加入了浮动小游戏功能和设置界面

运行时请手动修改运行库目录fdBrowser
This commit is contained in:
FloatGaming
2025-12-24 06:02:06 +08:00
parent 1ab80e504e
commit eb9b6ba78a
1131 changed files with 148096 additions and 313 deletions
+301
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using System.Diagnostics;
using System.IO;
using UnityEngine;
using System;
using System.Collections;
using Debug = UnityEngine.Debug;
public class WebViewLauncher : MonoBehaviour
{
public static WebViewLauncher Instance { get; private set; }
[Header("Web Settings")]
public string startUrl = "https://www.baidu.com";
public Vector2 windowSize = new Vector2(960, 600);
public Vector2 windowPosition = new Vector2(100, 100);
[Header("Editor Only Path")]
public string editorExeRoot = @"E:\Unity\ban_total\fdBrowser";
[Header("H5 Folder Paths")]
public string h5EditorPath = @"E:\Unity\ban_total\ban_test\Bansonic_Data\StreamingAssets\h5LG";
public string officialDocsPath = "_officialDocs";
public string officialGamesPath = "_officialGames";
public string thirdPartyGamesPath = "_thirdPartyGames";
private Process webProcess;
// Event invoked when web process main window handle becomes available
public event Action WebViewReady;
void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start()
{
// 扫描 H5 文件夹
string h5Folder = GetH5FolderPath();
if (!Directory.Exists(h5Folder))
{
Directory.CreateDirectory(h5Folder);
Debug.Log("Created H5 folder: " + h5Folder);
}
var h5SubFolders = ScanH5Folders(h5Folder);
if (h5SubFolders.Count > 0)
{
Debug.Log("Found H5 folders: " + string.Join(", ", h5SubFolders));
string selectedFolder = h5SubFolders[0]; // 选择第一个
startUrl = "file://" + Path.Combine(h5Folder, selectedFolder, "index.html");
Debug.Log("Selected H5 folder: " + selectedFolder + ", URL: " + startUrl);
}
else
{
Debug.LogWarning("No H5 subfolders with index.html found in: " + h5Folder);
}
LaunchWebView();
}
void OnDestroy()
{
KillWebView();
}
public void KillWebView()
{
if (webProcess != null && !webProcess.HasExited)
{
webProcess.Kill();
webProcess = null;
}
}
void LaunchWebView()
{
string exePath = GetExePath();
Debug.Log("WebView exe path: " + exePath);
if (!File.Exists(exePath))
{
Debug.LogError("fdBrowser.exe not found: " + exePath);
return;
}
// 初始参数可以给 0,后续由 PanelFollower 接管
string args = $"0 0 800 600 \"{startUrl}\"";
Debug.Log($"Launching: {exePath} {args}");
ProcessStartInfo psi = new ProcessStartInfo
{
FileName = exePath,
Arguments = args,
UseShellExecute = true, // 改为 true 以确保 exe 能启动
WorkingDirectory = Path.GetDirectoryName(exePath)
};
try
{
webProcess = Process.Start(psi);
Debug.Log("WebView2Host started successfully. Process ID: " + webProcess.Id);
// Start coroutine to wait until main window handle is ready
StartCoroutine(WaitForMainWindowHandle());
}
catch (System.Exception e)
{
Debug.LogError("Failed to start WebView2Host: " + e.Message + "\nPath: " + exePath + "\nArgs: " + args);
}
}
IEnumerator WaitForMainWindowHandle()
{
if (webProcess == null)
yield break;
float timeout = 5f; // seconds
float elapsed = 0f;
while (elapsed < timeout)
{
try
{
webProcess.Refresh();
if (webProcess.MainWindowHandle != IntPtr.Zero)
{
Debug.Log($"WebViewLauncher: MainWindowHandle ready: 0x{webProcess.MainWindowHandle.ToInt64():X}");
WebViewReady?.Invoke();
yield break;
}
}
catch (Exception e)
{
Debug.LogWarning("WebViewLauncher.WaitForMainWindowHandle exception: " + e.Message);
}
yield return null;
elapsed += Time.deltaTime;
}
Debug.LogWarning("WebViewLauncher: timeout waiting for main window handle");
// still invoke event so follower can attempt positioning later
WebViewReady?.Invoke();
}
/// <summary>
/// 从外部请求打开一个 url。如果 webview 没有运行则启动;如果已运行则尝试通过 WM_COPYDATA 发送 url 给已有窗口,失败则重启。
/// 传入的 url 建议使用本地文件路径或以 file:// 开头的路径。
/// </summary>
/// <param name="url"></param>
public void OpenUrl(string url)
{
if (string.IsNullOrEmpty(url))
{
Debug.LogWarning("OpenUrl called with empty url");
return;
}
// Normalize to absolute file:// or keep as web URL
string final;
try
{
if (Uri.TryCreate(url, UriKind.Absolute, out var parsed) && !string.IsNullOrEmpty(parsed.Scheme))
{
// If it's already a file/http/https URI, use its AbsoluteUri
final = parsed.AbsoluteUri;
}
else
{
// Treat as local file path
string abs = Path.GetFullPath(url);
final = new Uri(abs).AbsoluteUri; // yields file:///C:/...
}
}
catch (Exception e)
{
Debug.LogWarning("OpenUrl: failed to normalize url '" + url + "' : " + e.Message);
final = url;
}
Debug.Log($"OpenUrl requested. original='{url}', normalized='{final}'");
startUrl = final;
// if process not running, launch; otherwise try to send url to existing window
if (webProcess == null || webProcess.HasExited)
{
Debug.Log("WebView process not running. Launching with URL: " + final);
LaunchWebView();
return;
}
try
{
Debug.Log($"WebView process running. PID={webProcess.Id}, MainWindowHandle=0x{webProcess.MainWindowHandle.ToInt64():X}");
}
catch { }
// 尝试通过 WM_COPYDATA 将 URL 发送给已有进程窗口(需要 fdBrowser 实现接收处理)
bool sent = WebViewWin32.TrySendUrlToWindow(webProcess, final);
Debug.Log($"TrySendUrlToWindow returned: {sent}");
if (sent)
{
Debug.Log("Sent URL to existing WebView process: " + final);
// Notify followers that webview content may have changed and they should reapply positioning
WebViewReady?.Invoke();
return;
}
// 发送失败,退回到重启进程打开 URL 的方式
Debug.Log("Failed to send URL to existing process, restarting to open: " + final);
KillWebView();
LaunchWebView();
// after relaunch, WaitForMainWindowHandle will invoke WebViewReady when handle ready
}
string GetExePath()
{
#if UNITY_EDITOR
return Path.Combine(editorExeRoot, "fdBrowser.exe");
#else
// 优先使用 StreamingAssets 路径
string streamingPath = Path.Combine(Application.streamingAssetsPath, "fdBrowser", "fdBrowser.exe");
if (File.Exists(streamingPath))
{
Debug.Log("Using StreamingAssets path: " + streamingPath);
return streamingPath;
}
// 回退到游戏根目录
string gameRoot = Path.GetDirectoryName(Application.dataPath);
string fallbackPath = Path.Combine(gameRoot, "fdBrowser", "fdBrowser.exe");
Debug.Log("Using fallback path: " + fallbackPath);
return fallbackPath;
#endif
}
string GetH5FolderPath()
{
#if UNITY_EDITOR
return h5EditorPath;
#else
return Path.Combine(Application.streamingAssetsPath, "h5LG");
#endif
}
System.Collections.Generic.List<string> ScanH5Folders(string folderPath)
{
var result = new System.Collections.Generic.List<string>();
if (!Directory.Exists(folderPath))
{
Debug.LogWarning("H5 folder does not exist: " + folderPath);
return result;
}
Debug.Log("Scanning H5 folders in: " + folderPath);
string[] targetFolders = { officialDocsPath, officialGamesPath, thirdPartyGamesPath };
foreach (string folderName in targetFolders)
{
string subFolderPath = Path.Combine(folderPath, folderName);
if (!Directory.Exists(subFolderPath))
{
Directory.CreateDirectory(subFolderPath);
Debug.Log("Created subfolder: " + subFolderPath);
}
string indexPath = Path.Combine(subFolderPath, "index.html");
if (!File.Exists(indexPath))
{
File.WriteAllText(indexPath, "<html><body><h1>" + folderName + "</h1></body></html>");
Debug.Log("Created index.html in: " + subFolderPath);
}
if (File.Exists(indexPath))
{
result.Add(folderName);
Debug.Log("Found H5 folder with index.html: " + folderName);
}
}
Debug.Log("Total H5 folders found: " + result.Count);
return result;
}
/// <summary>
/// 给 PanelFollower 调用
/// </summary>
public bool TryUpdateWebViewRect(int x, int y, int w, int h)
{
if (webProcess == null || webProcess.HasExited)
return false;
return WebViewWin32.TrySetWindowRect(webProcess, x, y, w, h);
}
}
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fileFormatVersion: 2
guid: 49cec9d0b1891a24597a6ddbd149774a
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using UnityEngine;
public class WebViewPanelFollower : MonoBehaviour
{
public RectTransform panelRect; // 拖拽要跟随的 UI Panel 的 RectTransform
public Camera uiCamera; // UI 相机,通常是 Canvas 的 Event Camera
private Rect lastPanelRect;
private WebViewWin32.RECT lastUnityWindowRect;
private bool hasLastRect = false;
// track subscription
private bool subscribedToWebViewReady = false;
void OnEnable()
{
TrySubscribeWebViewReady();
}
void OnDisable()
{
if (subscribedToWebViewReady && WebViewLauncher.Instance != null)
{
WebViewLauncher.Instance.WebViewReady -= OnWebViewReady;
subscribedToWebViewReady = false;
}
}
void TrySubscribeWebViewReady()
{
if (!subscribedToWebViewReady && WebViewLauncher.Instance != null)
{
WebViewLauncher.Instance.WebViewReady += OnWebViewReady;
subscribedToWebViewReady = true;
}
}
void Update()
{
// Ensure subscription in case WebViewLauncher wasn't ready earlier
TrySubscribeWebViewReady();
if (panelRect == null || uiCamera == null || WebViewLauncher.Instance == null)
return;
// 获取当前 panel 的屏幕矩形
Rect currentPanelRect = GetPanelScreenRect(panelRect);
// 获取当前 Unity 窗口位置(仅在 build 中需要)
WebViewWin32.RECT currentUnityWindowRect = new WebViewWin32.RECT();
#if !UNITY_EDITOR
if (!WebViewWin32.TryGetClientScreenRect(System.Diagnostics.Process.GetCurrentProcess(), out currentUnityWindowRect))
return;
#endif
// 检查是否需要更新
if (!hasLastRect ||
!ApproximatelyEqual(currentPanelRect, lastPanelRect)
#if !UNITY_EDITOR
|| !WindowRectsEqual(currentUnityWindowRect, lastUnityWindowRect)
#endif
)
{
int x, y;
#if UNITY_EDITOR
// 在编辑器中,直接使用屏幕坐标(相对于屏幕左上角)
x = Mathf.RoundToInt(currentPanelRect.x);
y = Mathf.RoundToInt(Screen.height - currentPanelRect.y - currentPanelRect.height);
#else
// 在 build 中,使用 Unity 窗口位置 + 相对坐标
x = Mathf.RoundToInt(currentUnityWindowRect.Left + currentPanelRect.x);
y = Mathf.RoundToInt(currentUnityWindowRect.Top + (Screen.height - currentPanelRect.y - currentPanelRect.height));
#endif
int w = Mathf.RoundToInt(currentPanelRect.width);
int h = Mathf.RoundToInt(currentPanelRect.height);
// 更新 WebView 窗口
bool success = WebViewLauncher.Instance.TryUpdateWebViewRect(x, y, w, h);
if (success)
{
lastPanelRect = currentPanelRect;
#if !UNITY_EDITOR
lastUnityWindowRect = currentUnityWindowRect;
#endif
hasLastRect = true;
}
}
}
void OnWebViewReady()
{
// Force next update to recalc and send position, and also perform immediate update
hasLastRect = false;
UpdatePositionNow();
}
// perform immediate position update (same logic as in Update)
void UpdatePositionNow()
{
if (panelRect == null || uiCamera == null || WebViewLauncher.Instance == null)
return;
Rect currentPanelRect = GetPanelScreenRect(panelRect);
WebViewWin32.RECT currentUnityWindowRect = new WebViewWin32.RECT();
#if !UNITY_EDITOR
if (!WebViewWin32.TryGetClientScreenRect(System.Diagnostics.Process.GetCurrentProcess(), out currentUnityWindowRect))
return;
#endif
int x, y;
#if UNITY_EDITOR
x = Mathf.RoundToInt(currentPanelRect.x);
y = Mathf.RoundToInt(Screen.height - currentPanelRect.y - currentPanelRect.height);
#else
x = Mathf.RoundToInt(currentUnityWindowRect.Left + currentPanelRect.x);
y = Mathf.RoundToInt(currentUnityWindowRect.Top + (Screen.height - currentPanelRect.y - currentPanelRect.height));
#endif
int w = Mathf.RoundToInt(currentPanelRect.width);
int h = Mathf.RoundToInt(currentPanelRect.height);
bool success = WebViewLauncher.Instance.TryUpdateWebViewRect(x, y, w, h);
if (success)
{
lastPanelRect = currentPanelRect;
#if !UNITY_EDITOR
lastUnityWindowRect = currentUnityWindowRect;
#endif
hasLastRect = true;
}
}
Rect GetPanelScreenRect(RectTransform rect)
{
Vector3[] corners = new Vector3[4];
rect.GetWorldCorners(corners);
Vector2 min = RectTransformUtility.WorldToScreenPoint(uiCamera, corners[0]);
Vector2 max = RectTransformUtility.WorldToScreenPoint(uiCamera, corners[2]);
return new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
}
bool ApproximatelyEqual(Rect a, Rect b)
{
return Mathf.Approximately(a.x, b.x) &&
Mathf.Approximately(a.y, b.y) &&
Mathf.Approximately(a.width, b.width) &&
Mathf.Approximately(a.height, b.height);
}
bool WindowRectsEqual(WebViewWin32.RECT a, WebViewWin32.RECT b)
{
return a.Left == b.Left && a.Top == b.Top && a.Right == b.Right && a.Bottom == b.Bottom;
}
}
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fileFormatVersion: 2
guid: fd1a1128616940247a10d6841baf0686
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using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using UnityEngine;
public static class WebViewWin32
{
[DllImport("user32.dll")]
static extern bool SetWindowPos(
IntPtr hWnd,
IntPtr hWndInsertAfter,
int X, int Y, int cx, int cy,
uint uFlags);
[DllImport("user32.dll")]
static extern bool GetWindowRect(IntPtr hWnd, out RECT lpRect);
[DllImport("user32.dll")]
static extern bool ClientToScreen(IntPtr hWnd, ref POINT lpPoint);
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
private static extern IntPtr SendMessage(IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int Left;
public int Top;
public int Right;
public int Bottom;
}
[StructLayout(LayoutKind.Sequential)]
public struct POINT
{
public int X;
public int Y;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
private struct COPYDATASTRUCT
{
public IntPtr dwData;
public int cbData;
public IntPtr lpData;
}
const uint SWP_NOZORDER = 0x0004;
const uint SWP_NOACTIVATE = 0x0010;
const uint WM_COPYDATA = 0x004A;
public static bool TrySetWindowRect(Process process, int x, int y, int width, int height)
{
if (process == null || process.HasExited)
return false;
if (process.MainWindowHandle == IntPtr.Zero)
{
process.Refresh();
if (process.MainWindowHandle == IntPtr.Zero)
return false;
}
SetWindowPos(
process.MainWindowHandle,
IntPtr.Zero,
x,
y,
width,
height,
SWP_NOZORDER | SWP_NOACTIVATE
);
return true;
}
public static bool TryGetWindowRect(Process process, out RECT rect)
{
rect = new RECT();
if (process == null || process.HasExited)
return false;
if (process.MainWindowHandle == IntPtr.Zero)
{
process.Refresh();
if (process.MainWindowHandle == IntPtr.Zero)
return false;
}
return GetWindowRect(process.MainWindowHandle, out rect);
}
public static bool TryGetClientScreenRect(Process process, out RECT rect)
{
rect = new RECT();
if (process == null || process.HasExited)
return false;
if (process.MainWindowHandle == IntPtr.Zero)
{
process.Refresh();
if (process.MainWindowHandle == IntPtr.Zero)
return false;
}
POINT point = new POINT { X = 0, Y = 0 };
if (!ClientToScreen(process.MainWindowHandle, ref point))
return false;
rect.Left = point.X;
rect.Top = point.Y;
rect.Right = point.X + UnityEngine.Screen.width;
rect.Bottom = point.Y + UnityEngine.Screen.height;
return true;
}
/// <summary>
/// 尝试向指定进程的主窗口发送 WM_COPYDATA 消息,lParam 为包含 Unicode 字符串的 COPYDATASTRUCT。
/// 接收方需要处理 WM_COPYDATA 并解释字符串为 URL 并导航。
/// 返回 true 表示接收方可能已处理(基于 SendMessage 返回值),false 表示发送或接收未成功。
/// </summary>
public static bool TrySendUrlToWindow(Process process, string url)
{
if (process == null || process.HasExited || string.IsNullOrEmpty(url))
return false;
if (process.MainWindowHandle == IntPtr.Zero)
{
process.Refresh();
if (process.MainWindowHandle == IntPtr.Zero)
return false;
}
IntPtr hWnd = process.MainWindowHandle;
IntPtr ptrString = IntPtr.Zero;
IntPtr ptrCds = IntPtr.Zero;
try
{
// Allocate Unicode string (null-terminated)
ptrString = Marshal.StringToHGlobalUni(url);
var cds = new COPYDATASTRUCT
{
dwData = IntPtr.Zero,
cbData = (url.Length + 1) * 2,
lpData = ptrString
};
int size = Marshal.SizeOf(typeof(COPYDATASTRUCT));
ptrCds = Marshal.AllocHGlobal(size);
Marshal.StructureToPtr(cds, ptrCds, false);
IntPtr res = SendMessage(hWnd, WM_COPYDATA, IntPtr.Zero, ptrCds);
long resVal = res.ToInt64();
UnityEngine.Debug.Log($"WebViewWin32.TrySendUrlToWindow: Sent WM_COPYDATA to hWnd=0x{hWnd.ToInt64():X}, url={url}, SendMessage result={resVal}");
// Treat non-zero as handled/accepted by receiver. If receiver returns zero, consider not handled.
return resVal != 0;
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning("WebViewWin32.TrySendUrlToWindow exception: " + e.Message);
return false;
}
finally
{
if (ptrCds != IntPtr.Zero) Marshal.FreeHGlobal(ptrCds);
if (ptrString != IntPtr.Zero) Marshal.FreeHGlobal(ptrString);
}
}
}
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class game_card_Prefab : MonoBehaviour, IPointerClickHandler
{
[Header("Prefab基本信息")]
public Image card_icon_image;
public Text card_name_text;
public Text authorName_text;
public Text description_text;
public Text _isOfficial_text;
public Text source_text;
public Text yyyy_mm_dd;
[Header("Optional clickable Button (auto-find if null)")]
public Button clickButton;
// 存储对应 index.html 的本地路径(不含 file:// 前缀)
private string indexFilePath;
// 给 loadLittleGamesPrefab 调用以填充文本和路径
public void SetData(string indexPath, string cardName, string authorName, string description, string isOfficial, string source, string yyyyMmDd)
{
indexFilePath = indexPath;
if (card_name_text != null) card_name_text.text = cardName ?? "";
if (authorName_text != null) authorName_text.text = authorName ?? "";
if (description_text != null) description_text.text = description ?? "";
if (_isOfficial_text != null) _isOfficial_text.text = isOfficial ?? "";
if (source_text != null) source_text.text = source ?? "";
if (yyyy_mm_dd != null) yyyy_mm_dd.text = yyyyMmDd ?? "";
UnityEngine.Debug.Log($"game_card_Prefab.SetData: indexPath='{indexFilePath}', card_name='{cardName}', author='{authorName}', isOfficial='{isOfficial}', source='{source}'");
}
void Awake()
{
// If no explicit Button assigned, try to find one on this GameObject or children
if (clickButton == null)
{
clickButton = GetComponent<Button>();
if (clickButton == null)
clickButton = GetComponentInChildren<Button>(true);
}
if (clickButton == null)
{
// Try to auto-add a Button to this GameObject so clicks are captured.
// Ensure there's an Image component (Button requires Image for Raycast target)
Image img = GetComponent<Image>();
if (img == null)
{
img = gameObject.AddComponent<Image>();
img.color = new Color(1, 1, 1, 0); // transparent
}
clickButton = gameObject.AddComponent<Button>();
UnityEngine.Debug.Log("game_card_Prefab.Awake: No Button found; added Image+Button to prefab at runtime to capture clicks.");
}
// Check EventSystem presence
if (EventSystem.current == null)
{
UnityEngine.Debug.LogWarning("game_card_Prefab.Awake: No EventSystem in scene. UI clicks and IPointerClickHandler won't work without an EventSystem.");
}
}
void OnEnable()
{
if (clickButton != null)
{
clickButton.onClick.AddListener(OnButtonClicked);
UnityEngine.Debug.Log("game_card_Prefab: added onClick listener to Button");
}
}
void OnDisable()
{
if (clickButton != null)
{
clickButton.onClick.RemoveListener(OnButtonClicked);
UnityEngine.Debug.Log("game_card_Prefab: removed onClick listener from Button");
}
}
void OnButtonClicked()
{
UnityEngine.Debug.Log($"game_card_Prefab.OnButtonClicked: indexPath='{indexFilePath}'");
OpenIndexPath();
}
// 点击时尝试通过 WebViewLauncher 打开对应的 index.html
public void OnPointerClick(PointerEventData eventData)
{
UnityEngine.Debug.Log($"game_card_Prefab.OnPointerClick: indexPath='{indexFilePath}'");
OpenIndexPath();
}
void OpenIndexPath()
{
if (string.IsNullOrEmpty(indexFilePath))
{
UnityEngine.Debug.LogWarning("game_card_Prefab clicked but index path is empty");
return;
}
// 优先使用 WebViewLauncher 单例
if (WebViewLauncher.Instance != null)
{
UnityEngine.Debug.Log("Calling WebViewLauncher.OpenUrl with: " + indexFilePath);
WebViewLauncher.Instance.OpenUrl(indexFilePath);
}
else
{
UnityEngine.Debug.LogWarning("WebViewLauncher instance not found. Attempting to start new launcher.");
// 尝试查找场景中的 WebViewLauncher 或创建一个新的 GameObject
var launcherObj = GameObject.FindObjectOfType<WebViewLauncher>();
if (launcherObj != null)
{
UnityEngine.Debug.Log("Found launcher in scene, calling OpenUrl: " + indexFilePath);
launcherObj.OpenUrl(indexFilePath);
}
else
{
// Create a temporary launcher object to start webview
UnityEngine.Debug.Log("Creating temporary WebViewLauncher and calling OpenUrl: " + indexFilePath);
GameObject go = new GameObject("WebViewLauncher_Temp");
var launcher = go.AddComponent<WebViewLauncher>();
launcher.OpenUrl(indexFilePath);
GameObject.DontDestroyOnLoad(go);
}
}
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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using UnityEngine;
using System.IO;
using System.Collections.Generic;
using System.Xml;
public class loadLittleGamesPrefab : MonoBehaviour
{
[Header("Scroll Views")]
public GameObject officialDocs_scrollView_content;
public GameObject officialGames_scrollView_content;
public GameObject thirdPartyGames_scrollView_content;
[Header("Prefab")]
public GameObject littleGames_card_Prefab;
[Header("H5 Root Path (optional, leave empty to use WebViewLauncher settings)")]
public string h5RootPath;
void Start()
{
LoadAllLittleGames();
}
/// <summary>
/// 在 WebViewLauncher 的 h5 目录下扫描 three categories 的所有子文件夹(递归一层),
/// 找到含有 index.html 的目录(例如: ...\h5LG\_thirdPartyGames\kjb\index.html),
/// 读取同目录下的 info.xml(如果存在),并把 prefab 实例化到对应的 content 中。
///
/// info.xml 示例格式(放在同目录下,编码 UTF-8):
/// <?xml version="1.0" encoding="utf-8"?>
/// <Info>
/// <card_name>示例游戏名</card_name>
/// <authorName>作者名</authorName>
/// <description>这里是描述文本</description>
/// <isOfficial>True</isOfficial>
/// <source>来源信息</source>
/// <yyyy_mm_dd>2025-12-23</yyyy_mm_dd>
/// </Info>
///
/// 请保证节点名如上所示以便能被正确读取。
/// </summary>
public void LoadAllLittleGames()
{
string root = GetH5RootPath();
if (string.IsNullOrEmpty(root) || !Directory.Exists(root))
{
Debug.LogWarning("H5 root path not found: " + root);
return;
}
// 目标一级子目录名称(与 WebViewLauncher 中保持一致)
string[] categories = { "_officialDocs", "_officialGames", "_thirdPartyGames" };
foreach (string cat in categories)
{
string catPath = Path.Combine(root, cat);
if (!Directory.Exists(catPath))
continue;
// 遍历 catPath 下的第一层子目录,检查是否含有 index.html
string[] subdirs = Directory.GetDirectories(catPath);
foreach (string subdir in subdirs)
{
string indexPath = Path.Combine(subdir, "index.html");
if (!File.Exists(indexPath))
{
// 也可能 index.html 在更深一层,但按照约定通常是 subdir/index.html
continue;
}
// 读取 info.xml(可选)
string infoXmlPath = Path.Combine(subdir, "info.xml");
var meta = ReadInfoXml(infoXmlPath);
// 根据分类选择目标 content
GameObject targetContent = GetContentByCategory(cat);
if (targetContent == null || littleGames_card_Prefab == null)
{
Debug.LogWarning("Missing prefab or content for category: " + cat);
continue;
}
// 实例化 prefab
GameObject go = Instantiate(littleGames_card_Prefab, targetContent.transform);
// 设置数据(indexPath 使用本地文件绝对路径)
string absIndexPath = indexPath; // 使用绝对路径,WebViewLauncher.OpenUrl 会添加 file://
var prefabComp = go.GetComponent<game_card_Prefab>();
if (prefabComp != null)
{
// 若来自官方分类,覆盖 isOfficial 与 source 字段为固定值
string finalIsOfficial = meta.GetValueOrDefault("isOfficial");
string finalSource = meta.GetValueOrDefault("source");
if (cat == "_officialDocs" || cat == "_officialGames")
{
finalIsOfficial = "官方";
finalSource = "小游戏DLC";
}
else
{
// 非官方分类统一标记为第三方来源
finalIsOfficial = "第三方来源";
// 若 info.xml 没有 source,则可以保留原值或设置默认,这里若无则为空
if (string.IsNullOrEmpty(finalSource))
finalSource = "";
}
// 格式化日期为 yyyy\nmm\ndd 的形式
string rawDate = meta.GetValueOrDefault("yyyy_mm_dd");
string formattedDate = FormatDateWithNewlines(rawDate);
prefabComp.SetData(absIndexPath,
meta.GetValueOrDefault("card_name"),
meta.GetValueOrDefault("authorName"),
meta.GetValueOrDefault("description"),
finalIsOfficial,
finalSource,
formattedDate
);
}
}
}
}
string GetH5RootPath()
{
if (!string.IsNullOrEmpty(h5RootPath) && Directory.Exists(h5RootPath))
return h5RootPath;
// 从 WebViewLauncher 获取编辑器路径
var w = GameObject.FindObjectOfType<WebViewLauncher>();
if (w != null)
{
#if UNITY_EDITOR
return w.h5EditorPath;
#else
return Path.Combine(Application.streamingAssetsPath, "h5LG");
#endif
}
// 作为回退,使用 StreamingAssets/h5LG
return Path.Combine(Application.streamingAssetsPath, "h5LG");
}
GameObject GetContentByCategory(string categoryName)
{
switch (categoryName)
{
case "_officialDocs": return officialDocs_scrollView_content;
case "_officialGames": return officialGames_scrollView_content;
case "_thirdPartyGames": return thirdPartyGames_scrollView_content;
default: return null;
}
}
Dictionary<string, string> ReadInfoXml(string xmlPath)
{
var dict = new Dictionary<string, string>();
if (string.IsNullOrEmpty(xmlPath) || !File.Exists(xmlPath))
return dict;
try
{
var doc = new XmlDocument();
doc.Load(xmlPath);
var root = doc.DocumentElement;
if (root == null)
return dict;
// 读取预定义字段
string[] keys = { "card_name", "authorName", "description", "isOfficial", "source", "yyyy_mm_dd" };
foreach (var k in keys)
{
var node = root.SelectSingleNode(k);
if (node != null)
dict[k] = node.InnerText;
}
}
catch (System.Exception e)
{
Debug.LogWarning("Failed to read info.xml: " + xmlPath + " error: " + e.Message);
}
return dict;
}
// 将日期文本尝试解析成 yyyy\nmm\ndd 格式,若解析失败则做简单替换(支持 2025-12-23, 2025/12/23, 2025_12_23, 20251223 等)
string FormatDateWithNewlines(string raw)
{
if (string.IsNullOrEmpty(raw))
return "";
// 尝试按常见分隔符拆分
char[] seps = new char[] { '-', '/', '_', ' ' };
var parts = raw.Split(seps, System.StringSplitOptions.RemoveEmptyEntries);
if (parts.Length == 3)
{
return parts[0] + "\n" + parts[1] + "\n" + parts[2];
}
// 尝试连续数字 8 位
var digits = System.Text.RegularExpressions.Regex.Replace(raw, "\\D", "");
if (digits.Length == 8)
{
string y = digits.Substring(0, 4);
string m = digits.Substring(4, 2);
string d = digits.Substring(6, 2);
return y + "\n" + m + "\n" + d;
}
// 回退:尝试用第一个 4 位作为年,接下来的两位为月,之后为日
if (digits.Length >= 6)
{
string y = digits.Substring(0, 4);
string m = digits.Length >= 6 ? digits.Substring(4, 2) : "";
string d = digits.Length >= 8 ? digits.Substring(6, 2) : "";
return y + "\n" + m + "\n" + d;
}
// 最后回退直接把原文本按字符换行(有限长度)
return raw.Replace("-", "\n").Replace("/", "\n").Replace("_", "\n");
}
// Update is called once per frame
void Update()
{
}
}
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