ///
+ /// PC高性能小游戏初始化脚本
+ /// 负责与宿主程序的 direct_applet_sdk.dll 进行交互
+ ///
+ public class WXPCHPInitScript : MonoBehaviour
+ {
+ #region DLL Imports
+
+ private const string DLL_NAME = "direct_applet_sdk.dll";
+
+ // 初始化SDK
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern bool InitEmbeddedGameSDK();
+
+ // 注册异步消息处理器
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern void RegisterAsyncMsgHandler(AsyncMsgHandlerDelegate handler);
+
+ // 建立Mojo连接
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern bool EstablishConnection();
+
+ // 初始化游戏窗口 - 传入窗口句柄
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern bool InitGameWindow(ulong hwnd);
+
+ // 异步发送消息
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern bool SendMsgAsync(IntPtr data, int len);
+
+ // 清理资源
+ [DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
+ private static extern bool Cleanup();
+
+ // 获取当前活动窗口句柄
+ [DllImport("user32.dll")]
+ private static extern IntPtr GetActiveWindow();
+
+ // Windows MessageBox
+ [DllImport("user32.dll", CharSet = CharSet.Unicode)]
+ private static extern int MessageBox(IntPtr hWnd, string text, string caption, uint type);
+
+ #endregion
+
+ #region Delegate Definition
+
+ // 异步消息处理器委托
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ private delegate void AsyncMsgHandlerDelegate(IntPtr data, int len);
+
+ // 保持委托引用,防止被GC回收
+ private static AsyncMsgHandlerDelegate asyncMsgHandler;
+
+ #endregion
+
+ #region Singleton
+
+ private static WXPCHPInitScript instance;
+ public static WXPCHPInitScript Instance => instance;
+
+ #endregion
+
+ #region Callback Management
+
+ ///
+ /// 回调信息封装
+ ///
+ private class CallbackInfo
+ {
+ public Action OnSuccess;
+ public Action OnFail;
+ public Action OnComplete;
+ public string ApiName;
+ public long Timestamp;
+ }
+
+ // 待处理的回调字典
+ private readonly Dictionary _pendingCallbacks = new Dictionary();
+
+ // 事件监听器字典 >>
+ private readonly Dictionary>> _eventListeners = new Dictionary>>();
+
+ // 请求ID计数器
+ private int _requestIdCounter = 0;
+
+ // 线程安全的消息队列,用于主线程处理
+ private readonly ConcurrentQueue _messageQueue = new ConcurrentQueue();
+
+ #endregion
+
+ #region Events
+
+ // 收到异步消息时触发的事件(原始字节)
+ public event Action OnMessageReceived;
+
+ #endregion
+
+ #region Properties
+
+ // SDK是否已初始化
+ public bool IsInitialized { get; private set; }
+
+ // 是否已连接
+ public bool IsConnected { get; private set; }
+
+ // 窗口句柄
+ public IntPtr WindowHandle { get; private set; }
+
+ #endregion
+
+ #region Unity Lifecycle
+
+ private void Awake()
+ {
+ Debug.Log("[WXPCHPInitScript] ========== Awake 被调用 ==========");
+ Debug.Log($"[WXPCHPInitScript] GameObject 名称: {gameObject.name}");
+ Debug.Log($"[WXPCHPInitScript] 场景名称: {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name}");
+
+ if (instance != null && instance != this)
+ {
+ Debug.LogWarning("[WXPCHPInitScript] 检测到重复实例,销毁当前对象");
+ Destroy(gameObject);
+ return;
+ }
+
+ instance = this;
+ DontDestroyOnLoad(gameObject);
+ Debug.Log("[WXPCHPInitScript] 单例创建成功,已设置 DontDestroyOnLoad");
+
+ // 初始化SDK
+ Initialize();
+ }
+
+ private void Update()
+ {
+ // 在主线程中处理消息队列
+ ProcessMessageQueue();
+ }
+
+ private void OnDestroy()
+ {
+ if (instance == this)
+ {
+ CleanupSDK();
+ instance = null;
+ }
+ }
+
+ private void OnApplicationQuit()
+ {
+ CleanupSDK();
+ }
+
+ #endregion
+
+ #region Public Methods - SDK Lifecycle
+
+ ///
+ /// 初始化SDK并建立连接
+ ///
+ public void Initialize()
+ {
+ if (IsInitialized)
+ {
+ Debug.LogWarning("[WXPCHPInitScript] SDK已经初始化");
+ return;
+ }
+
+ Debug.Log("[WXPCHPInitScript] ========== 开始初始化 ==========");
+ Debug.Log($"[WXPCHPInitScript] 当前工作目录: {System.IO.Directory.GetCurrentDirectory()}");
+ Debug.Log($"[WXPCHPInitScript] DLL 搜索路径: {DLL_NAME}");
+
+ ShowStepInfo("SDK 初始化开始", "即将执行 PC 高性能模式 SDK 初始化流程...\n\n共 5 个步骤:\n1. InitEmbeddedGameSDK\n2. RegisterAsyncMsgHandler\n3. EstablishConnection\n4. GetActiveWindow\n5. InitGameWindow");
+
+ try
+ {
+ // 1. 初始化SDK
+ Debug.Log("[WXPCHPInitScript] Step 1: 调用 InitEmbeddedGameSDK");
+ ShowStepInfo("步骤 1/5 - InitEmbeddedGameSDK", "正在初始化嵌入式游戏 SDK...");
+ if (!InitEmbeddedGameSDK())
+ {
+ ShowError("InitEmbeddedGameSDK 返回 false");
+ return;
+ }
+ ShowStepInfo("步骤 1/5 - InitEmbeddedGameSDK ✅", "InitEmbeddedGameSDK 调用成功!");
+
+ // 2. 注册消息处理器
+ Debug.Log("[WXPCHPInitScript] Step 2: 调用 RegisterAsyncMsgHandler");
+ ShowStepInfo("步骤 2/5 - RegisterAsyncMsgHandler", "正在注册异步消息处理器...");
+ asyncMsgHandler = HandleAsyncMessage;
+ RegisterAsyncMsgHandler(asyncMsgHandler);
+ ShowStepInfo("步骤 2/5 - RegisterAsyncMsgHandler ✅", "异步消息处理器注册成功!");
+
+ // 3. 建立连接
+ Debug.Log("[WXPCHPInitScript] Step 3: 调用 EstablishConnection");
+ ShowStepInfo("步骤 3/5 - EstablishConnection", "正在建立 Mojo 连接...");
+ if (!EstablishConnection())
+ {
+ ShowError("EstablishConnection 返回 false");
+ IsConnected = false;
+ return;
+ }
+ IsConnected = true;
+ ShowStepInfo("步骤 3/5 - EstablishConnection ✅", "Mojo 连接建立成功!");
+
+ // 4. 获取窗口句柄并初始化游戏窗口
+ Debug.Log("[WXPCHPInitScript] Step 4: 获取窗口句柄");
+ ShowStepInfo("步骤 4/5 - GetActiveWindow", "正在获取游戏窗口句柄...");
+ WindowHandle = GetActiveWindow();
+ if (WindowHandle == IntPtr.Zero)
+ {
+ ShowError("GetActiveWindow 返回空句柄");
+ return;
+ }
+ Debug.Log($"获取窗口句柄成功: 0x{WindowHandle.ToInt64():X}");
+ ShowStepInfo("步骤 4/5 - GetActiveWindow ✅", $"窗口句柄获取成功: 0x{WindowHandle.ToInt64():X}");
+
+ // 5. 通知内核获取窗口句柄
+ Debug.Log("[WXPCHPInitScript] Step 5: 调用 InitGameWindow");
+ ShowStepInfo("步骤 5/5 - InitGameWindow", $"正在初始化游戏窗口...\n窗口句柄: 0x{WindowHandle.ToInt64():X}");
+ if (!InitGameWindow((ulong)WindowHandle.ToInt64()))
+ {
+ ShowError("InitGameWindow 返回 false");
+ return;
+ }
+ ShowStepInfo("步骤 5/5 - InitGameWindow ✅", "游戏窗口初始化成功!");
+
+ IsInitialized = true;
+ Debug.Log("[WXPCHPInitScript] ========== 初始化完成 ==========");
+ ShowStepInfo("🎉 SDK 初始化完成", "PC 高性能模式 SDK 所有步骤均已成功完成!\n\n✅ InitEmbeddedGameSDK\n✅ RegisterAsyncMsgHandler\n✅ EstablishConnection\n✅ GetActiveWindow\n✅ InitGameWindow");
+ }
+ catch (DllNotFoundException e)
+ {
+ ShowError($"找不到DLL: {e.Message}\n\n请确保 {DLL_NAME} 在以下位置之一:\n- 与 .exe 同级目录\n- System32 目录\n- PATH 环境变量包含的路径");
+ Debug.LogError($"[WXPCHPInitScript] DLL 加载失败,请确保 {DLL_NAME} 在以下位置之一:");
+ Debug.LogError($" - 与 .exe 同级目录");
+ Debug.LogError($" - System32 目录");
+ Debug.LogError($" - PATH 环境变量包含的路径");
+ }
+ catch (EntryPointNotFoundException e)
+ {
+ ShowError($"找不到函数入口: {e.Message}\n\n可能是 DLL 版本不匹配");
+ Debug.LogError($"[WXPCHPInitScript] 函数入口点错误,可能是 DLL 版本不匹配");
+ }
+ catch (Exception e)
+ {
+ ShowError($"初始化异常: {e.Message}\n{e.StackTrace}");
+ Debug.LogError($"[WXPCHPInitScript] 未知异常: {e}");
+ }
+ }
+
+ #endregion
+
+ #region Public Methods - WX API Calls
+
+ ///
+ /// 调用微信API(通用方法)
+ ///
+ /// API名称,如 "showToast"
+ /// API参数对象
+ /// 成功回调
+ /// 失败回调
+ /// 完成回调
+ /// 请求ID
+ public string CallWXAPI(string apiName, object data, Action onSuccess = null, Action onFail = null, Action onComplete = null)
+ {
+ if (!IsInitialized || !IsConnected)
+ {
+ Debug.LogWarning($"[WXPCHPInitScript] SDK未初始化或未连接,无法调用 {apiName}");
+ onFail?.Invoke(JsonMapper.ToJson(new PCHPGeneralCallbackResult { errMsg = "SDK not initialized" }));
+ onComplete?.Invoke(JsonMapper.ToJson(new PCHPGeneralCallbackResult { errMsg = "SDK not initialized" }));
+ return null;
+ }
+
+ string requestId = GenerateRequestId();
+ string dataJson = data != null ? JsonMapper.ToJson(data) : "{}";
+
+ // 注册回调
+ var callbackInfo = new CallbackInfo
+ {
+ OnSuccess = onSuccess,
+ OnFail = onFail,
+ OnComplete = onComplete,
+ ApiName = apiName,
+ Timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
+ };
+ _pendingCallbacks[requestId] = callbackInfo;
+
+ // 构建请求消息
+ var request = new PCHPRequestMessage
+ {
+ type = "request",
+ requestId = requestId,
+ api = apiName,
+ data = dataJson,
+ timestamp = callbackInfo.Timestamp
+ };
+
+ string requestJson = JsonMapper.ToJson(request);
+ Debug.Log($"[WXPCHPInitScript] 发送API请求: {apiName}, requestId: {requestId}");
+
+ if (!SendMessageInternal(requestJson))
+ {
+ _pendingCallbacks.Remove(requestId);
+ onFail?.Invoke(JsonMapper.ToJson(new PCHPGeneralCallbackResult { errMsg = "Failed to send message" }));
+ onComplete?.Invoke(JsonMapper.ToJson(new PCHPGeneralCallbackResult { errMsg = "Failed to send message" }));
+ return null;
+ }
+
+ return requestId;
+ }
+
+ ///
+ /// 显示消息提示框
+ ///
+ public void ShowToast(PCHPShowToastOption option, Action success = null, Action fail = null, Action complete = null)
+ {
+ CallWXAPI("showToast", option,
+ res => success?.Invoke(JsonMapper.ToObject(res)),
+ res => fail?.Invoke(JsonMapper.ToObject(res)),
+ res => complete?.Invoke(JsonMapper.ToObject(res))
+ );
+ }
+
+ ///
+ /// 隐藏消息提示框
+ ///
+ public void HideToast(Action success = null, Action fail = null, Action complete = null)
+ {
+ CallWXAPI("hideToast", null,
+ res => success?.Invoke(JsonMapper.ToObject(res)),
+ res => fail?.Invoke(JsonMapper.ToObject(res)),
+ res => complete?.Invoke(JsonMapper.ToObject(res))
+ );
+ }
+
+ ///
+ /// 显示模态对话框
+ ///
+ public void ShowModal(PCHPShowModalOption option, Action success = null, Action fail = null, Action complete = null)
+ {
+ CallWXAPI("showModal", option,
+ res => success?.Invoke(JsonMapper.ToObject(res)),
+ res => fail?.Invoke(JsonMapper.ToObject(res)),
+ res => complete?.Invoke(JsonMapper.ToObject(res))
+ );
+ }
+
+ ///
+ /// 显示 loading 提示框
+ ///
+ public void ShowLoading(string title, bool mask = false, Action success = null, Action fail = null, Action complete = null)
+ {
+ CallWXAPI("showLoading", new { title, mask },
+ res => success?.Invoke(JsonMapper.ToObject(res)),
+ res => fail?.Invoke(JsonMapper.ToObject(res)),
+ res => complete?.Invoke(JsonMapper.ToObject(res))
+ );
+ }
+
+ ///
+ /// 隐藏 loading 提示框
+ ///
+ public void HideLoading(Action success = null, Action fail = null, Action complete = null)
+ {
+ CallWXAPI("hideLoading", null,
+ res => success?.Invoke(JsonMapper.ToObject(res)),
+ res => fail?.Invoke(JsonMapper.ToObject(res)),
+ res => complete?.Invoke(JsonMapper.ToObject(res))
+ );
+ }
+
+ #endregion
+
+ #region Public Methods - Event Listeners
+
+ ///
+ /// 注册事件监听器
+ ///
+ /// 事件名称,如 "onShow", "onHide"
+ /// 回调函数
+ public void RegisterEventListener(string eventName, Action callback)
+ {
+ if (!_eventListeners.ContainsKey(eventName))
+ {
+ _eventListeners[eventName] = new List>();
+
+ // 发送事件注册消息到基础库
+ var request = new PCHPRequestMessage
+ {
+ type = "event_register",
+ requestId = GenerateRequestId(),
+ api = eventName,
+ data = "{}",
+ timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
+ };
+ SendMessageInternal(JsonMapper.ToJson(request));
+ }
+
+ _eventListeners[eventName].Add(callback);
+ Debug.Log($"[WXPCHPInitScript] 注册事件监听: {eventName}");
+ }
+
+ ///
+ /// 移除事件监听器
+ ///
+ /// 事件名称
+ /// 要移除的回调函数,为null则移除所有
+ public void UnregisterEventListener(string eventName, Action callback = null)
+ {
+ if (!_eventListeners.ContainsKey(eventName))
+ {
+ return;
+ }
+
+ if (callback == null)
+ {
+ _eventListeners.Remove(eventName);
+ }
+ else
+ {
+ _eventListeners[eventName].Remove(callback);
+ if (_eventListeners[eventName].Count == 0)
+ {
+ _eventListeners.Remove(eventName);
+ }
+ }
+
+ // 如果没有监听器了,通知基础库取消注册
+ if (!_eventListeners.ContainsKey(eventName))
+ {
+ var request = new PCHPRequestMessage
+ {
+ type = "event_unregister",
+ requestId = GenerateRequestId(),
+ api = eventName,
+ data = "{}",
+ timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
+ };
+ SendMessageInternal(JsonMapper.ToJson(request));
+ }
+
+ Debug.Log($"[WXPCHPInitScript] 移除事件监听: {eventName}");
+ }
+
+ #endregion
+
+ #region Public Methods - Raw Message
+
+ ///
+ /// 发送原始消息字符串
+ ///
+ /// 消息内容
+ /// 是否发送成功
+ public bool SendRawMessage(string message)
+ {
+ return SendMessageInternal(message);
+ }
+
+ ///
+ /// 发送原始消息字节数组
+ ///
+ /// 消息数据
+ /// 是否发送成功
+ public bool SendMessage(byte[] data)
+ {
+ if (!IsInitialized || !IsConnected)
+ {
+ Debug.LogWarning("[WXPCHPInitScript] SDK未初始化或未连接");
+ return false;
+ }
+
+ if (data == null || data.Length == 0)
+ {
+ Debug.LogWarning("[WXPCHPInitScript] 发送的数据为空");
+ return false;
+ }
+
+ try
+ {
+ IntPtr ptr = Marshal.AllocHGlobal(data.Length);
+ try
+ {
+ Marshal.Copy(data, 0, ptr, data.Length);
+ return SendMsgAsync(ptr, data.Length);
+ }
+ finally
+ {
+ Marshal.FreeHGlobal(ptr);
+ }
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 发送消息异常: {e.Message}");
+ return false;
+ }
+ }
+
+ #endregion
+
+ #region Private Methods
+
+ ///
+ /// 生成唯一请求ID
+ ///
+ private string GenerateRequestId()
+ {
+ return $"pchp_{++_requestIdCounter}_{DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()}";
+ }
+
+ ///
+ /// 内部发送消息方法
+ ///
+ private bool SendMessageInternal(string message)
+ {
+ if (!IsInitialized || !IsConnected)
+ {
+ Debug.LogWarning("[WXPCHPInitScript] SDK未初始化或未连接");
+ return false;
+ }
+
+ try
+ {
+ byte[] data = System.Text.Encoding.UTF8.GetBytes(message);
+ return SendMessage(data);
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 发送消息异常: {e.Message}");
+ return false;
+ }
+ }
+
+ ///
+ /// 显示步骤信息弹窗(Windows 使用 MessageBox,其他平台使用 Debug.Log)
+ ///
+ private void ShowStepInfo(string title, string message)
+ {
+ Debug.Log($"[WXPCHPInitScript] [{title}] {message}");
+#if UNITY_STANDALONE_WIN
+ try
+ {
+ // MB_OK | MB_ICONINFORMATION = 0x40
+ MessageBox(IntPtr.Zero, message, $"PC高性能模式 - {title}", 0x40);
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogWarning($"[WXPCHPInitScript] MessageBox 调用失败: {e.Message}");
+ }
+#endif
+ }
+
+ ///
+ /// 显示错误弹窗(仅 Windows)
+ ///
+ private void ShowError(string message)
+ {
+ Debug.LogError($"[WXPCHPInitScript] {message}");
+#if UNITY_STANDALONE_WIN
+ try
+ {
+ // MB_OK | MB_ICONERROR = 0x10
+ MessageBox(IntPtr.Zero, message, "WXPCHPInitScript Error", 0x10);
+ }
+ catch (System.Exception e)
+ {
+ Debug.LogWarning($"[WXPCHPInitScript] MessageBox 调用失败: {e.Message}");
+ }
+#endif
+ }
+
+ ///
+ /// 清理SDK资源
+ ///
+ private void CleanupSDK()
+ {
+ if (!IsInitialized)
+ {
+ return;
+ }
+
+ try
+ {
+ // 清理待处理回调
+ _pendingCallbacks.Clear();
+ _eventListeners.Clear();
+
+ Cleanup();
+ Debug.Log("[WXPCHPInitScript] SDK清理完成");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 清理异常: {e.Message}");
+ }
+ finally
+ {
+ IsInitialized = false;
+ IsConnected = false;
+ }
+ }
+
+ ///
+ /// 在主线程中处理消息队列
+ ///
+ private void ProcessMessageQueue()
+ {
+ while (_messageQueue.TryDequeue(out var response))
+ {
+ try
+ {
+ ProcessResponse(response);
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 处理响应消息异常: {e.Message}");
+ }
+ }
+ }
+
+ ///
+ /// 处理响应消息
+ ///
+ private void ProcessResponse(PCHPResponseMessage response)
+ {
+ if (response.type == "response")
+ {
+ // 处理API回调
+ if (_pendingCallbacks.TryGetValue(response.requestId, out var callbackInfo))
+ {
+ Debug.Log($"[WXPCHPInitScript] 收到API响应: {callbackInfo.ApiName}, callbackType: {response.callbackType}");
+
+ switch (response.callbackType)
+ {
+ case "success":
+ callbackInfo.OnSuccess?.Invoke(response.data ?? "{}");
+ break;
+ case "fail":
+ callbackInfo.OnFail?.Invoke(response.data ?? $"{{\"errMsg\":\"{response.errMsg}\"}}");
+ break;
+ case "complete":
+ callbackInfo.OnComplete?.Invoke(response.data ?? "{}");
+ // complete 后移除回调
+ _pendingCallbacks.Remove(response.requestId);
+ break;
+ }
+ }
+ else
+ {
+ Debug.LogWarning($"[WXPCHPInitScript] 未找到对应的回调: requestId={response.requestId}");
+ }
+ }
+ else if (response.type == "event")
+ {
+ // 处理事件通知
+ string eventName = response.api;
+ if (_eventListeners.TryGetValue(eventName, out var listeners))
+ {
+ Debug.Log($"[WXPCHPInitScript] 收到事件: {eventName}");
+ foreach (var listener in listeners.ToArray())
+ {
+ try
+ {
+ listener?.Invoke(response.data ?? "{}");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 事件回调异常: {eventName}, {e.Message}");
+ }
+ }
+ }
+ }
+ }
+
+ ///
+ /// 异步消息处理回调(从DLL回调,可能在非主线程)
+ ///
+ [AOT.MonoPInvokeCallback(typeof(AsyncMsgHandlerDelegate))]
+ private static void HandleAsyncMessage(IntPtr data, int len)
+ {
+ if (data == IntPtr.Zero || len <= 0)
+ {
+ return;
+ }
+
+ try
+ {
+ byte[] buffer = new byte[len];
+ Marshal.Copy(data, buffer, 0, len);
+
+ if (instance != null)
+ {
+ // 触发原始消息事件
+ instance.OnMessageReceived?.Invoke(buffer);
+
+ // 解析消息
+ string message = System.Text.Encoding.UTF8.GetString(buffer);
+ Debug.Log($"[WXPCHPInitScript] 收到原始消息: {message}");
+
+ try
+ {
+ // 尝试解析为响应消息
+ var response = JsonMapper.ToObject(message);
+ if (response != null && !string.IsNullOrEmpty(response.type))
+ {
+ // 加入消息队列,在主线程中处理
+ instance._messageQueue.Enqueue(response);
+ }
+ }
+ catch (Exception parseEx)
+ {
+ Debug.LogWarning($"[WXPCHPInitScript] 消息解析失败,可能是非标准格式: {parseEx.Message}");
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"[WXPCHPInitScript] 处理消息异常: {e.Message}");
+ }
+ }
+
+ #endregion
+ }
+
+ ///
+ /// PC高性能小游戏管理器
+ /// 提供类似 wx.getPCHighPerformanceManager() 的接口
+ ///
+ public class WXPCHighPerformanceManager
+ {
+ private static WXPCHighPerformanceManager _instance;
+ private WXPCHPInitScript _initScript;
+
+ ///
+ /// 获取 PC 高性能管理器实例
+ ///
+ public static WXPCHighPerformanceManager GetInstance()
+ {
+ if (_instance == null)
+ {
+ _instance = new WXPCHighPerformanceManager();
+ }
+ return _instance;
+ }
+
+ private WXPCHighPerformanceManager()
+ {
+ _initScript = WXPCHPInitScript.Instance;
+ }
+
+ ///
+ /// 是否支持PC高性能模式
+ ///
+ public bool IsSupported => _initScript != null && _initScript.IsInitialized && _initScript.IsConnected;
+
+ ///
+ /// 调用微信API
+ ///
+ public string CallWXAPI(string apiName, object data, Action onSuccess = null, Action onFail = null, Action onComplete = null)
+ {
+ if (_initScript == null)
+ {
+ Debug.LogError("[WXPCHighPerformanceManager] InitScript 未初始化");
+ return null;
+ }
+ return _initScript.CallWXAPI(apiName, data, onSuccess, onFail, onComplete);
+ }
+
+ ///
+ /// 显示 Toast
+ ///
+ public void ShowToast(PCHPShowToastOption option, Action success = null, Action fail = null, Action complete = null)
+ {
+ _initScript?.ShowToast(option, success, fail, complete);
+ }
+
+ ///
+ /// 隐藏 Toast
+ ///
+ public void HideToast(Action success = null, Action fail = null, Action complete = null)
+ {
+ _initScript?.HideToast(success, fail, complete);
+ }
+
+ ///
+ /// 显示模态对话框
+ ///
+ public void ShowModal(PCHPShowModalOption option, Action success = null, Action fail = null, Action complete = null)
+ {
+ _initScript?.ShowModal(option, success, fail, complete);
+ }
+
+ ///
+ /// 显示 Loading
+ ///
+ public void ShowLoading(string title, bool mask = false, Action success = null, Action fail = null, Action complete = null)
+ {
+ _initScript?.ShowLoading(title, mask, success, fail, complete);
+ }
+
+ ///
+ /// 隐藏 Loading
+ ///
+ public void HideLoading(Action success = null, Action fail = null, Action complete = null)
+ {
+ _initScript?.HideLoading(success, fail, complete);
+ }
+
+ ///
+ /// 注册事件监听
+ ///
+ public void On(string eventName, Action callback)
+ {
+ _initScript?.RegisterEventListener(eventName, callback);
+ }
+
+ ///
+ /// 移除事件监听
+ ///
+ public void Off(string eventName, Action callback = null)
+ {
+ _initScript?.UnregisterEventListener(eventName, callback);
+ }
+
+ ///
+ /// 发送原始消息
+ ///
+ public bool SendRawMessage(string message)
+ {
+ return _initScript?.SendRawMessage(message) ?? false;
+ }
+ }
+}
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index 496db7a3d..650163cc4 100644
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+{
+ "name": "com.qq.weixin.minigame",
+ "displayName": "WXSDK",
+ "description": "WeChat Mini Game Tuanjie Engine Adapter SDK Package.",
+ "version": "0.1.1",
+ "unity": "2019.4",
+ "unityRelease": "29f1",
+ "keywords": [
+ "Tuanjie",
+ "WX"
+ ],
+ "dependencies": {
+ }
+}
\ No newline at end of file