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#if UNITY_WEBGL || WEIXINMINIGAME || UNITY_EDITOR
using System;
using UnityEngine;
namespace WeChatWASM
{
/// <summary>
/// 微信SDK对外暴露的API
/// </summary>
public class WXBase
{
#region env
/// <summary>
/// Gets 微信提供了一个用户文件目录给开发者,开发者对这个目录有完全自由的读写权限。通过 WX.env.USER_DATA_PATH 可以获取到这个目录的路径。
/// </summary>
public static WXEnv env
{
get
{
return WXSDKManagerHandler.Env;
}
}
/// <summary>
/// 判断判断当前基础库是否支持某个WX API
/// 例如想要判断当前基础库WX.ReportScene是否可用可以用WX.CanIUse("ReportScene")来判断
/// </summary>
public static bool CanIUse(string key)
{
return WXSDKManagerHandler.Instance.CanIUse(key);
}
#endregion
#region cloud
/// <summary>
/// Gets 云函数
/// </summary>
public static WXCloud cloud
{
get
{
return WXSDKManagerHandler.cloud;
}
}
#endregion
#region SDK
/// <summary>
/// 初始化SDK
/// </summary>
/// <param name="callback">初始化完毕后回调,请回调后再执行游戏主逻辑</param>
public static void InitSDK(Action<int> callback)
{
WXSDKManagerHandler.Instance.InitSDK(callback);
}
#endregion
#region
/// <summary>
/// 游戏开始运行时上报
/// </summary>
public static void ReportGameStart()
{
WXSDKManagerHandler.Instance.ReportGameStart();
}
/// <summary>
/// 上报游戏自定义场景的错误信息
/// </summary>
/// <param name="sceneId"></param>
/// <param name="errorType">错误类型, 取值范围0-10000</param>
/// <param name="errStr">错误信息</param>
/// <param name="extJsonStr">上报的额外信息json序列化字符串</param>
public static void ReportGameSceneError(int sceneId, int errorType = 0, string errStr = "", string extJsonStr = "")
{
WXSDKManagerHandler.Instance.ReportGameSceneError(sceneId, errorType, errStr, extJsonStr);
}
/// <summary>
/// 向日志管理器中写log
/// 日志管理器文档https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.html
/// </summary>
/// <param name="str">log信息</param>
public static void WriteLog(string str)
{
WXSDKManagerHandler.Instance.WriteLog(str);
}
/// <summary>
/// 向日志管理器中写warn
/// 日志管理器文档https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.html
/// </summary>
/// <param name="str">warn信息</param>
public static void WriteWarn(string str)
{
WXSDKManagerHandler.Instance.WriteWarn(str);
}
public static void HideLoadingPage()
{
WXSDKManagerHandler.Instance.HideLoadingPage();
}
/// <summary>
/// 控制预载并发数
/// </summary>
/// <param name="count">并发数,取值范围[1, 10]</param>
public static void PreloadConcurrent(int count)
{
WXSDKManagerHandler.Instance.PreloadConcurrent(count);
}
/// <summary>
/// 用于分支相关的UI组件一般是按钮相关事件的上报事件目前有曝光、点击两种
/// </summary>
/// <param name="branchId">分支ID在「小程序管理后台」获取</param>
/// <param name="branchDim">自定义维度</param>
/// <param name="eventType">事件类型1曝光 2点击</param>
public static void ReportUserBehaviorBranchAnalytics(string branchId, string branchDim, int eventType)
{
WXSDKManagerHandler.Instance.ReportUserBehaviorBranchAnalytics(branchId, branchDim, eventType);
}
#endregion
#region
// 更多关于存储的隔离策略和清理策略说明可以查看这里 https://developers.weixin.qq.com/minigame/dev/guide/base-ability/storage.html
/*
* @description 同步设置int型数据存储
* @param key 键名
* @param value 数值
*/
public static void StorageSetIntSync(string key, int value)
{
WXSDKManagerHandler.Instance.StorageSetIntSync(key, value);
}
/*
* @description 同步获取之前设置过的int型数据
* @param key 键名
* @param defaultValue 默认值
* @returns 异常的和空时候会返回默认值
*/
public static int StorageGetIntSync(string key, int defaultValue)
{
return WXSDKManagerHandler.Instance.StorageGetIntSync(key, defaultValue);
}
/*
* @description 同步设置string型数据存储
* @param key 键名
* @param value 数值
*/
public static void StorageSetStringSync(string key, string value = "")
{
WXSDKManagerHandler.Instance.StorageSetStringSync(key, value);
}
/*
* @description 同步获取之前设置过的string型数据
* @param key 键名
* @param defaultValue 默认值
* @returns 异常的和空时候会返回默认值
*/
public static string StorageGetStringSync(string key, string defaultValue)
{
return WXSDKManagerHandler.Instance.StorageGetStringSync(key, defaultValue);
}
/*
* @description 同步设置float型数据存储
* @param key 键名
* @param value 数值
*/
public static void StorageSetFloatSync(string key, float value)
{
WXSDKManagerHandler.Instance.StorageSetFloatSync(key, value);
}
/*
* @description 同步获取之前设置过的float型数据
* @param key 键名
* @param defaultValue 默认值
* @returns 异常的和空时候会返回默认值
*/
public static float StorageGetFloatSync(string key, float defaultValue)
{
return WXSDKManagerHandler.Instance.StorageGetFloatSync(key, defaultValue);
}
/*
* @description 同步删除所有数据
*/
public static void StorageDeleteAllSync()
{
WXSDKManagerHandler.Instance.StorageDeleteAllSync();
}
/*
* @description 同步删除对应一个key的数据
* @param key 键名
*/
public static void StorageDeleteKeySync(string key)
{
WXSDKManagerHandler.Instance.StorageDeleteKeySync(key);
}
/*
* @description 判断一个key是否有值
* @param key 键名
* @returns truefalse没有
*/
public static bool StorageHasKeySync(string key)
{
return WXSDKManagerHandler.Instance.StorageHasKeySync(key);
}
#endregion
#region
/// <summary>
/// 创建用户信息按钮,这里是在屏幕上额外创建一块透明区域,其为点击区域,用户点击后,就会请求用户授权获取用户信息。游戏中的该区域最好为按钮区域,这样就能看起来用户是在点击游戏中的按钮
/// </summary>
/// <param name="x">x 左上角横坐标以屏幕左上角为0</param>
/// <param name="y">y 左上角纵坐标以屏幕左上角为0</param>
/// <param name="width">区域宽度</param>
/// <param name="height">区域高度</param>
/// <param name="lang">显示用户信息的语言 可取en,zh_CN,zh_TW的一个</param>
/// <param name="withCredentials">是否带上登录态信息。当 withCredentials 为 true 时,要求此前有调用过 wx.login 且登录态尚未过期,此时返回的数据会包含 encryptedData, iv 等敏感信息;当 withCredentials 为 false 时,不要求有登录态,返回的数据不包含 encryptedData, iv 等敏感信息。</param>
/// <returns>返回对象用于后续控制该透明区域的点击,展示和隐藏等行为</returns>
public static WXUserInfoButton CreateUserInfoButton(int x, int y, int width, int height, string lang, bool withCredentials)
{
return WXSDKManagerHandler.Instance.CreateUserInfoButton(x, y, width, height, lang, withCredentials);
}
#endregion
#region
/// <summary>
/// 监听用户点击右上角菜单的「转发」按钮时触发的事件
/// </summary>
/// <param name="defaultParam">默认的设置内容</param>
/// <param name="action">用户点击右上角菜单的「转发」按钮时触发的事件的回调函数,请在回调后三秒内,触发 Action<WXShareAppMessageParam>返回设置的内容,否则会使用 defaultParam</param>
public static void OnShareAppMessage(WXShareAppMessageParam defaultParam, Action<Action<WXShareAppMessageParam>> action = null)
{
WXSDKManagerHandler.Instance.OnShareAppMessage(defaultParam, action);
}
#endregion
#region 广
/// <summary>
/// banner 广告组件。banner 广告组件是一个原生组件层级比普通组件高。banner 广告组件默认是隐藏的,需要调用 BannerAd.show() 将其显示。banner 广告会根据开发者设置的宽度进行等比缩放,缩放后的尺寸将通过 BannerAd.onResize() 事件中提供。 使用可参考 https://developers.weixin.qq.com/minigame/dev/guide/open-ability/ad/banner-ad.html
/// </summary>
/// <param name="param">param各字段说明详见这里https://developers.weixin.qq.com/minigame/dev/api/ad/wx.createBannerAd.html </param>
/// <returns>对banner广告做操作的对象详见 https://developers.weixin.qq.com/minigame/dev/api/ad/BannerAd.html </returns>
/// <example>
/// // 底部banner广告示例
/// var windowInfo = WX.GetWindowInfo();
/// var banner = WX.CreateBannerAd(new WXCreateBannerAdParam()
/// {
/// adUnitId = "adunit-2e20328227ca771b",
/// adIntervals = 30,
/// style = new Style()
/// {
/// left = 0,
/// top = windowInfo.windowHeight - 100,
/// width = windowInfo.windowWidth,
/// height = 100
/// }
/// });
/// banner.OnError((WXADErrorResponse res)=>
/// {
/// Debug.Log("bannerad error response");
/// });
/// banner.OnLoad(()=> {
/// banner.Show();
/// });
/// banner.OnResize((WXADResizeResponse res) =>
/// {
/// // 拉取的广告可能跟设置的不一样,需要动态调整位置
/// banner.style.top = windowInfo.windowHeight - res.height;
/// });
/// </example>
public static WXBannerAd CreateBannerAd(WXCreateBannerAdParam param)
{
return WXSDKManagerHandler.Instance.CreateBannerAd(param);
}
/// <summary>
/// 这个方法提供一个固定在底部,且固定高度且水平居中的bannerAd,此方法不需要再手动监听OnResize事件调整位置了
/// </summary>
/// <param name="adUnitId">广告单元 id</param>
/// <param name="adIntervals">广告自动刷新的间隔时间单位为秒参数值必须大于等于30该参数不传入时 Banner 广告不会自动刷新)</param>
/// <param name="height">要固定的高度</param>
/// <returns>对banner广告做操作的对象详见 https://developers.weixin.qq.com/minigame/dev/api/ad/BannerAd.html </returns>
public static WXBannerAd CreateFixedBottomMiddleBannerAd(string adUnitId, int adIntervals, int height)
{
return WXSDKManagerHandler.Instance.CreateFixedBottomMiddleBannerAd(adUnitId, adIntervals, height);
}
/// <summary>
/// 激励视频广告 详细参见 https://developers.weixin.qq.com/minigame/dev/guide/open-ability/ad/rewarded-video-ad.html
/// </summary>
/// <param name="param"></param>
/// <returns>广告操作对象https://developers.weixin.qq.com/minigame/dev/api/ad/RewardedVideoAd.html </returns>
public static WXRewardedVideoAd CreateRewardedVideoAd(WXCreateRewardedVideoAdParam param)
{
return WXSDKManagerHandler.Instance.CreateRewardedVideoAd(param);
}
/// <summary>
/// 创建插屏广告组件 详细参见 https://developers.weixin.qq.com/minigame/dev/api/ad/wx.createInterstitialAd.html
/// </summary>
/// <param name="param"></param>
/// <returns>广告操作对象https://developers.weixin.qq.com/minigame/dev/api/ad/InterstitialAd.html </returns>
public static WXInterstitialAd CreateInterstitialAd(WXCreateInterstitialAdParam param)
{
return WXSDKManagerHandler.Instance.CreateInterstitialAd(param);
}
/// <summary>
/// 创建原生模板广告组件 详细参见 https://developers.weixin.qq.com/minigame/dev/api/ad/wx.createCustomAd.html
/// </summary>
/// <param name="param"></param>
/// <returns>广告操作对象https://developers.weixin.qq.com/minigame/dev/api/ad/CustomAd.html </returns>
public static WXCustomAd CreateCustomAd(WXCreateCustomAdParam param)
{
return WXSDKManagerHandler.Instance.CreateCustomAd(param);
}
#endregion
#region
/// <summary>
/// [[GameRecorder](https://developers.weixin.qq.com/minigame/dev/api/game-recorder/GameRecorder.html) wx.getGameRecorder()](https://developers.weixin.qq.com/minigame/dev/api/game-recorder/wx.getGameRecorder.html)
///
/// 需要基础库: `2.26.1`
/// 需要客户端: 安卓>=`8.0.28`,目前只支持安卓
/// 获取全局唯一的游戏画面录制对象
/// </summary>
/// <returns></returns>
public static WXGameRecorder GetGameRecorder()
{
return WXSDKManagerHandler.Instance.GetGameRecorder();
}
#endregion
#region
/// <summary>
/// [[WXCamera](https://developers.weixin.qq.com/minigame/dev/api/media/camera/Camera.html) wx.createCamera(Object object)](https://developers.weixin.qq.com/minigame/dev/api/media/camera/wx.createCamera.html)
/// 需要基础库: `2.9.0`
/// 创建相机
/// </summary>
/// <returns></returns>
public static WXCamera CreateCamera(CreateCameraOption param)
{
return WXSDKManagerHandler.Instance.CreateCamera(param);
}
#endregion
#region
/// <summary>
/// [[RecorderManager](https://developers.weixin.qq.com/minigame/dev/api/media/recorder/RecorderManager.html) wx.getRecorderManager()](https://developers.weixin.qq.com/minigame/dev/api/media/recorder/wx.getRecorderManager.html)
/// 需要基础库: `1.6.0`
/// 获取**全局唯一**的录音管理器 RecorderManager
/// </summary>
/// <returns></returns>
public static WXRecorderManager GetRecorderManager()
{
return WXSDKManagerHandler.Instance.GetRecorderManager();
}
#endregion
#region
public static WXChat CreateMiniGameChat(WXChatOptions options = null)
{
return WXSDKManagerHandler.Instance.CreateMiniGameChat(options);
}
#endregion
#region
/// <summary>
/// [[UploadTask](https://developers.weixin.qq.com/minigame/dev/api/network/upload/UploadTask.html) wx.uploadFile(Object object)](https://developers.weixin.qq.com/minigame/dev/api/network/upload/wx.uploadFile.html)
/// 将本地资源上传到服务器。客户端发起一个 HTTPS POST 请求,其中 `content-type` 为 `multipart/form-data`。使用前请注意阅读[相关说明](https://developers.weixin.qq.com/minigame/dev/guide/base-ability/network.html)。
/// **示例代码**
/// ```js
/// wx.chooseImage({
/// success (res) {
/// const tempFilePaths = res.tempFilePaths
/// wx.uploadFile({
/// url: 'https://example.weixin.qq.com/upload', //仅为示例,非真实的接口地址
/// filePath: tempFilePaths[0],
/// name: 'file',
/// formData: {
/// 'user': 'test'
/// },
/// success (res){
/// const data = res.data
/// //do something
/// }
/// })
/// }
/// })
/// ```
/// </summary>
/// <returns></returns>
public static WXUploadTask UploadFile(UploadFileOption option)
{
return WXSDKManagerHandler.Instance.UploadFile(option);
}
#endregion
#region
/// <summary>
/// 获取全局唯一的文件管理器 详见 https://developers.weixin.qq.com/minigame/dev/guide/base-ability/file-system.html
/// </summary>
/// <returns>返回数据详见https://developers.weixin.qq.com/minigame/dev/api/file/wx.getFileSystemManager.html </returns>
/// <example>
/// // 在本地用户文件目录下创建一个文件 share.jpg,文件名可以自己随便取,写入内容为图片二进制内容 bytes
/// var fs = WX.GetFileSystemManager();
/// fs.WriteFileSync(WX.env.USER_DATA_PATH+"/share.jpg", bytes);
/// </example>
public static WXFileSystemManager GetFileSystemManager()
{
return new WXFileSystemManager();
}
#endregion
#region
/// <summary>
/// 获取开放数据域,关系链相关可以参看 https://developers.weixin.qq.com/minigame/dev/guide/open-ability/open-data.html
/// </summary>
/// <returns>开放数据域对象</returns>
public static WXOpenDataContext GetOpenDataContext()
{
return new WXOpenDataContext();
}
/// <summary>
/// 展示开放数据域
/// </summary>
/// <param name="texture">用来占位的纹理前端绘制的开放域数据会自动替换这一纹理因为客户顿纹理映射倒立问题这一纹理请设置rotationX为180才能正常展示。</param>
/// <param name="x">占位对应屏幕左上角横坐标</param>
/// <param name="y">占位对应屏幕左上角纵坐标注意左上角为00</param>
/// <param name="width">占位对应的宽度</param>
/// <param name="height">占位对应的高度</param>
public static void ShowOpenData(Texture texture, int x, int y, int width, int height)
{
WXSDKManagerHandler.Instance.ShowOpenData(texture, x, y, width, height);
}
/// <summary>
/// 关闭开放数据域
/// </summary>
public static void HideOpenData()
{
WXSDKManagerHandler.Instance.HideOpenData();
}
#endregion
#region
/// <summary>
/// InnerAudioContext 实例,可通过 WX.CreateInnerAudioContext 接口获取实例。注意,音频播放过程中,可能被系统中断,可通过 WX.OnAudioInterruptionBegin、WX.OnAudioInterruptionEnd事件来处理这种情况。详见https://developers.weixin.qq.com/minigame/dev/api/media/audio/InnerAudioContext.html
/// 使用参考文档https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/blob/main/Design/AudioOptimization.md
/// </summary>
///
/// <returns></returns><example>
// var music = WX.CreateInnerAudioContext(new InnerAudioContextParam() {
// src = "Assets/Audio/Chill_1.wav",
// needDownload = true //表示等下载完之后再播放,便于后续复用,无延迟
// });
// music.OnCanplay(() =>
// {
// Debug.Log("OnCanplay");
// music.Play();
// });
// </example>
public static WXInnerAudioContext CreateInnerAudioContext(InnerAudioContextParam param = null)
{
return WXSDKManagerHandler.Instance.CreateInnerAudioContext(param);
}
/// <summary>
/// 音频为网络请求,可能会有延迟,所以可以先调用这个接口预先下载音频缓存到本地,避免延迟
/// </summary>
/// <param name="pathList">音频的地址数组,如 { "Assets/Audio/0.wav", "Assets/Audio/1.wav" } </param>
/// <param name="action">全部音频下载完成后回调返回码为0表示下载完成</param>
/// <example>
/// string[] a = { "Assets/Audio/0.wav", "Assets/Audio/1.wav" };
// WX.PreDownloadAudios(a, (code) =>
// {
// Debug.Log("Downloaded" + code);
// if (code == 0)
// {
// var music0 = WX.CreateInnerAudioContext(new InnerAudioContextParam()
// {
// src = "Assets/Audio/0.wav"
// });
// music0.Play();
// var music1 = WX.CreateInnerAudioContext(new InnerAudioContextParam()
// {
// src = "Assets/Audio/1.wav"
// });
// music1.Play();
// }
// });
// </example>
public static void PreDownloadAudios(string[] pathList, Action<int> action)
{
WXSDKManagerHandler.Instance.PreDownloadAudios(pathList, action);
}
#endregion
#region
/// <summary>
/// 创建视频,详见 https://developers.weixin.qq.com/minigame/dev/api/media/video/wx.createVideo.html
/// </summary>
/// <param name="param"></param>
/// <returns></returns>
public static WXVideo CreateVideo(WXCreateVideoParam param)
{
return WXSDKManagerHandler.Instance.CreateVideo(param);
}
#endregion
#region
/// <summary>
/// 获取当前UnityHeap总内存(峰值)
/// </summary>
/// <returns></returns>
public static uint GetTotalMemorySize()
{
return WXSDKManagerHandler.Instance.GetTotalMemorySize();
}
/// <summary>
/// 获取当前UnityHeap Stack大小
/// </summary>
/// <returns></returns>
public static uint GetTotalStackSize()
{
return WXSDKManagerHandler.Instance.GetTotalStackSize();
}
/// <summary>
/// 获取当前UnityHeap静态内存
/// </summary>
/// <returns></returns>
public static uint GetStaticMemorySize()
{
return WXSDKManagerHandler.Instance.GetStaticMemorySize();
}
/// <summary>
/// 获取当前UnityHeap动态内存
/// </summary>
/// <returns></returns>
public static uint GetDynamicMemorySize()
{
return WXSDKManagerHandler.Instance.GetDynamicMemorySize();
}
/// <summary>
/// 获取当前UnityHeap动态内存
/// </summary>
/// <returns></returns>
public static uint GetUsedMemorySize()
{
return WXSDKManagerHandler.Instance.GetUsedMemorySize();
}
/// <summary>
/// 获取当前UnityHeap动态内存
/// </summary>
/// <returns></returns>
public static uint GetUnAllocatedMemorySize()
{
return WXSDKManagerHandler.Instance.GetUnAllocatedMemorySize();
}
/// <summary>
/// 打印UnityHeap内存
/// </summary>
public static void LogUnityHeapMem()
{
WXSDKManagerHandler.Instance.LogUnityHeapMem();
}
#region WXAssetBundle
/// <summary>
/// 获取当前AssetBundle在JS内存中的数量
/// </summary>
/// <returns></returns>
public static uint GetBundleNumberInMemory()
{
return WXSDKManagerHandler.Instance.GetBundleNumberInMemory();
}
/// <summary>
/// 获取当前AssetBundle在磁盘中不可清理的数量
/// </summary>
/// <returns></returns>
public static uint GetBundleNumberOnDisk()
{
return WXSDKManagerHandler.Instance.GetBundleNumberOnDisk();
}
/// <summary>
/// 获取当前AssetBundle在JS内存中的体积
/// </summary>
/// <returns></returns>
public static uint GetBundleSizeInMemory()
{
return WXSDKManagerHandler.Instance.GetBundleSizeInMemory();
}
/// <summary>
/// 获取当前AssetBundle在磁盘中不可清理的体积
/// </summary>
/// <returns></returns>
public static uint GetBundleSizeOnDisk()
{
return WXSDKManagerHandler.Instance.GetBundleSizeOnDisk();
}
#endregion
/// <summary>
/// 打开性能面板
/// </summary>
public static void OpenProfileStats()
{
WXSDKManagerHandler.Instance.OpenProfileStats();
}
/// <summary>
/// ProfilingMemory内存Dump
/// </summary>
public static void ProfilingMemoryDump()
{
WXSDKManagerHandler.Instance.ProfilingMemoryDump();
}
#endregion
#region
/// <summary>
/// 写 debug 日志,同 https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.debug.html
/// </summary>
/// <param name="str"></param>
public static void LogManagerDebug(string str)
{
WXSDKManagerHandler.Instance.LogManagerDebug(str);
}
/// <summary>
/// 写 info 日志,同 https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.info.html
/// </summary>
/// <param name="str"></param>
public static void LogManagerInfo(string str)
{
WXSDKManagerHandler.Instance.LogManagerInfo(str);
}
/// <summary>
/// 写 log 日志,同 https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.log.html
/// </summary>
/// <param name="str"></param>
public static void LogManagerLog(string str)
{
WXSDKManagerHandler.Instance.LogManagerLog(str);
}
/// <summary>
/// 写 warn 日志,同 https://developers.weixin.qq.com/minigame/dev/api/base/debug/LogManager.warn.html
/// </summary>
/// <param name="str"></param>
public static void LogManagerWarn(string str)
{
WXSDKManagerHandler.Instance.LogManagerWarn(str);
}
#endregion
#region
/// <summary>
/// 是否小游戏云测试环境
/// </summary>
/// <returns></returns>
public static bool IsCloudTest()
{
return WXSDKManagerHandler.Instance.IsCloudTest();
}
#endregion
#region
/// <summary>
/// 游戏异常时,使用本接口清理资源缓存
/// </summary>
public static void CleanAllFileCache(Action<bool> action = null)
{
WXSDKManagerHandler.Instance.CleanAllFileCache(action);
}
/// <summary>
/// 当空间不足时,清理指定大小缓存,按文件最近访问时间排序
/// </summary>
/// <param name="fileSize">需要清理的文件大小单位bytes</param>
public static void CleanFileCache(int fileSize, Action<ReleaseResult> action = null)
{
WXSDKManagerHandler.Instance.CleanFileCache(fileSize, action);
}
/// <summary>
/// 删除指定文件
/// </summary>
/// <param name="path">需要清理的文件路径支持完整路径也支持StreamingAssets/filepath格式</param>
public static void RemoveFile(string path, Action<bool> action = null)
{
WXSDKManagerHandler.Instance.RemoveFile(path, action);
}
/// <summary>
/// Gets bundle、纹理等自动缓存的目录
/// </summary>
/// <value>
/// Bundle、纹理等自动缓存的目录
/// </value>
public static string PluginCachePath
{
get
{
return WXSDKManagerHandler.PluginCachePath;
}
}
/// <summary>
/// 获取文件的本地缓存路径,若无缓存,可进行预下载
/// </summary>
/// <param name="url"></param>
/// <returns></returns>
public static string GetCachePath(string url)
{
return WXSDKManagerHandler.Instance.GetCachePath(url);
}
#endregion
/// <summary>
/// 获取启动loader的启动数据
/// </summary>
/// <param name="action"></param>
public static void OnLaunchProgress(Action<LaunchEvent> action = null)
{
WXSDKManagerHandler.Instance.OnLaunchProgress(action);
}
public static void UncaughtException()
{
WXSDKManagerHandler.Instance.UncaughtException();
}
#region
/// <summary>
/// 创建游戏圈按钮,详见 https://developers.weixin.qq.com/minigame/dev/api/open-api/game-club/wx.createGameClubButton.html
/// </summary>
/// <param name="param"></param>
/// <returns></returns>
public static WXGameClubButton CreateGameClubButton(WXCreateGameClubButtonParam param)
{
return WXSDKManagerHandler.Instance.CreateGameClubButton(param);
}
#endregion
#region
/// <summary>
/// [wx.onNeedPrivacyAuthorization(function callback)](https://developers.weixin.qq.com/minigame/dev/api/open-api/privacy/wx.onNeedPrivacyAuthorization.html)
/// 需要基础库: `2.33.0`
/// 该接口将**启用自定义弹窗**同时对onNeedPrivacyAuthorization事件进行监听当需要用户授权弹窗时会触发可以通过调用resolve函数对授权事件进行上报。
/// **示例代码**
/// ```C#
/// WX.OnNeedPrivacyAuthorization((result) =>
/// {
/// // 开发者弹出自定义的隐私弹窗,并调用告知平台已经弹窗
/// WX.PrivacyAuthorizeResolve(new PrivacyAuthorizeResolveOption()
/// {
/// eventString = "exposureAuthorization"
/// });
/// });
///
/// // 用户通过开发者自定义的界面点击了同意按钮
/// WX.OnTouchEnd((res) => {
/// WX.PrivacyAuthorizeResolve(new PrivacyAuthorizeResolveOption()
/// {
/// eventString = "agree"
/// });
/// });
/// ```
/// </summary>
public static void OnNeedPrivacyAuthorization(Action<string> res)
{
WXSDKManagerHandler.Instance.OnNeedPrivacyAuthorization(res);
}
/// <summary>
/// [wx.onNeedPrivacyAuthorization(function callback)](https://developers.weixin.qq.com/minigame/dev/api/open-api/privacy/wx.onNeedPrivacyAuthorization.html)
/// 由于C#侧无法直接返回JS绑定函数所以新增一个API专门用于在WX.OnNeedPrivacyAuthorization的回调内调用
/// </summary>
public static void PrivacyAuthorizeResolve(PrivacyAuthorizeResolveOption res)
{
WXSDKManagerHandler.Instance.PrivacyAuthorizeResolve(res);
}
#endregion
#region
public static void SetDataCDN(string path)
{
WXSDKManagerHandler.Instance.SetDataCDN(path);
}
public static void SetPreloadList(string[] paths)
{
WXSDKManagerHandler.Instance.SetPreloadList(paths);
}
#endregion
/// <summary>
/// 获取文件的本地缓存路径,若无缓存,可进行预下载
/// </summary>
/// <param name="fallbackUrl">系统字体不可用时游戏自己提供的ttf文件地址</param>
/// <param name="callback">字体资源回调</param>
/// <returns></returns>
public static void GetWXFont(string fallbackUrl, Action<Font> callback)
{
WeChatWASM.WXFont.GetFontData(new GetFontParam
{
fallbackUrl = fallbackUrl,
success = (succ) =>
{
var inFontData = succ.binData;
var ascent = succ.ascent;
var descent = succ.descent;
var lineGap = succ.lineGap;
var unitsPerEm = succ.unitsPerEm;
// 未经过充分测试目前看fontSize不决定最终字体大小此处只是为了换算lineHeight。如果游戏使用有问题可以考虑让游戏侧传入字体大小
var fSize = 16;
var abBytes = Unity.FontABTool.UnityFontABTool.PacKFontAB(inFontData, "WXFont", fSize * (Math.Abs(ascent) + Math.Abs(descent) + Math.Abs(lineGap)), fSize, fSize * ascent, fSize * descent);
try
{
var ab = AssetBundle.LoadFromMemory(abBytes);
if (ab != null)
{
Font[] fonts = ab.LoadAllAssets<Font>();
if (fonts.Length != 0)
{
WriteLog($"Load font from ab. abBytes:{abBytes.Length}");
callback.Invoke(fonts[0]);
}
else
{
WriteWarn($"LoadAllAssets failed, abBytes:{abBytes.Length}, fonts: {fonts.Length}");
callback.Invoke(null);
}
ab.Unload(false);
}
else
{
WriteWarn($"LoadFromMemory failed, Length: {abBytes.Length}");
callback.Invoke(null);
}
}
catch (Exception ex)
{
WriteWarn($"GetWXFont Exception, ex:{ex.ToString()}");
callback.Invoke(null);
}
},
fail = (fail) =>
{
WriteWarn($"GetFontData fail {fail.errMsg}");
callback.Invoke(null);
},
});
}
#region
public static WXLaunchOpera GetLaunchOperaHandler()
{
return WXSDKManagerHandler.GetLaunchOperaHandler();
}
#endregion
#region Touch
/// <summary>
/// [wx.onTouchCancel(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/touch-event/wx.onTouchCancel.html)
/// 监听触点失效事件
/// **注意**
/// - 在 Windows/Mac 设备上,将会由鼠标事件转义而成。
/// </summary>
public static void OnTouchCancel(Action<OnTouchStartListenerResult> result)
{
WXSDKManagerHandler.Instance.OnTouchCancel(result);
}
public static void OffTouchCancel(Action<OnTouchStartListenerResult> result = null)
{
WXSDKManagerHandler.Instance.OffTouchCancel(result);
}
/// <summary>
/// [wx.onTouchEnd(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/touch-event/wx.onTouchEnd.html)
/// 监听触摸结束事件
/// **注意**
/// - 在 Windows/Mac 设备上,将会由鼠标事件转义而成。
/// </summary>
public static void OnTouchEnd(Action<OnTouchStartListenerResult> result)
{
WXSDKManagerHandler.Instance.OnTouchEnd(result);
}
public static void OffTouchEnd(Action<OnTouchStartListenerResult> result = null)
{
WXSDKManagerHandler.Instance.OffTouchEnd(result);
}
/// <summary>
/// [wx.onTouchMove(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/touch-event/wx.onTouchMove.html)
/// 监听触点移动事件
/// **注意**
/// - 在 Windows/Mac 设备上,将会由鼠标事件转义而成。
/// - 在 Windows/Mac 设备上并处于鼠标锁定状态时touchMove 事件将会随着鼠标滑动持续触发。
/// </summary>
public static void OnTouchMove(Action<OnTouchStartListenerResult> result)
{
WXSDKManagerHandler.Instance.OnTouchMove(result);
}
public static void OffTouchMove(Action<OnTouchStartListenerResult> result = null)
{
WXSDKManagerHandler.Instance.OffTouchMove(result);
}
/// <summary>
/// [wx.onTouchStart(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/touch-event/wx.onTouchStart.html)
/// 监听开始触摸事件
/// **注意**
/// - 在 Windows/Mac 设备上,将会由鼠标事件转义而成。
/// </summary>
public static void OnTouchStart(Action<OnTouchStartListenerResult> result)
{
WXSDKManagerHandler.Instance.OnTouchStart(result);
}
public static void OffTouchStart(Action<OnTouchStartListenerResult> result = null)
{
WXSDKManagerHandler.Instance.OffTouchStart(result);
}
#endregion
#region TCPSocket
/// <summary>
/// [[TCPSocket](https://developers.weixin.qq.com/minigame/dev/api/network/tcp/TCPSocket.html) wx.createTCPSocket()](https://developers.weixin.qq.com/minigame/dev/api/network/tcp/wx.createTCPSocket.html)
/// 需要基础库: `3.1.1`
/// 创建一个 TCP Socket 实例。使用前请注意阅读[相关说明](https://developers.weixin.qq.com/minigame/dev/guide/base-ability/network.html)。
/// **连接限制**
/// - 允许与局域网内的非本机 IP 通信
/// - 允许与配置过的服务器域名通信,详见[相关说明](https://developers.weixin.qq.com/minigame/dev/guide/base-ability/network.html)
/// - 禁止与以下端口号连接:`1024 以下` `1099` `1433` `1521` `1719` `1720` `1723` `2049` `2375` `3128` `3306` `3389` `3659` `4045` `5060` `5061` `5432` `5984` `6379` `6000` `6566` `7001` `7002` `8000-8100` `8443` `8888` `9200` `9300` `10051` `10080` `11211` `27017` `27018` `27019`
/// - 每 5 分钟内最多创建 20 个 TCPSocket
/// </summary>
/// <returns></returns>
public static WXTCPSocket CreateTCPSocket()
{
return WXSDKManagerHandler.Instance.CreateTCPSocket();
}
#endregion
#region UDPSocket
/// <summary>
/// [[UDPSocket](https://developers.weixin.qq.com/minigame/dev/api/network/udp/UDPSocket.html) wx.createUDPSocket()](https://developers.weixin.qq.com/minigame/dev/api/network/udp/wx.createUDPSocket.html)
/// 需要基础库: `2.7.0`
/// 创建一个 UDP Socket 实例。使用前请注意阅读[相关说明](https://developers.weixin.qq.com/minigame/dev/guide/base-ability/network.html)。
/// </summary>
/// <returns></returns>
public static WXUDPSocket CreateUDPSocket()
{
return WXSDKManagerHandler.Instance.CreateUDPSocket();
}
#endregion
/// <summary>
/// [wx.onBLECharacteristicValueChange(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/bluetooth-ble/wx.onBLECharacteristicValueChange.html)
/// 需要基础库: `2.9.2`
/// 监听蓝牙低功耗设备的特征值变化事件。必须先调用 [wx.notifyBLECharacteristicValueChange](https://developers.weixin.qq.com/minigame/dev/api/device/bluetooth-ble/wx.notifyBLECharacteristicValueChange.html) 接口才能接收到设备推送的 notification。
/// **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
/// // ArrayBuffer转16进制字符串示例
/// function ab2hex(buffer) {
/// let hexArr = Array.prototype.map.call(
/// new Uint8Array(buffer),
/// function(bit) {
/// return ('00' + bit.toString(16)).slice(-2)
/// }
/// )
/// return hexArr.join('');
/// }
/// wx.onBLECharacteristicValueChange(function(res) {
/// console.log(`characteristic ${res.characteristicId} has changed, now is ${res.value}`)
/// console.log(ab2hex(res.value))
/// })
/// ```
/// </summary>
public static void OnBLECharacteristicValueChange(Action<OnBLECharacteristicValueChangeListenerResult> result)
{
WXSDKManagerHandler.Instance.OnBLECharacteristicValueChange(result);
}
public static void OffBLECharacteristicValueChange()
{
WXSDKManagerHandler.Instance.OffBLECharacteristicValueChange();
}
#region
/// <summary>
/// [wx.startGyroscope(Object object)](https://developers.weixin.qq.com/minigame/dev/api/device/gyroscope/wx.startGyroscope.html)
/// 需要基础库: `2.3.0`
/// 开始监听陀螺仪数据。
/// </summary>
public static void StartGyroscope(StartGyroscopeOption option)
{
WXSDKManagerHandler.Instance.StartGyroscope(option);
}
/// <summary>
/// [wx.stopGyroscope(Object object)](https://developers.weixin.qq.com/minigame/dev/api/device/gyroscope/wx.stopGyroscope.html)
/// 需要基础库: `2.3.0`
/// 停止监听陀螺仪数据。
/// </summary>
public static void StopGyroscope(StopGyroscopeOption option)
{
WXSDKManagerHandler.Instance.StopGyroscope(option);
}
/// <summary>
/// [wx.onGyroscopeChange(function listener)](https://developers.weixin.qq.com/minigame/dev/api/device/gyroscope/wx.onGyroscopeChange.html)
/// 需要基础库: `2.3.0`
/// 监听陀螺仪数据变化事件。频率根据 [wx.startGyroscope()](https://developers.weixin.qq.com/minigame/dev/api/device/gyroscope/wx.startGyroscope.html) 的 interval 参数。可以使用 [wx.stopGyroscope()](https://developers.weixin.qq.com/minigame/dev/api/device/gyroscope/wx.stopGyroscope.html) 停止监听。
/// </summary>
public static void OnGyroscopeChange(Action<OnGyroscopeChangeListenerResult> result)
{
WXSDKManagerHandler.Instance.OnGyroscopeChange(result);
}
public static void OffGyroscopeChange(Action<OnGyroscopeChangeListenerResult> result = null)
{
WXSDKManagerHandler.Instance.OffGyroscopeChange(result);
}
#endregion
/// <summary>
/// 设置分辨率
/// </summary>
public static void SetDevicePixelRatio(double ratio)
{
WXSDKManagerHandler.Instance.SetDevicePixelRatio(ratio);
}
public static void CallJSFunction(string sdkName, string functionName, params object[] args)
{
WXSDKManagerHandler.CallJSFunction(sdkName, functionName, args);
}
public static string CallJSFunctionWithReturn(string sdkName, string functionName, params object[] args)
{
return WXSDKManagerHandler.CallJSFunctionWithReturn(sdkName, functionName, args);
}
}
}
#endif