腾讯云联络中心SDK:云联络中心 Web-SDK 开发指南-文档中心-腾讯云 (tencent.com)
1 首先下载Demo
1.1 对其进行解压
1.2根据文档操作
查看README.md,根据说明设置server下的dev.js里的相关参数。
然后打开电脑终端,cd到项目的路径:
安装依赖
运行
1.3 运行demo
复制http://127.0.0.1:5173/在浏览器里输入,这时候会显示如下画面:
输入电话号码,点击拨打就会把电话打出去。
2 在Unity端的操作
2.1 创建Unity工程
新建一个Unity工程,在Assets/Plugins/WebGl下创建一个后缀为jslib的文件,记事本打开编写脚本如下:
javascript
mergeInto(LibraryManager.library, {
ReportReady: function () {
window.ReportReady()
},
TellPhone:function(typeName, phone){
SendPhone(UTF8ToString(typeName), UTF8ToString(phone))
}
});
2.2 编写挂载对象UIPanel上的脚本
cs
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class UIPanel : MonoBehaviour
{
[DllImport("__Internal")]
private static extern string ReportReady();
[DllImport("__Internal")]
private static extern string TellPhone(string type,string phone);
public TextMeshProUGUI text;
public TMP_InputField inputField;
void Start()
{
ReportReady();//向vue报告脚本初始化完成
}
public void OpenPhone()
{
TellPhone("tellphone",inputField.text);
}
public void receiveMsgFromVue(string token) {
text.text = token;
Debug.Log("接受来自vue的消息 == " + token);
}
}
2.3 Unity的UI界面
2.4最后打包webgl的包
放在tccc-demo-vue\src\路径下,如下图所示:
2.5改写index.html
打开index.html:
SendPhone是Unity发送给网页的方法,sendMsgToUnity方法是网页发送个Unity的方法。
index.html完整代码如下:
html
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Web731</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=1920 height=1080></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">Web731</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/web0803.loader.js";
var config = {
dataUrl: buildUrl + "/web0803.data.unityweb",
frameworkUrl: buildUrl + "/web0803.framework.js.unityweb",
codeUrl: buildUrl + "/web0803.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Web731",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
canvas.style.width = "1920px";
canvas.style.height = "1080px";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
unityInstanceV = unityInstance;
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
var unityInstanceV;
function ReportReady() {
window.parent.postMessage({guid:"",event:"ReportReady"}, "*");
}
function SendPhone(_type,_phone)
{
// alert(s);
if (_type == "tellphone"){
window.parent.postMessage({guid:"",event:_type,phone:_phone}, "*");
}else {
window.parent.postMessage({guid:_type,event:"guid"}, "*");
}
}
function sendMsgToUnity(obj) {
unityInstanceV.SendMessage('UIPanel','receiveMsgFromVue',JSON.stringify(obj))
}
</script>
</body>
</html>
2.6 修改Container.vue脚本
增加和Unity交互的方法
把原先显示的界面代码删除掉<div class="container"> </div>
style 部分也删掉
对Vue不熟悉,我的理解是这样的(理解不对请留言指正)
其中
javascript
onMounted(()=>{
window.addEventListener('message', unityWatch,true)
})
是事件,对Unity发送来的消息进行监听。
javascript
function vueSendToUnity(){
console.log(statusMap[status.value])
unityIframe.value.contentWindow.sendMsgToUnity({userId:'****',状态:status.value|| '加载中...'})
}
是vue把消息发送到Unity端。
javascript
<template>
<div >
<iframe id="iframe" ref="unityIframe" src="/src/unity/index.html" style="width:100%;height:100vh" frameborder="0" scrolling="auto" />
</div>
</template>
是Unity部分进行显示(其中stytle的height:100% 不起作用,有知道的请留言,谢谢,所以我改为了height:100vh)。
Container.vue修改后代码如下:
javascript
<script setup>
import { ref, onMounted } from 'vue'
const wechatGroupImg = 'https://tccc.qcloud.com/assets/wechatGroup.png';
const arrowImg = 'https://tccc.qcloud.com/assets/arrow.png';
const seat = ref('')
const status = ref('')
const number = ref('')
const loading = ref(false)
const isError = ref(false)
const errorField = ref('')
const statusMap = {
offline: '已下线',
disconnect: '网络断开,重连中',
free: '空闲中',
busy: '忙碌中',
rest: '小休中',
countdown: '话后倒计时',
arrange: '话后整理中',
notReady: '示忙中',
}
const errorFieldMap = {
'InvalidParameterValue.InstanceNotExist': 'sdkAppId',
'InvalidParameterValue.AccountNotExist': 'userId',
'AuthFailure.SignatureFailure': 'secretKey或secretId',
'AuthFailure.SecretIdNotFound': 'secretId',
};
const injectTCCC = ({ token, sdkAppId, userId, sdkUrl }) => {
const scriptDom = document.createElement('script')
scriptDom.setAttribute('crossorigin', 'anonymous')
scriptDom.dataset.token = token
scriptDom.dataset.sdkAppId = sdkAppId
scriptDom.dataset.userid = userId
scriptDom.src = sdkUrl
document.body.appendChild(scriptDom)
scriptDom.addEventListener('load', () => {
// ready事件必须监听,否则容易发生tccc不存在的错误,所有呼入呼出的逻辑必须在ready事件触发后才可以调用
window.tccc.on('ready', () => {
// 以下为Demo逻辑,非业务必须。业务代码主要实现都在这个部分
const statusVal = window.tccc.Agent.getStatus()
status.value = statusVal;
seat.value = userId;
})
// 以下为Demo逻辑,非接入必须
setInterval(() => {
const statusVal = window.tccc.Agent.getStatus()
status.value = statusVal;
}, 200)
})
}
onMounted(() => {
// 获取Token的方法必须在页面初始化时第一优先级调用
fetch('/loginTCCC')
.then((res) => res.json())
.then((res) => {
// 以下为Demo逻辑,需要替换为业务逻辑
if (res.code) {
if (res.type) {
isError.value = true;
errorField.value = errorFieldMap[res.code]
} else {
isError.value = true;
if (errorFieldMap[res.code]) {
errorField.value = errorFieldMap[res.code]
} else {
alert(res.errMsg);
}
return;
}
}
// 调用成功后才可以开始执行TCCC的注入
injectTCCC({
token: res.token,
userId: res.userId,
sdkUrl: res.sdkUrl,
sdkAppId: res.sdkAppId,
})
})
.catch((error) => {
console.error(`获取Token失败:${error.message}`)
})
})
const handleCallout = async () => {
if (loading.value) {
return
}
loading.value = true
// 调用呼出方法的核心代码
try {
await window.tccc.Call.startOutboundCall({ phoneNumber: number.value })
} catch (error) {
console.error(`呼出失败:${error.message}`)
} finally {
loading.value = false
}
}
onMounted(()=>{
window.addEventListener('message', unityWatch,true)
})
function unityWatch(e){
console.log('unityWatch方法调用 e==' + e.data.guid + ' event=' + e.data.event)
if(e.data.event=='tellphone'){
handleCalloutByUnity(e.data.phone)
vueSendToUnity()
}
}
//Unity端调用vue里的打电话功能
const handleCalloutByUnity = async (phone) => {
if (loading.value) {
return
}
loading.value = true
// 调用呼出方法的核心代码
try {
await window.tccc.Call.startOutboundCall({ phoneNumber: phone })
} catch (error) {
console.error(`呼出失败:${error.message}`)
} finally {
loading.value = false
}
}
const unityIframe = ref('unityIframe')
function vueSendToUnity(){
console.log(statusMap[status.value])
unityIframe.value.contentWindow.sendMsgToUnity({userId:'****',状态:status.value|| '加载中...'})
}
</script>
<template>
<div >
<iframe id="iframe" ref="unityIframe" src="/src/unity/index.html" style="width:100%;height:100vh" frameborder="0" scrolling="auto" />
</div>
</template>
2.7 测试运行
测试运行时得保证终端npm run dev在运行中
在Unity 的界面上输入手机号点击拨打,电话打了出去,同时Unity端收到了vue发送过来的消息。
2.8 网页内全屏
这时候如果需要Unity在网页内全屏,且不显示滚动条,需要打开Unity的index.html进行再次修改:
index.html的修改后如下:
html
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Web731</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" style="width: 100%;height:100%">
<canvas id="unity-canvas" width=auto height=auto></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
//var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/web0803.loader.js";
var config = {
dataUrl: buildUrl + "/web0803.data.unityweb",
frameworkUrl: buildUrl + "/web0803.framework.js.unityweb",
codeUrl: buildUrl + "/web0803.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Web731",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
unityShowBanner('暂不支持移动端...');
} else {
canvas.style.height= document.documentElement.clientHeight+"px";
canvas.style.width = document.documentElement.clientWidth+"px";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
//fullscreenButton.onclick = () => {
// unityInstance.SetFullscreen(1);
//};
unityInstanceV = unityInstance;
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
var unityInstanceV;
function ReportReady() {
window.parent.postMessage({guid:"",event:"ReportReady"}, "*");
}
function SendPhone(_type,_phone)
{
// alert(s);
if (_type == "tellphone"){
window.parent.postMessage({guid:"",event:_type,phone:_phone}, "*");
}else {
window.parent.postMessage({guid:_type,event:"guid"}, "*");
}
}
function sendMsgToUnity(obj) {
unityInstanceV.SendMessage('UIPanel','receiveMsgFromVue',JSON.stringify(obj))
}
</script>
</body>
</html>
打开Unity\TemplateData路径下的style.css增加:
css
html,body{width:100%;height:100%;margin:0;padding:0;overflow:hidden;}
.webgl-content{width: 100%; height: 100%;}
.unityContainer{width: 100%; height: 100%;}
style.css完整脚本如下:
css
body { padding: 0; margin: 0 }
#unity-container { position: absolute }
#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }
#unity-container.unity-mobile { width: 100%; height: 100% }
#unity-canvas { background: #231F20 }
.unity-mobile #unity-canvas { width: 100%; height: 100% }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
#unity-footer { position: relative }
.unity-mobile #unity-footer { display: none }
#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
html,body{width:100%;height:100%;margin:0;padding:0;overflow:hidden;}
.webgl-content{width: 100%; height: 100%;}
.unityContainer{width: 100%; height: 100%;}
但是vue的这个右侧还是有滚动条,还没找到隐藏的方法,有知道的同学请留言,谢谢。