个人资料

跳过导航链接首页 > 博客列表 > 博客正文

桌面WPF程序嵌入Unity3D引擎(standalone)并实现通讯。

分类:

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。

 

链接: http://pan.baidu.com/s/1kUQywOB

密码: gxsn


 

 

songshizhao
最初发表2017/2/24 12:10:36 最近更新2017/2/24 12:10:36 21787
为此篇作品打分
10
   评论