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m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -1538,3 +3224,11 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2142898090} m_CullTransparentMesh: 0 +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 963194228} + - {fileID: 705507995} + - {fileID: 748550736} + - {fileID: 1945497802} diff --git a/Demo/Ranking/Assets/RankDemo/Ranking.cs b/Demo/Ranking/Assets/RankDemo/Ranking.cs index f05b49ea..5baf7a52 100644 --- a/Demo/Ranking/Assets/RankDemo/Ranking.cs +++ b/Demo/Ranking/Assets/RankDemo/Ranking.cs @@ -19,14 +19,17 @@ public class OpenDataMessage public class Ranking : MonoBehaviour { + public Dropdown CanvasDropdown; + public Button InitButton; public Button ShowButton; public Button ShareButton; public Button ReportButton; - - + public Button TestBeforeButton; + public Button TestAfterButton; public RawImage RankBody; public GameObject RankMask; public GameObject RankingBox; + private CanvasType selectedCanvasType; void Start() { @@ -35,7 +38,6 @@ void Start() 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 @@ -73,6 +75,14 @@ void Start() }); } + void InitOpenDataContext() + { + WX.GetOpenDataContext(new OpenDataContextOption + { + sharedCanvasMode = selectedCanvasType + }); + } + void ShowOpenData() { RankMask.SetActive(true); @@ -96,8 +106,43 @@ void ShowOpenData() 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)); } + private void TestToTempFilePath() + { + var info = WX.GetSystemInfoSync(); + // Test ToTempFilePath + WXCanvas.ToTempFilePath(new WXToTempFilePathParam() + { + success = (result) => + { + Debug.Log("ToTempFilePath success:" + JsonUtility.ToJson(result)); + // Test PreviewImage + WX.PreviewImage(new PreviewImageOption + { + urls = new string[] {result.tempFilePath}, + showmenu = true, + success = (res) => + { + Debug.Log("PreviewImage success:" + JsonUtility.ToJson(result)); + }, + fail = (res) => + { + Debug.Log("PreviewImage fail:" + JsonUtility.ToJson(result)); + } + }); + }, + fail = (result) => + { + Debug.Log("ToTempFilePath fail:" + JsonUtility.ToJson(result)); + } + }); + } + void Init() { + CanvasDropdown.onValueChanged.AddListener((int selectedIndex) => + { + selectedCanvasType = (CanvasType)selectedIndex; + }); ShowButton.onClick.AddListener(() => { @@ -132,14 +177,16 @@ void Init() { OpenDataMessage msgData = new OpenDataMessage(); msgData.type = "setUserRecord"; - msgData.score = Random.Range(1, 1000); - + msgData.score = Random.Range(1, 1000); string msg = JsonUtility.ToJson(msgData); Debug.Log(msg); WX.GetOpenDataContext().PostMessage(msg); }); - } + InitButton.onClick.AddListener(InitOpenDataContext); + TestBeforeButton.onClick.AddListener(TestToTempFilePath); + TestAfterButton.onClick.AddListener(TestToTempFilePath); + } } diff --git a/Design/CustomURP.md b/Design/CustomURP.md index e8c04b5a..e4391167 100644 --- a/Design/CustomURP.md +++ b/Design/CustomURP.md @@ -98,7 +98,7 @@ - Light Probe 光照探头 (可以简化) - 材质 UnityPerMaterial 属性 (用不到的属性可以剔除掉) - Lightmap 光照贴图 (可以简化) - - Shader 优化 (多余的 Uniform 变量、半精度、简化计算等) + - Shader 优化 (多余的 Uniform 变量、半精度、简化计算等) - 简化阴影 Shadow Cascades (可以简化) - Light Cookie (根据项目需要,看是否去掉) - ScreenSpaceShadows、ScreenSpaceOcclusion (屏幕空间阴影、遮蔽,根据项目需要,看是否去掉)