桌面WPF程序嵌入Unity3D引擎(standalone)并实现通讯。
写在前面:
把Unity3D嵌入winform或者wpf程序,过去大部分使用UnityWebPlayer插件来实现,这个插件其实就是网页上播放unity页游的插件。
但是使用UnityWebPlayer嵌入桌面开发有各种问题,我认为最大的问题是效率问题(加载缓慢),毕竟是网页的加载方式,而且可以确认未来也不会得到任何优化。
由于WebGL的高速发展,unity公司认识到了webplayer十分鸡肋,毕竟WebGL不需要任何插件可以直接显示3d内容了,所以Unity3D在5.4.x版本以后明确表示
不再支持webplayer了,所以桌面上UnityWebPlayer插件能不用也就别用了吧。所以大家不要走弯路!!
主要内容:
将Unity嵌入桌面程序最好的方式是嵌入unity生成的exe程序,winform程序和unity之间通过socket进行通讯,我认为
这也是效率最高,效果最好和最好实现的方式。在Unity程序脚本中,嵌入socket内容,我推荐做成客户端(client),使用wpf程序做服务器端,这是一个谁是主体的问题。
这样wpf可以加载多个unity程序。
嵌入后的结果如下图所示(请无视具体内容):
下面简单写了一个脚本,其中man是游戏中的一个gameobject对象。就是上图中穿蓝衣服的男人。在他身上挂着socket脚本如下:
using UnityEngine; using System.Collections; using System.Net.Sockets; using System; public class demoshows : MonoBehaviour { public GameObject man; const int portNo = 500; private TcpClient _client; byte[] data; string Error_Message; void Start () { try { this._client = new TcpClient(); this._client.Connect("127.0.0.1", portNo); data = new byte[this._client.ReceiveBufferSize]; //SendMessage(txtNick.Text); SendMessage("Unity Demo Client is Ready!"); this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); } catch (Exception ex) { } } void Update () { transform.Rotate(new Vector3(0, 1, 0),0.1f); } public void rotation() { transform.Rotate(new Vector3(0, 10, 0)); //targetRotation = Quaternion.Euler(45.0f, 45.0f, 45.0f); //// 直接设置旋转角度 //transform.rotation = targetRotation; ////man.transform.rotation.SetAxisAngle(new Vector3(0, 1, 0), 30);; } public void translateX(float x) { transform.Translate(new Vector3(x,0,0)); } public void translateY(float y) { transform.Translate(new Vector3(0, y, 0)); } public void translateZ(float z) { transform.Translate(new Vector3(0, 0, z)); } void OnGUI() { GUI.Label(new Rect(50, 50, 150,50 ), Error_Message); } public new void SendMessage(string message) { try { NetworkStream ns = this._client.GetStream(); byte[] data = System.Text.Encoding.ASCII.GetBytes(message); ns.Write(data, 0, data.Length); ns.Flush(); } catch (Exception ex) { Error_Message = ex.Message; //MessageBox.Show(ex.ToString()); } } public void ReceiveMessage(IAsyncResult ar) { try { //清空errormessage Error_Message = ""; int bytesRead; bytesRead = this._client.GetStream().EndRead(ar); if (bytesRead < 1) { return; } else { Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead)); string message = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead); switch (message) { case "1": translateX(1); break; case "2": translateX(-1); break; case "3": translateY(1); break; case "4": translateY(-1); break; case "5": translateZ(1); break; case "6": translateZ(-1); break; default: Error_Message = "unknown command"; break; } } this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); } catch (Exception ex) { Error_Message = ex.Message; } } void OnDestroy() { this._client.Close(); } }
脚本很简单,就是通过向unity程序发送消息(1~6)实现模型的平移。
服务器端,在wpf程序中简单建立一个socket类,ip和端口要和unity对应,在程序启动时先建立服务器端。
using System.Net.Sockets; using System.Net; using System.Threading; using System.Diagnostics; using System.Text; using System; namespace Demo_Song { class TcpServer { //私有成员 private static byte[] result = new byte[1024]; private int myProt = 500; //端口 static Socket serverSocket; static Socket clientSocket; Thread myThread; static Thread receiveThread; //属性 public int port { get; set; } //方法 internal void StartServer() { //服务器IP地址 IPAddress ip = IPAddress.Parse("127.0.0.1"); serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); serverSocket.Bind(new IPEndPoint(ip, myProt)); //绑定IP地址:端口 serverSocket.Listen(10); //设定最多10个排队连接请求 Debug.WriteLine("启动监听{0}成功", serverSocket.LocalEndPoint.ToString()); //通过Clientsoket发送数据 myThread = new Thread(ListenClientConnect); myThread.Start(); } internal void QuitServer() { serverSocket.Close(); clientSocket.Close(); myThread.Abort(); receiveThread.Abort(); } internal void SendMessage(string msg) { clientSocket.Send(Encoding.ASCII.GetBytes(msg)); } /// <summary> /// 监听客户端连接 /// </summary> private static void ListenClientConnect() { while (true) { try { clientSocket = serverSocket.Accept(); clientSocket.Send(Encoding.ASCII.GetBytes("Server Say Hello")); receiveThread = new Thread(ReceiveMessage); receiveThread.Start(clientSocket); } catch (Exception) { } } } /// <summary> /// 接收消息 /// </summary> /// <param name="clientSocket"></param> private static void ReceiveMessage(object clientSocket) { Socket myClientSocket = (Socket)clientSocket; while (true) { try { //通过clientSocket接收数据 int receiveNumber = myClientSocket.Receive(result); Debug.WriteLine("接收客户端{0}消息{1}", myClientSocket.RemoteEndPoint.ToString(), Encoding.ASCII.GetString(result, 0, receiveNumber)); } catch (Exception ex) { try { Debug.WriteLine(ex.Message); myClientSocket.Shutdown(SocketShutdown.Both); myClientSocket.Close(); break; } catch (Exception) { } } } } } }
使用socket一定要注意使用线程,并且退出时及时结束,我这里实现的也不是很好,谁有更好的方法可以告诉我。
下面大概就是server的启动和释放,效果还好,至少不卡死....
TcpServer WpfServer; int size_state = 0; public MainWindow() { InitializeComponent(); this.Closed += MainWindow_Closed; this.Activated += MainWindow_Activated; this.Deactivated += MainWindow_Deactivated; WpfServer = new TcpServer(); WpfServer.StartServer(); } void MainWindow_Closed(object sender, EventArgs e) { unityhost.Form1_FormClosed(); WpfServer.QuitServer(); }
关于socket通讯的问题大概就这样,大家估计更关系如何嵌入的问题
如何嵌入?
首先在wpf程序中建立一个winform的自定义控件(不是wpf控件)usercontrol
在usercontrol内新建一个panel(或者其他带有句柄的控件),并设置dock属性为fill。
启动unity.exe,通过几个api将unity窗口附加在panel句柄上。
(说明:借鉴别人的程序)
需要把unity程序命名为child.exe,放在下面指定位置(Debug\UnityApp\Child.exe,或者release)
process.StartInfo.FileName =Application.StartupPath +@"\UnityApp\Child.exe";
详细代码如下:
using System; using System.Windows.Forms; using System.Runtime.InteropServices; using System.Diagnostics; using System.Threading; namespace Demo_Song { public partial class UnityControl : UserControl { [DllImport("User32.dll")] static extern bool MoveWindow(IntPtr handle, int x, int y, int width, int height, bool redraw); internal delegate int WindowEnumProc(IntPtr hwnd, IntPtr lparam); [DllImport("user32.dll")] internal static extern bool EnumChildWindows(IntPtr hwnd, WindowEnumProc func, IntPtr lParam); [DllImport("user32.dll")] static extern int SendMessage(IntPtr hWnd, int msg, IntPtr wParam, IntPtr lParam); private Process process; private IntPtr unityHWND = IntPtr.Zero; private const int WM_ACTIVATE = 0x0006; private readonly IntPtr WA_ACTIVE = new IntPtr(1); private readonly IntPtr WA_INACTIVE = new IntPtr(0); public UnityControl() { InitializeComponent(); this.Load += UnityControl_Load; panel1.Resize+=panel1_Resize; } private void UnityControl_Load(object sender, EventArgs e) { try { process = new Process(); process.StartInfo.FileName =Application.StartupPath +@"\UnityApp\Child.exe"; process.StartInfo.Arguments = "-parentHWND " + panel1.Handle.ToInt32() + " " + Environment.CommandLine; process.StartInfo.UseShellExecute = true; process.StartInfo.CreateNoWindow = true; process.Start(); process.WaitForInputIdle(); // Doesn't work for some reason ?! //unityHWND = process.MainWindowHandle; EnumChildWindows(panel1.Handle, WindowEnum, IntPtr.Zero); unityHWNDLabel.Text = "Unity HWND: 0x" + unityHWND.ToString("X8"); } catch (Exception ex) { unityHWNDLabel.Text = ex.Message; //MessageBox.Show(ex.Message); } } internal void ActivateUnityWindow() { SendMessage(unityHWND, WM_ACTIVATE, WA_ACTIVE, IntPtr.Zero); } internal void DeactivateUnityWindow() { SendMessage(unityHWND, WM_ACTIVATE, WA_INACTIVE, IntPtr.Zero); } private int WindowEnum(IntPtr hwnd, IntPtr lparam) { unityHWND = hwnd; ActivateUnityWindow(); return 0; } private void panel1_Resize(object sender, EventArgs e) { MoveWindow(unityHWND, 0, 0, panel1.Width, panel1.Height, true); ActivateUnityWindow(); } // Close Unity application internal void Form1_FormClosed() { try { process.CloseMainWindow(); Thread.Sleep(1000); while (process.HasExited == false) process.Kill(); } catch (Exception) { } } internal void Form1_Activated() { ActivateUnityWindow(); } internal void Form1_Deactivate() { DeactivateUnityWindow(); } } }
最后附上源码,github重置密码死活连不上,现在就传压缩包到百度云把,vs版本较高(2012)以上可以打开,注意,低版本打不开工程。
博客地址迁移了,请到 这里
http://www.songshizhao.com/blog/blogPage/78.html
下载。
貌似写得有点长了,能看到这里的人不多吧哈哈,希望有做类似需求的人少走弯路吧,碎觉去,over~。