diff --git a/Demo/API_V2/Assets/API/Render/Render/Render.cs b/Demo/API_V2/Assets/API/Render/Render/Render.cs index 00a79e70..0cc48ea7 100644 --- a/Demo/API_V2/Assets/API/Render/Render/Render.cs +++ b/Demo/API_V2/Assets/API/Render/Render/Render.cs @@ -14,12 +14,12 @@ private void Start() // 测试 API protected override void TestAPI(string[] args) { - setPreferredFramesPerSecond(); + setFPS(); } - public void setPreferredFramesPerSecond() + public void setFPS() { - WX.SetPreferredFramesPerSecond(50); + Application.targetFrameRate = 30; } public void loadFont() @@ -30,6 +30,6 @@ public void loadFont() public void Destroy() { - WX.SetPreferredFramesPerSecond(60); + Application.targetFrameRate = 60; } } diff --git a/Design/CustomSDK.md b/Design/CustomSDK.md new file mode 100644 index 00000000..1e62d9db --- /dev/null +++ b/Design/CustomSDK.md @@ -0,0 +1,45 @@ +# 自定义SDK调用 +​ 微信SDK提供了`WX.CallJSFunction`与`WX.CallJSFunctionWithReturn`接口实现了简单的第三方SDK调用,支持可序列化为JSON的**任意数量的参数**与**返回值**。 + +​ 其中,JS侧的实际调用逻辑为`GameGlobal.sdkName.functionName(args)`,所以在调用之前需要保证SDK位于`GameGlobal`下且SDK中含有该名称的function。 + +​ 在`WX.CallJSFunctionWithReturn`中,会将函数返回值转换为JSON后传回,若无返回值则传回`""`。 + +​ 如需更加复杂的调用,可参考[WebGL:与浏览器脚本交互](https://docs.unity3d.com/cn/2018.4/Manual/webgl-interactingwithbrowserscripting.html)进行自定义定制。 + +## 版本要求 +`转换插件 >= 202406062127` + +## 代码示例 + +​ 示例中的"sdk"、"testFunction"、TestFunctionOption仅作为演示,实际使用中请自行更改。 + +```csharp +WeChatWASM.WX.CallJSFunction("sdk", "testFunction", new TestFunctionOption +{ + type = "text", + text = "反馈", + style = new OptionStyle() + { + left = 10, + top = 10, + width = 100, + height = 100, + backgroundColor = "#ff0000", + color = "#ffffff", + textAlign = "center", + fontSize = 20, + borderRadius = 10, + lineHeight = 100, + } +}); +``` + +另外,在js侧代码中合适位置添加以下代码,可配合[构建模版能力](https://wechat-miniprogram.github.io/minigame-unity-webgl-transform/Design/BuildTemplate.html)使用。 + +```js + GameGlobal["sdk"] = sdk; +``` + + +