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:
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
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:
<!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
onMounted(()=>{window.addEventListener('message', unityWatch,true)})
是事件,对Unity发送来的消息进行监听。
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。
<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:
<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 = tokenscriptDom.dataset.sdkAppId = sdkAppIdscriptDom.dataset.userid = userIdscriptDom.src = sdkUrldocument.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:
<!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:
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:
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。