未验证 提交 7d76ab64 编写于 作者: ocean2o11's avatar ocean2o11 提交者: GitHub

Merge pull request #274 from wechat-miniprogram/feature/rank-doc

Feature/rank doc
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using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using WeChatWASM;
[System.Serializable]
public class OpenDataMessage
{
// type 用于表明时间类型
public string type;
public string shareTicket;
public int score;
}
public class Ranking : MonoBehaviour
{
public Button ShowButton;
public Button ShareButton;
public Button ReportButton;
public RawImage RankBody;
public GameObject RankMask;
public GameObject RankingBox;
void Start()
{
WX.InitSDK((code) =>
{
Init();
});
/**
* 使用群排行功能需要特殊设置分享功能,详情可见链接
* https://developers.weixin.qq.com/minigame/dev/guide/open-ability/share/share.html
*/
WX.UpdateShareMenu(new UpdateShareMenuOption()
{
withShareTicket = true,
isPrivateMessage = true,
});
/**
* 群排行榜功能需要配合 WX.OnShow 来使用,整体流程为:
* 1. WX.UpdateShareMenu 分享功能;
* 2. 监听 WX.OnShow 回调,如果存在 shareTicket 且 query 里面带有启动特定 query 参数则为需要展示群排行的场景
* 3. 调用 WX.ShowOpenData 和 WX.GetOpenDataContext().PostMessage 告知开放数据域侧需要展示群排行信息
* 4. 开放数据域调用 wx.getGroupCloudStorage 接口拉取获取群同玩成员的游戏数据
* 5. 将群同玩成员数据绘制到 sharedCanvas
*/
WX.OnShow((OnShowCallbackResult res) =>
{
string shareTicket = res.shareTicket;
Dictionary<string, string> query = res.query;
if (!string.IsNullOrEmpty(shareTicket) && query != null && query["minigame_action"] == "show_group_list")
{
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showGroupFriendsRank";
msgData.shareTicket = shareTicket;
string msg = JsonUtility.ToJson(msgData);
ShowOpenData();
WX.GetOpenDataContext().PostMessage(msg);
}
});
}
void ShowOpenData()
{
RankMask.SetActive(true);
RankingBox.SetActive(true);
//
// 注意这里传x,y,width,height是为了点击区域能正确点击,x,y 是距离屏幕左上角的距离,宽度传 (int)RankBody.rectTransform.rect.width是在canvas的UI Scale Mode为 Constant Pixel Size的情况下设置的。
/**
* 如果父元素占满整个窗口的话,pivot 设置为(0,0),rotation设置为180,则左上角就是离屏幕的距离
* 注意这里传x,y,width,height是为了点击区域能正确点击,因为开放数据域并不是使用 Unity 进行渲染而是可以选择任意第三方渲染引擎
* 所以开放数据域名要正确处理好事件处理,就需要明确告诉开放数据域,排行榜所在的纹理绘制在屏幕中的物理坐标系
* 比如 iPhone Xs Max 的物理尺寸是 414 * 896,如果排行榜被绘制在屏幕中央且物理尺寸为 200 * 200,那么这里的 x,y,width,height应当是 107,348,200,200
* x,y 是距离屏幕左上角的距离,宽度传 (int)RankBody.rectTransform.rect.width是在canvas的UI Scale Mode为 Constant Pixel Size的情况下设置的
* 如果是Scale With Screen Size,且设置为以宽度作为缩放,则要这要做一下换算,比如canavs宽度为960,rawImage设置为200 则需要根据 referenceResolution 做一些换算
* 不过不管是什么屏幕适配模式,这里的目的就是为了算出 RawImage 在屏幕中绝对的位置和尺寸
*/
CanvasScaler scaler = gameObject.GetComponent<CanvasScaler>();
var referenceResolution = scaler.referenceResolution;
var p = RankBody.transform.position;
WX.ShowOpenData(RankBody.texture, (int)p.x, Screen.height - (int)p.y, (int)((Screen.width / referenceResolution.x) * RankBody.rectTransform.rect.width), (int)((Screen.width / referenceResolution.x) * RankBody.rectTransform.rect.height));
}
void Init()
{
ShowButton.onClick.AddListener(() =>
{
ShowOpenData();
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "showFriendsRank";
string msg = JsonUtility.ToJson(msgData);
WX.GetOpenDataContext().PostMessage(msg);
});
RankMask.GetComponent<Button>().onClick.AddListener(() =>
{
RankMask.SetActive(false);
RankingBox.SetActive(false);
WX.HideOpenData();
});
ShareButton.onClick.AddListener(() =>
{
WX.ShareAppMessage(new ShareAppMessageOption()
{
title = "最强战力排行榜!谁是第一?",
query = "minigame_action=show_group_list",
imageUrl = "https://mmgame.qpic.cn/image/5f9144af9f0e32d50fb878e5256d669fa1ae6fdec77550849bfee137be995d18/0",
});
});
ReportButton.onClick.AddListener(() =>
{
OpenDataMessage msgData = new OpenDataMessage();
msgData.type = "setUserRecord";
msgData.score = Random.Range(1, 1000);
string msg = JsonUtility.ToJson(msgData);
Debug.Log(msg);
WX.GetOpenDataContext().PostMessage(msg);
});
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using WeChatWASM;
public class Ranking : MonoBehaviour
{
public Button ShowButton;
public Button GoButton;
public Button CloseButton;
/// <summary>
/// 这个仅仅是为了占位,用透明图是为了排行榜还没展示出来前展示底部内容
/// </summary>
public RawImage RankBody;
public GameObject RankingBox;
void Start()
{
WX.InitSDK((code)=> {
Init();
});
}
void Init()
{
ShowButton.onClick.AddListener(()=> {
RankingBox.SetActive(true);
// 如果父元素占满整个窗口的话,pivot 设置为(0,0),rotation设置为180,则左上角就是离屏幕的距离
// 注意这里传x,y,width,height是为了点击区域能正确点击,x,y 是距离屏幕左上角的距离,宽度传 (int)RankBody.rectTransform.rect.width是在canvas的UI Scale Mode为 Constant Pixel Size的情况下设置的。如果是Scale With Screen Size,且设置为以宽度作为缩放,则要这要做一下换算,比如canavs宽度为750,rawImage设置为690 则应该传Screen.width*(690/750)。高度为Screen.height*(690/750)。
var p = RankBody.transform.position;
WX.ShowOpenData(RankBody.texture, (int)p.x, Screen.height-(int)p.y, (int)RankBody.rectTransform.rect.width, (int)RankBody.rectTransform.rect.height);
});
CloseButton.onClick.AddListener(()=> {
RankingBox.SetActive(false);
WX.HideOpenData();
});
GoButton.onClick.AddListener(()=> {
SceneManager.LoadScene(1);
});
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using WeChatWASM;
using UnityEngine.SceneManagement;
public class Ranking2 : MonoBehaviour
{
public Button ShowButton;
public Button CloseButton;
/// <summary>
/// 这个仅仅是为了占位,用透明图是为了排行榜还没展示出来前展示底部内容
/// </summary>
public RawImage RankBody;
public GameObject RankingBox;
public Button GoButton;
void Start()
{
WX.InitSDK((code) => {
Init();
});
}
void Init()
{
ShowButton.onClick.AddListener(() => {
RankingBox.SetActive(true);
// 如果父元素占满整个窗口的话,pivot 设置为(0,0),rotation设置为180,则左上角就是离屏幕的距离
// 注意这里传x,y,width,height是为了点击区域能正确点击,x,y 是距离屏幕左上角的距离,宽度传 (int)RankBody.rectTransform.rect.width是在canvas的UI Scale Mode为 Constant Pixel Size的情况下设置的。如果是Scale With Screen Size,且设置为以宽度作为缩放,则要这要做一下换算,比如canavs宽度为750,rawImage设置为690 则应该传Screen.width*(690/750)。高度为Screen.height*(690/750)。
var p = RankBody.transform.position;
var canvasScaler = GameObject.Find("Canvas").GetComponent<CanvasScaler>();
float scale = Screen.width / canvasScaler.referenceResolution.x; //这里是按宽度来缩放
int width = (int)(RankBody.rectTransform.rect.width * scale);
int height = (int)(RankBody.rectTransform.rect.height * scale);
WX.ShowOpenData(RankBody.texture, (int)p.x, Screen.height - (int)p.y, width, height);
});
CloseButton.onClick.AddListener(() => {
RankingBox.SetActive(false);
WX.HideOpenData();
});
GoButton.onClick.AddListener(() => {
SceneManager.LoadScene(0);
});
}
}
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......
......@@ -6,20 +6,71 @@ Removed - 删除功能/接口
Fixed - 修复问题
Others - 其他
-->
## 2022-12-22
### Fixed
* 修复UnityPlugin v1.1.5导致特性开关和分包patch逻辑失效
## 2022-12-21
### Feature
* 排行榜能力优化
* 视频透明时全局清理标记
* 移除markdown插件
* 微信压缩纹理增加支持ASTC6*6格式
* 适配插件版本升级到1.1.5
## 2022-12-7
### Feature
* 支持指定Node路径,MiniGameConfig.asset-CompileOption-CustomNodePath指定自定义node安装目录
* 编译选项增加CleanBuild(仅支持2021以上版本)
* 适配插件版本升级到1.1.3
### Fixed
* 修复UnityAudio适配InnerAudio时,静音状态对长音频在切换场景后无效的问题
## 2022-11-30
### Feature
* 微信压缩纹理支持WebGL2.0
* 微信压缩纹理对.svn .git目录忽略
## 2022-11-23
### Feature
* 导出增加sbrk函数,2021无需profiling-memory查看DynamicMemory
### Fixed
* UDPClient使用connect+write, 修复send接口性能问题
## 2022-11-17
### Feature
* 微信压缩纹理优化,支持ASTC使用非4倍数尺寸
* 新增录屏接口功能
## 2022-11-9
### Feature
* Unity Audio压缩纹理,支持小游戏InnerAudio
* 适配插件版本升级到1.1.2
### Fixed
* 修复png资源Windows系统下缓存异常
## 2022-10-27
### Feature
压缩纹理回退使用png时也支持缓存逻辑
### Fixed
使用node命令时同时查找默认安装路径
修复Win7下使用Unity2021生成symbols时导致的卡死问题
## 2022-10-20
### Added
### Feature
* 高性能模式HTTP网络切换为小游戏接口
* 适配插件版本升级到1.0.97
## 2022-10-12
### Added
### Feature
* 微信压缩纹理工具支持ASTC文件读取,并支持不同的块大小(需Unity2021版本)
* 适配插件版本升级到1.0.95
### Fixed
* 文件缓存清理逻辑优化
## 2022-9-28
### Added
### Feature
* InnerAudio支持持久化文件存储(当音频路径加入到缓存目录时)
* 适配插件版本升级到1.0.94
### Fixed
......@@ -27,14 +78,14 @@ Others - 其他
* 修复WebGL2导出时的胶水层异常
## 2022-9-21
### Added
### Feature
* 增加游戏圈接口openPageOption, getGameClubData
* FileSystemManager增加stat接口
### Fixed
* FileSystemManager异步读取文件,填写encoding时没有返回数据
## 2022-9-13
### Added
### Feature
* 微信压缩纹理工具支持bundle级别修改压缩纹理等级
* Unity2021 IL2CPP默认选项更改为SIZE减少代码包体
......@@ -43,7 +94,7 @@ Others - 其他
* 启动封面拉伸
* pc小游戏下载路径处理
### Added
### Feature
* 增加动态修改DATA_CDN的C#接口`SetDataCDN`,以及js接口`GameGlobal.manager.setDataCDN`
* 增加动态修改预下载列表的C#接口`SetPreloadList`,以及js接口`GameGlobal.manager.setPreloadList`
......@@ -92,7 +143,7 @@ Others - 其他
* 增加重启小游戏的API支持
### Fixed
* 纹理压缩并行下载完成未正常显示
### Added
### Feature
* 设置启动时是否自动检查小游戏版本更新
## 2022-7-14
### Fixed
......@@ -118,7 +169,7 @@ Others - 其他
### Fixed
* 小游戏模板错误
## 2022-6-16
### Added
### Feature
* 支持自定义可缓存文件及可清理文件
* 优化缓存目录统计
......@@ -129,21 +180,21 @@ Others - 其他
* `RemoveFile`参数转字符串
* 8.0.16安卓worker写文件报错
## 2022-6-8
### Added
### Feature
* 提供Loader启动数据
### Fixed
* 修复是否需要下载代码包上报
* 21.3版本Unity webrequest设置请求头;注册进度事件
## 2022-6-7
### Added
### Feature
* 增加MemoryProfiler,开发阶段分析内存
## 2022-6-1
### Added
### Feature
* 使用worker做文件写入临时绕过安卓文件写入多时造成卡顿
## 2022-5-31
### Added
### Feature
* 暴露插件进度事件
## 2022-5-30
### Fixed
......@@ -155,7 +206,7 @@ Others - 其他
### Fixed
* 修复21.3替换规则
## 2022-5-24
### Added
### Feature
* 增加对21.3版本unity支持
* MiniGameConfig.asset增加不常用配置入口
## 2022-4-29
......@@ -166,7 +217,7 @@ Others - 其他
### Fixed
*`dataFileSubPrefix`时iOS首包资源下载bug
### Added
### Feature
* 游戏异常时增加重启游戏按钮
* 检查是否32位微信导致无法进入游戏
* 修正URL中非法路径
......@@ -181,15 +232,15 @@ Others - 其他
更新独立域插件版本`1.0.58`
* 预下载问题路径bug
* 不支持webgl2时提示
### Added
### Feature
* 增加清理指定文件接口`RemoveFile`
* 是否缓存纹理开关
## 2022-4-18
### Added
### Feature
* 修改文件删除接口使用方法`CleanFileCache`,`CleanAllFileCache`
## 2022-4-14
### Added
### Feature
* 增加清除文件缓存接口`CleanFileCache`
## 2022-4-11
......@@ -231,16 +282,16 @@ Others - 其他
* PlayerSettings默认去除"Run In Background"
## 2022-2-14
### Added
### Feature
* 支持PC端DXT5压缩纹理
## 2022-2-11
### Added
### Feature
* 调整部分API
* 支持webgl2.0的压缩纹理
## 2022-1-26
### Added
### Feature
* 新增API
* 修复API中不确定类型的数据可能导致类型转换失败的问题
......@@ -249,11 +300,11 @@ Others - 其他
* 修复Login方法,默认不传timeout,默认超时为1000ms,容易失败的问题
## 2022-1-24
### Added
### Feature
* 兼容浏览器环境,修复部分API问题
## 2022-1-21
### Added
### Feature
* 新增WXCleanAllFileCache接口,用于清理所有文件缓存
### Changed
......@@ -267,7 +318,7 @@ Others - 其他
## 2022-1-20
### Added
### Feature
* 新增API,旧API批量重命名,用法保持不变
## 2022-1-17
......@@ -309,7 +360,7 @@ Others - 其他
## 2021-12-16
### Added
### Feature
* 开发、体验版本增加性能面板
## 2021-12-10
......@@ -319,7 +370,7 @@ Others - 其他
## 2021-12-06
### Added
### Feature
* WebGL2.0 增加适配,该特性处于测试阶段
* 2021增加embedded symbols分离
* 增加error日志回调
......@@ -347,7 +398,7 @@ Others - 其他
* 更新小游戏模板
## 2021-11-18
### Added
### Feature
增加bundle相关导出配置
* 自定义bundle名中hash长度:用于缓存控制,默认32
......@@ -361,12 +412,12 @@ Others - 其他
* 更新小游戏模板
## 2021-10-26
### Added
### Feature
* 增加部分文件操作API
* 压缩纹理替换优化,提升转换速度
## 2021-10-09
### Added
### Feature
* 增加Unity2020、2021版本支持
......@@ -377,35 +428,35 @@ Others - 其他
## 2021-09-22
### Added
### Feature
* 支持短音频的播放API(WX.ShortAudioPlayer),更接近Unity的API调用方式
### Added
### Feature
* 当禁用异常时,程序即将crash之前弹出用户反馈入口,并自动提交用户反馈日志、JS Error与实时日志
### Added
### Feature
* 编译选项增加"Profiling Funcs", 仅调试问题时勾选此选项时,编译代码将含有函数名,代码体积变大
## 2021-09-14
### Added
### Feature
* 支持PlayerPrefs优化,支持配置key
### Fixed
* 修复排行榜内存增长问题
## 2021-09-06
### Added
### Feature
* 支持导出时配置封面图
## 2021-8-20
### Added
### Feature
* 支持创建视频
## 2021-8-12
### Added
### Feature
* 修复IOS下音频被系统打断后的恢复问题
* 支持客服消息
......@@ -417,7 +468,7 @@ Others - 其他
## 2021-08-05
### Added
### Feature
* 音频支持获取播放状态
* 非POT图也支持延迟加载
......@@ -439,18 +490,18 @@ Others - 其他
## 2021-07-31
### Added
### Feature
* 增加预下载并发数控制接口WX.SetConcurrent
### Changed
* 小游戏项目模板变更
## 2021-07-26
### Added
### Feature
* 增加预下载猎豹配置,自动从导出目录webgl/StreamingAssets查找资源并填充到game.js的Preload列表
## 2021-07-26
### Added
### Feature
* 支持文件二进制读写(同步和异步)
* 压缩纹理替换速度优化
......@@ -487,7 +538,7 @@ Others - 其他
* 压缩纹理兼容flare
### Added
### Feature
* 支持游戏恢复到前台后自动播放,默认开启分享
......@@ -497,7 +548,7 @@ Others - 其他
* 云测试设置UI框架导致editor运行错误
### Added
### Feature
* 引入[UnityMarkdownViewer](https://github.com/gwaredd/UnityMarkdownViewer)在inspector面板预览changelog
......
fileFormatVersion: 2
guid: c34e4e3688cfe4ec2adf7cc587372799
guid: 35c8a90630e773b4087bde80e56ac901
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
......@@ -13,12 +13,12 @@ MonoBehaviour:
m_Name: MiniGameConfig
m_EditorClassIdentifier:
ProjectConf:
Appid:
projectName: test
CDN: https://www.test.com
projectName:
Appid: wx20afc706a711eefc
CDN:
assetLoadType: 1
VideoUrl:
DST:
DST: /Users/zimyuan/Desktop/testrankgithub
StreamCDN:
bundleHashLength: 32
bundlePathIdentifier: StreamingAssets;
......@@ -49,6 +49,8 @@ MonoBehaviour:
Webgl2: 0
DeleteStreamingAssets: 1
ProfilingMemory: 0
CleanBuild: 0
CustomNodePath:
CompressTexture:
halfSize: 0
useDXT5: 0
......
fileFormatVersion: 2
guid: 0bc9037cdd5f64ba9bee0ead1dd31666
guid: ad99e85c96b7a71479d04373a6ca707b
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
......
fileFormatVersion: 2
guid: 8c55e0c52800e451c9fe715579fc0a63
guid: f833c57afd856418f9de4a641e156bdf
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
......@@ -49,14 +49,14 @@ namespace WeChatWASM.Analysis
{
win = AnalysisWindow.GetCurrentWindow();
if (!initializedRefrenceData)
{
if (!assetRefrenceDatas.ReadFromCache())
{
assetRefrenceDatas.CollectDependenciesInfo();
}
initializedRefrenceData = true;
}
//if (!initializedRefrenceData)
//{
// if (!assetRefrenceDatas.ReadFromCache())
// {
// assetRefrenceDatas.CollectDependenciesInfo();
// }
// initializedRefrenceData = true;
//}
}
public static T GetInstance()
......
......@@ -32,7 +32,7 @@ namespace WeChatWASM.Analysis
multiColumnHeader.sortingChanged += OnSortingChanged;
multiColumnHeader.visibleColumnsChanged += OnVisibleColumnChanged;
showAlternatingRowBackgrounds = true;
showBorder = true;
rowHeight = EditorGUIUtility.singleLineHeight;
......@@ -158,7 +158,8 @@ namespace WeChatWASM.Analysis
{
this.SelectAllRows();
}
} else
}
else
{
this.SetSelection(new List<int>());
}
......
......@@ -65,11 +65,17 @@ namespace WeChatWASM.Analysis
var totalCount = textureInfos.Count;
var idx = 0;
var changedTextures = new List<Texture>();
int total = textureInfos.Count;
int current = 0;
foreach (var info in textureInfos)
{
++current;
EditorUtility.DisplayProgressBar($"Optimize Texture,当前:{current},总共:{total}", $"Handling:{info.assetPath}", current * 1.0f / total);
idx++;
TextureImporter textureImporter = AssetImporter.GetAtPath(info.assetPath) as TextureImporter;
TextureImporterPlatformSettings settings = new TextureImporterPlatformSettings();
var settings = textureImporter.GetPlatformTextureSettings("WebGL");
settings.overridden = true;
int maxRect = Math.Max(info.width, info.height) / 2;
var needReImport = false;
......@@ -102,7 +108,7 @@ namespace WeChatWASM.Analysis
needReImport = true;
var formatMap = textureWindow.formatMap;
var list = new List<string>(formatMap.Keys);
var i = textureWindow.textureFormatSelected;
var i = textureWindow.selectedFormat;
TextureImporterFormat format = formatMap[list[i]];
settings.name = "WebGL";
settings.format = format;
......@@ -115,7 +121,6 @@ namespace WeChatWASM.Analysis
EditorUtility.DisplayCancelableProgressBar("Recover", "Reading Cache " + idx, (float)idx / totalCount);
textureImporter.SetPlatformTextureSettings(settings);
textureImporter.SaveAndReimport();
AssetDatabase.ImportAsset(info.assetPath);
}
}
//Undo.RecordObjects(changedTextures.ToArray(), "optimize");
......@@ -212,7 +217,6 @@ namespace WeChatWASM.Analysis
settings.format = info._webglFormat;
textureImporter.SetPlatformTextureSettings(settings);
textureImporter.SaveAndReimport();
AssetDatabase.ImportAsset(path);
}
}
File.Delete(CACHE_PATH);
......
......@@ -44,7 +44,12 @@ namespace WeChatWASM.Analysis
{ "RGBA Compressed DXT5", TextureImporterFormat.DXT5 },
{ "RGB Crunched DXT1", TextureImporterFormat.DXT1Crunched },
{ "RGBA Crunched DXT5", TextureImporterFormat.DXT5Crunched },
{ "R 8", TextureImporterFormat.R8 }
{ "R 8", TextureImporterFormat.R8 },
#if UNITY_2021_2_OR_NEWER
{ "ASTC 8*8", TextureImporterFormat.ASTC_8x8 },
{ "ASTC 5*5", TextureImporterFormat.ASTC_5x5 },
{ "ASTC 4*4", TextureImporterFormat.ASTC_4x4 },
#endif
};
......@@ -252,13 +257,11 @@ namespace WeChatWASM.Analysis
if (selectedTextureInfos.Count > 0)
{
OptimizeTexture.Optimize(selectedTextureInfos);
CollectAssets(false);
}
}
if (GUILayout.Button("还原选中资源", GUILayout.Width(160), GUILayout.Height(40)))
{
OptimizeTexture.Recover(selectedTextureInfos);
CollectAssets(false);
}
GUILayout.Label("修复规则");
disableReadable = EditorGUILayout.ToggleLeft("禁用isReadable", disableReadable);
......
fileFormatVersion: 2
guid: c0c9fa04f58c24086ad8784b5614474d
guid: 9b26a4f627b0c4af48d2fc7413fbbd15
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
module.exports = {"dst":"/Users/nebulaliu/Desktop/wechat08/webgl-min","dataPath":"/Users/nebulaliu/Documents/tgit/unity-wasm/SDKAdmin/Assets","useDXT5":false,"textureList":[{"path":"desttop%203.6d43fe29","width":128,"height":32,"astc":null},{"path":"desttop%201.3e66353f","width":128,"height":32,"astc":"8x8"},{"path":"desttop.f8798eb6","width":128,"height":32,"astc":"4x4"},{"path":"desttop%202.d4d200a5","width":128,"height":32,"astc":"6x6"}]}
\ No newline at end of file
module.exports = { dst: '/Users/nebulaliu/Desktop/wechat08/webgl-min', dataPath: '/Users/nebulaliu/Documents/tgit/unity-wasm/SDKAdmin/Assets', useDXT5: false, textureList: [{ path: 'desttop%203.6d43fe29', width: 128, height: 32, astc: null }, { path: 'desttop%201.3e66353f', width: 128, height: 32, astc: '8x8' }, { path: 'desttop.f8798eb6', width: 128, height: 32, astc: '4x4' }, { path: 'desttop%202.d4d200a5', width: 128, height: 32, astc: '6x6' }] };
......@@ -42,7 +42,8 @@ namespace WeChatWASM
{
return Path.Combine(Application.dataPath, "WX-WASM-SDK/Editor/astcenc-sse4.1.exe");
}
if (UnityEngine.SystemInfo.processorType.ToLower().Contains("apple")) {
if (UnityEngine.SystemInfo.processorType.ToLower().Contains("apple"))
{
return Path.Combine(Application.dataPath, "WX-WASM-SDK/Editor/astcenc-neon");
}
return Path.Combine(Application.dataPath, "WX-WASM-SDK/Editor/astcenc-avx2");
......
......@@ -11,7 +11,7 @@ namespace WeChatWASM
public class ReplaceRules
{
public static Rule[] rules = {
public static Rule[] rules = {
new Rule()
{
old=@"function *doRun\(\) *{",
......@@ -25,7 +25,7 @@ namespace WeChatWASM
new Rule()
{
old="self\\[\"performance\"\\]\\[\"now\"\\]",
newStr="wx.getPerformance().now"
newStr="performance.now"
}
,new Rule()
{
......@@ -451,6 +451,11 @@ namespace WeChatWASM
newStr="new GameGlobal.unityNamespace.UnityLoader.UnityCache.XMLHttpRequest();if(GameGlobal.TEXTURE_PARALLEL_BUNDLE){GameGlobal.ParalleLDownloadTexture(_url)}"
},
new Rule()
{
old="enableStreamingDownload: *true",
newStr="enableStreamingDownload: false"
},
new Rule()
{
old="fetchImpl\\(",
newStr="fetchImpl = abortController.openAndSend;fetchImpl("
......
......@@ -198,6 +198,14 @@ namespace WeChatWASM
/// ProfilingMemory
/// </summary>
public bool ProfilingMemory = false;
/// <summary>
/// CleanBuild
/// </summary>
public bool CleanBuild = false;
/// <summary>
/// CustomNodePath
/// </summary>
public string CustomNodePath = "";
}
......
......@@ -2,7 +2,7 @@
{
public class WXPluginVersion
{
public static string pluginVersion = "202211042146"; //这一行不要改他,导出的时候会自动替换
public static string pluginVersion = "202212221540"; //这一行不要改他,导出的时候会自动替换
}
public class WXPluginConf
{
......
......@@ -10,9 +10,9 @@ class CheckFrame : MonoBehaviour
frameCnt++;
if (frameCnt == 2)
{
#if UNITY_WEBGL && !UNITY_EDITOR
#if UNITY_WEBGL && !UNITY_EDITOR
WX.HideLoadingPage();
#endif
#endif
Destroy(this);
}
}
......
fileFormatVersion: 2
guid: 2d3717b32e5a04545af7b8d3aa40cecc
guid: 60417c1db3feed34f8ea480c7ff71117
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
fileFormatVersion: 2
guid: 663e303c72924443ba6c739879aabe3d
guid: 7bb2c18ab587a40c9968129d2efecefd
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
fileFormatVersion: 2
guid: d95855cf2b41048ac98b3eda86dae748
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: 69ff5e6ceee244f78a67d863d0b56ace
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: e76c14a7ee2d34f4bbc997a23f92a65c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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