Juh*_*emi 5 javascript unity-game-engine typescript unity-webgl angular
我希望将Unity WebGL项目集成到Angular2应用程序中。将所有这些脚本移至Angular2组件的正确方法是什么?
首先,Unity WebGL像这样导出index.html:
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Espoo web manager (Prefab preview)</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script src="TemplateData/UnityProgress.js"></script>
<script src="Build/UnityLoader.js"></script>
<script>
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/builds.json", {onProgress: UnityProgress});
</script>
</head>
<body>
<div class="webgl-content">
<div id="gameContainer" style="width: 960px; height: 600px"></div>
<div class="footer">
<div class="webgl-logo"></div>
<div class="fullscreen" onclick="gameInstance.SetFullscreen(1)"></div>
<div class="title">Espoo web manager (Prefab preview)</div>
</div>
</div>
</body>
</html>
Run Code Online (Sandbox Code Playgroud)
我开始拆分,首先将样式表移动到模板.css文件中:
@import './webgl-app/TemplateData/style.css';
Run Code Online (Sandbox Code Playgroud)
然后,我将javascript移至组件.ts-file中:
import { Component, AfterViewInit } from '@angular/core';
import './webgl-app/TemplateData/UnityProgress.js';
import './webgl-app/Build/UnityLoader.js';
declare var UnityLoader: any;
declare var UnityProgress: any;
@Component({
selector: 'app-unity-prefab-preview',
templateUrl: './unity-prefab-preview.component.html',
styleUrls: ['./unity-prefab-preview.component.css']
})
export class UnityPrefabPreviewComponent implements AfterViewInit {
constructor() {}
gameInstance: any;
ngAfterViewInit() {
this.gameInstance = UnityLoader.instantiate("gameContainer", "./webgl-app/Build/builds.json", { onProgress: UnityProgress });
}
}
Run Code Online (Sandbox Code Playgroud)
然后对于.html模板,我将其保留为:
<div class="webgl-content">
<div id="gameContainer" style="width: 960px; height: 600px"></div>
</div>
Run Code Online (Sandbox Code Playgroud)
但是,无论我尝试哪种方法(例如,在JS文件上使用'require'),ngAfterViewInit中的行始终会给出错误:“参考错误:未定义UnityLoader”。
应该如何正确地做到这一点才能起作用?
要将 Unity WebGL 添加到您的项目:
1) 将 WebGL 项目导出到Angular 项目根目录中的/unity文件夹(与 src 同一级别)。将以下文件从 Build 文件夹复制到/src/assets/unity:
2) 将UnityProgress.js和UnityLoader.js添加到angular.json脚本中:
"scripts": [
"unity/TemplateData/UnityProgress.js",
"unity/Build/UnityLoader.js"
],
Run Code Online (Sandbox Code Playgroud)
3)(可选)将style.css添加到您的angular.json样式中
"styles": [
"node_modules/font-awesome/css/font-awesome.css",
"src/assets/theme.scss",
"src/styles.scss",
"unity/TemplateData/style.css"
],
Run Code Online (Sandbox Code Playgroud)
4) 将基本 Unity HTML 添加到您的component.html中:
<div class="webgl-content">
<div id="unityContainer" style="width: 960px; height: 600px"></div>
<div class="footer">
<div class="webgl-logo"></div>
<div class="fullscreen" (click)="unityInstance.SetFullscreen(1)"></div>
<div class="title">UnityProject</div>
</div>
</div>
Run Code Online (Sandbox Code Playgroud)
5)最后,unityContainer
在你的component.ts中实例化你的:
import { Component, OnInit, AfterViewInit } from '@angular/core';
declare var UnityLoader: any;
@Component({
selector: 'app-example',
templateUrl: './example.component.html',
styleUrls: ['./example.component.css']
})
export class ExampleComponent implements OnInit, AfterViewInit {
unityInstance: any;
constructor() { }
ngOnInit() { }
ngAfterViewInit() {
this.unityInstance = UnityLoader.instantiate("unityContainer", "assets/unity/unity.json");
}
}
Run Code Online (Sandbox Code Playgroud)
所以我很长时间都在搞这个......
我使用 angular/cli@latest 1.6.5 启动并运行它
这是我的 app.component.ts
import { Component, NgZone, OnInit } from '@angular/core';
import * as $ from 'jquery';
declare const UnityLoader;
@Component({
selector: 'app-root',
templateUrl: './app.component.html',
styleUrls: ['./app.component.css']
})
export class AppComponent implements OnInit{
public gameObject: any;
constructor(private ngZone: NgZone) {
window.unity = window.unity || {};
window.unity.GetUnityNumber = this.randomNumberFromUnity.bind(this);
}
public ngOnInit(): void {
this.init();
}
public helloUnity() {
console.log(this.gameObject); // <-- always undefined ?
this.gameObject.SendMessage('SetText', 'HELLO?');
}
private init() {
$.getScript('assets/UnityLoader.js').done(function ( bla , text) {
this.gameObject =
UnityLoader.instantiate('gameContainer','assets/test.json');
//gameObject not undefined at this stage..
});
}
private randomNumberFromUnity(input: string) {
this.ngZone.run(() => {
console.log('call from unity', input);
});
}
Run Code Online (Sandbox Code Playgroud)
}
在typings.d.ts中,我扩展了窗口元素。
interface Window {
unity: any;
}
Run Code Online (Sandbox Code Playgroud)
所以当我从统一中打电话时,我这样称呼它
Application.ExternalCall("unity.GetUnityNumber", rnd);
Run Code Online (Sandbox Code Playgroud)
我现在所缺少的就是团结起来……也许你对此有什么想法?
我将 unity-build 作为私有 npm 包。构建时,所有内容都会复制到资产文件夹中。