【转载】桌面WPF中嵌入Unity3D(Standalone)引擎并实现socket通信

出处:http://www.cnblogs.com/NuclearBoy/articles/6092221.html

写在前面:

另百度文库里有一篇好的文章:https://wenku.baidu.com/view/d8be1b183c1ec5da51e27007.html 

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:

复制代码

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();
}
}


复制代码

 

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。

 

复制代码

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)
{
}

}
}
}
}
}



复制代码

 

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....

 

 

复制代码
        

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();

}


复制代码

 

 

 

 

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:

复制代码

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();
}
}

}


复制代码

 

 

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~。

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