WinForm内嵌Unity3D

Unity3D可以C#脚本进行开,使用vstu2013.msi插件,可以实现在VS2013中的调试。在开发完成后,由于项目需要,需要将Unity3D嵌入到WinForm中。WinForm中的UnityWebPlayer Control可以载入Unity3D。先看效果图。


一、为了能够动态设置axUnityWebPlayer的Src,我使用用户控件来封装。看下面的代码。

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Runtime.InteropServices;
using System.Threading;

namespace UnityHost
{
    public partial class U3DPlayer : UserControl, IMessageFilter
    {
        #region 属性
        private String _src;
        /// <summary>
        /// Unity3D文件的路径
        /// </summary>
        public String Src
        {
            get { return _src; }
            private set { _src = value; }
        }

        private bool _disableMouseRight = true;
        /// <summary>
        /// 禁用鼠标右键
        /// </summary>
        public bool DisableMouseRight
        {
            get { return _disableMouseRight; }
            set { _disableMouseRight = value; }
        }

        #endregion

        #region 自定义事件
        //委托
        public delegate void ExternalCallHandler(object sender, AxUnityWebPlayerAXLib._DUnityWebPlayerAXEvents_OnExternalCallEvent e);
        /// <summary>
        /// 接收Unity调用宿主函数的消息
        /// </summary>
        [Browsable(true), Description("接收Unity调用宿主(如WinForm)函数的消息")]
        public event ExternalCallHandler UnityCall;
        //方法
        public void OnUnityCall(object sender, AxUnityWebPlayerAXLib._DUnityWebPlayerAXEvents_OnExternalCallEvent e)
        {
            if (UnityCall != null)
            {
                UnityCall(sender, e);
            }
        }
        #endregion

        #region 内部变量
        private AxUnityWebPlayerAXLib.AxUnityWebPlayer _axUnityWebPlayer=null;
        private ProgressBar _progressBarLoad=null;
        #endregion

        public U3DPlayer()
        {
            InitializeComponent();
            InitProgressBar();
        }

        private void InitProgressBar()
        {
            if (_progressBarLoad == null)
            {
                _progressBarLoad = new ProgressBar();
                _progressBarLoad.Height = 100;
                _progressBarLoad.Style = ProgressBarStyle.Marquee;
                _progressBarLoad.Top = (this.Height - _progressBarLoad.Height) / 2;
                Controls.Add(_progressBarLoad);
            }
        }

        #region InitUnity
        /// <summary>
        /// 初始化UnityWebPlayer
        /// </summary>
        /// <param name="src">Unity3D文件的路径</param>
        public void InitUnity(String src)
        {
            Src = src;
            if (!File.Exists(Src))
            {
                return;
            }
            var unity = new AxUnityWebPlayerAXLib.AxUnityWebPlayer();
            ((System.ComponentModel.ISupportInitialize)(unity)).BeginInit();
            Controls.Add(unity);
            ((System.ComponentModel.ISupportInitialize)(unity)).EndInit();
            unity.src = Src;//Application.StartupPath + "\u.unity3d";  //改成自己想要的路径
            AxHost.State state = unity.OcxState;
            Controls.Remove(unity);
            unity.Dispose();
            unity = new AxUnityWebPlayerAXLib.AxUnityWebPlayer();
            ((System.ComponentModel.ISupportInitialize)(unity)).BeginInit();
            this.SuspendLayout();
            unity.Dock = DockStyle.Fill;
            //unity.Name = "Unity";
            unity.OcxState = state;
            unity.TabIndex = 0;
            this.Controls.Add(unity); //panel1是我用的一个容器,改成this.Controls也可以
            ((System.ComponentModel.ISupportInitialize)(unity)).EndInit();
            this.ResumeLayout(false);
            _axUnityWebPlayer = unity;
            if (_axUnityWebPlayer == null)
            {
                throw new Exception("_axUnityWebPlayer init fail");
            }
            else
            {
                _axUnityWebPlayer.OnExternalCall += _axUnityWebPlayer_OnExternalCall;
                _axUnityWebPlayer.Hide();
                ShowProgressBar();
            }
        }
        #endregion

        #region 进度条
        private void ShowProgressBar()
        {           
            _progressBarLoad.Visible = true;
            _progressBarLoad.Left = 0;
            _progressBarLoad.Width = this.Width;
        }

        private void HideProgressBar()
        {
            if (_progressBarLoad!=null)
            {
                _progressBarLoad.Visible = false;    
            }            
        }
        #endregion

        void _axUnityWebPlayer_OnExternalCall(object sender, AxUnityWebPlayerAXLib._DUnityWebPlayerAXEvents_OnExternalCallEvent e)
        {
            if (e.value.StartsWith("LOAD_COMPLETE"))
            {
                if (!_axUnityWebPlayer.Visible)
                {
                    _axUnityWebPlayer.Width = this.Width;
                    _axUnityWebPlayer.Height = this.Height;
                    _axUnityWebPlayer.Show();
                    HideProgressBar();
                }
            }
            OnUnityCall(sender, e);
        }


        private void U3DPlayer_Load(object sender, EventArgs e)
        {
            Graphics g = this.CreateGraphics();
            g.Clear(this.BackColor);

            if (DisableMouseRight)
            {
                Application.AddMessageFilter(this);
                this.Disposed += U3DPlayer_Disposed;
            }
        }

        void U3DPlayer_Disposed(object sender, EventArgs e)
        {
            if (DisableMouseRight)
            {
                Application.RemoveMessageFilter(this);
            }
        }

        #region SendMessage
        /// <summary>
        /// 发送消息给Unity
        /// </summary>
        /// <param name="unityObjName">Unity中的对象名称</param>
        /// <param name="unityScriptyMethod">Unity脚本中的方法</param>
        /// <param name="val">传送的值.仅限于int、float、string</param>
        public void SendMessage(string unityObjName, string unityScriptyMethod, object val)
        {
            if (_axUnityWebPlayer == null)
            {
                return;
            }
            _axUnityWebPlayer.SendMessage(unityObjName, unityScriptyMethod, val);
        }
        #endregion

        private void U3DPlayer_MouseDown(object sender, MouseEventArgs e)
        {

        }

        /// <summary>
        /// 过滤鼠标右键
        /// </summary>
        /// <param name="m"></param>
        /// <returns></returns>
        public bool PreFilterMessage(ref System.Windows.Forms.Message m)
        {
            if (_axUnityWebPlayer == null)
            {
                return false;
            }
            const int WM_RBUTTONDOWN = 0x204;
            const int WM_RBUTTONUP = 0x205;
            const int WM_RBUTTONDBLCLK = 0x206;
            // 屏蔽右键消息区域。
            System.Drawing.Rectangle my_Area = new System.Drawing.Rectangle(_axUnityWebPlayer.Location, _axUnityWebPlayer.Size);

            if (my_Area.Contains(this.PointToClient(Control.MousePosition)))
            {
                switch (m.Msg)
                {
                    case WM_RBUTTONDOWN:
                        return true;
                    case WM_RBUTTONUP:
                        return true;
                    case WM_RBUTTONDBLCLK:
                        return true;
                    default:
                        return false;
                }
            }

            return false;
        }

    }
}
注:代码中还实现了其他的功能,如下

1.增加InitUnity方法,方便外层控件调用。这里最关键的是OcxState,必须使用AxUnityWebPlayer才能依据Src动态产生。

2.动态增加进度条。

3.在实始化后对_axUnityWebPlayer进行隐藏,同时启动进度条,并绑定Unity的回调事件OnExternalCall。在OnExternalCall事件中,监听Unity发来的LOAD_COMPLETE值,然后判断是否显示_axUnityWebPlayer.

4.为了能让外层也收到Unity发来的消息,使用委托二次实现了OnExternalCall,也就是OnUnityCall方法。

5.SendMessage的实现,第一个参数为Unity中的对象名称,第二个参数为Unity脚本中的方法,第三个参数是传送的值(仅限于int、string,其他的会失败或者异常)。

6.继承IMessageFilter接口,捕获消息,然后过滤_axUnityWebPlayer区域内产生的鼠标右键消息,同时增加DisableMouseRight属性来控制。

7.一定要将项目调成x86的模式,否则会报“没有注册类XXX”的信息。

8.axUnityWebPlayer控件需要在工具箱中添加,如下图。


二、窗体界面的代码

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;

namespace UnityHost
{
    public partial class FormHost : Form
    {
        public FormHost()
        {
            InitializeComponent();
        }

        private void buttonSendToUnity_Click(object sender, EventArgs e)
        {
            String info = textBoxSendMessage.Text;
            if (String.IsNullOrWhiteSpace(info))
            {
                MessageBox.Show("请输入内容");
                return;
            }
            u3DPlayer1.SendMessage("Main Camera", "CallUnity", info);
        }

        private void FormHost_Load(object sender, EventArgs e)
        {
            String src = Application.StartupPath + "\UnityWeb\UnityWeb.unity3d";
            u3DPlayer1.InitUnity(src);
        }

        private void u3DPlayer1_UnityCall(object sender, AxUnityWebPlayerAXLib._DUnityWebPlayerAXEvents_OnExternalCallEvent e)
        {
            this.Text = "收到Unity的消息:" + e.value;
        }
    }
}
三、Unity3D的C#脚本

using UnityEngine;
using System.Collections;
using System;

public class Main : MonoBehaviour
{

    private string _messageReceive = string.Empty;
    private bool _isButtonClick = false;
    private int _notifyTimeAfterLoadComplete = 3;

    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    void OnGUI()
    {
        if (GUI.Button(new Rect(100, 10, 80, 20), "测试"))
        {
            _isButtonClick = !_isButtonClick;
        }

        GUI.Label(new Rect(50, 30, 150, 30), _messageReceive);

        if (_isButtonClick)
        {
            Application.ExternalCall("ToWinform", Guid.NewGuid().ToString());
            _isButtonClick = false;
        }

        if (_notifyTimeAfterLoadComplete>0)
        {
            Application.ExternalCall("LOAD_COMPLETE", "");
            _notifyTimeAfterLoadComplete--;
        }
    }

    void CallUnity(object val)
    {
        _messageReceive = string.Format("{0}", val);
    }
}
注:

1.CallUnity是响应WinForm发来消息的函数。

2.Application.ExternalCall是向WinForm发出消息,第一参数是函数的名称,第二个之后的参数是函数的参数。

四、Unity3D要在WebPlayer模式下编译


转载请注明出处

代码下载http://download.csdn.net/detail/xxdddail/9277447


原文地址:https://www.cnblogs.com/sparkleDai/p/7604945.html