react-unity-webgl
Version:
React Unity WebGL provides a modern solution for embedding Unity WebGL builds in your React Application while providing advanced APIs for two way communication and interaction between Unity and React.
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JavaScript
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Object.defineProperty(exports, "__esModule", { value: true });
exports.Unity = void 0;
var react_1 = require("react");
var use_canvas_identifier_1 = require("../hooks/use-canvas-identifier");
var use_unity_loader_1 = require("../hooks/use-unity-loader");
var Unity = (0, react_1.forwardRef)(
/**
* @param unityProps The Unity props provided the the Unity component.
* @param forwardedRef The forwarded ref to the Unity component.
* @returns The Unity canvas renderer.
*/
function (props, forwardedRef) {
// State to hold the canvas reference and Unity instance.
// The canvas reference is used to render the Unity instance.
var _a = (0, react_1.useState)(null), canvasRef = _a[0], setCanvasRef = _a[1];
var _b = (0, react_1.useState)(null), unityInstance = _b[0], setUnityInstance = _b[1];
// Use a custom hook to generate a unique canvas ID or use the provided one.
// This ensures that each Unity instance has a unique canvas ID.
// This is important for multiple Unity instances on the same page.
// The hook also provides a function to refresh the canvas ID if needed.
var _c = (0, use_canvas_identifier_1.useCanvasIdentifier)(props.id), canvasId = _c[0], refreshCanvasId = _c[1];
// Use a custom hook to load the Unity loader script.
// This hook returns the status of the loader, which can be used to
// determine if the Unity instance is ready to be initialized.
var unityLoaderStatus = (0, use_unity_loader_1.useUnityLoader)(props.unityProvider.loaderUrl);
/**
* Callback function to handle the Unity loading progression.
* This function is called by the Unity loader to update the loading
* progression of the Unity instance.
* @param progress The loading progression of the Unity instance.
*/
var onUnityProgress = (0, react_1.useCallback)(function (progress) {
// This function is called to update the loading progression of the Unity
// instance.
props.unityProvider.setLoadingProgression(progress);
if (progress === 1) {
// If the loading progression reaches 100%, we can set the isLoaded state
// to true.
props.unityProvider.setIsLoaded(true);
}
}, [props.unityProvider]);
// Effect to initialize the Unity instance when the component mounts or
// when the canvas reference or Unity loader status changes.
(0, react_1.useEffect)(function () {
// Function to initialize the Unity instance.
// This function is called when the component mounts or when the
// canvas reference or Unity loader status changes.
var initializeUnity = function () { return __awaiter(void 0, void 0, void 0, function () {
var unityArguments, unityInstance_1, error_1;
var _a, _b;
return __generator(this, function (_c) {
switch (_c.label) {
case 0:
if (!canvasRef || unityInstance || unityLoaderStatus !== "Loaded") {
// If there is no canvas reference, or if the Unity instance is already
// initialized, or if the Unity loader is not ready yet, we simply return.
// This prevents unnecessary re-initialization of the Unity instance.
return [2 /*return*/];
}
console.log("React Unity WebGL: Initializing Unity instance...");
// Remove the reference to the previous Unity instance if it exists and
// set the Unity instance in the Unity provider to null.
props.unityProvider.setUnityInstance(null);
setUnityInstance(null);
// Reset the loading progression and isLoaded state to their initial
// values. This is important to ensure that the Unity context is
// properly reset when the Unity instance is detached.
props.unityProvider.setLoadingProgression(0);
(_b = (_a = props.unityProvider).setIsLoaded) === null || _b === void 0 ? void 0 : _b.call(_a, false);
props.unityProvider.setInitialisationError(undefined);
// Create a new canvas element with the unique ID.
// This ensures that the Unity instance is rendered in the correct canvas.
// The canvas element is created with the ID provided in the props or a
// unique ID generated by the useCanvasIdentifier hook.
refreshCanvasId();
unityArguments = {
companyName: props.unityProvider.companyName,
productName: props.unityProvider.productName,
productVersion: props.unityProvider.productVersion,
dataUrl: props.unityProvider.dataUrl,
frameworkUrl: props.unityProvider.frameworkUrl,
codeUrl: props.unityProvider.codeUrl,
workerUrl: props.unityProvider.workerUrl,
memoryUrl: props.unityProvider.memoryUrl,
symbolsUrl: props.unityProvider.symbolsUrl,
streamingAssetsUrl: props.unityProvider.streamingAssetsUrl,
devicePixelRatio: props.devicePixelRatio,
webglContextAttributes: props.unityProvider.webglContextAttributes,
cacheControl: props.unityProvider.cacheControl,
autoSyncPersistentDataPath: props.unityProvider.autoSyncPersistentDataPath,
matchWebGLToCanvasSize: props.matchWebGLToCanvasSize,
disabledCanvasEvents: props.disabledCanvasEvents,
};
// Remove properties that are null or undefined. This is important to
// avoid passing undefined properties to the Unity instance, which can
// cause errors during initialization.
Object.keys(unityArguments).forEach(function (key) {
if (unityArguments[key] === null ||
unityArguments[key] === undefined) {
delete unityArguments[key];
}
});
_c.label = 1;
case 1:
_c.trys.push([1, 3, , 4]);
return [4 /*yield*/, window.createUnityInstance(canvasRef, unityArguments, onUnityProgress)];
case 2:
unityInstance_1 = _c.sent();
// If the Unity instance is successfully created, we set it in the state.
// This allows us to use the Unity instance in the component.
setUnityInstance(unityInstance_1);
// We also set the Unity instance in the Unity provider.
// This allows the Unity provider to access the Unity instance and
// call its internal methods.
props.unityProvider.setUnityInstance(unityInstance_1);
return [3 /*break*/, 4];
case 3:
error_1 = _c.sent();
// If there is an error during the initialization, we log it to the console.
// This is important for debugging purposes.
console.error("React Unity WebGL: Error initializing Unity instance:", error_1);
// We also set the initialisation error in the Unity provider.
// This allows the parent component to handle the error if needed.
// The initialisation error can be used to display an error message or
// take other actions based on the error.
props.unityProvider.setInitialisationError(error_1);
return [3 /*break*/, 4];
case 4: return [2 /*return*/];
}
});
}); };
// Function to detach the Unity instance and clean up the canvas.
// This function is called when the component unmounts or when the
// Unity instance is no longer needed.
var detachUnity = function () { return __awaiter(void 0, void 0, void 0, function () {
var cleanupCanvasRef;
var _a, _b;
return __generator(this, function (_c) {
switch (_c.label) {
case 0:
if (!unityInstance || !canvasRef) {
// If there is no Unity instance or canvas reference available,
// we simply return to avoid any errors.
return [2 /*return*/];
}
console.log("React Unity WebGL: Detaching Unity instance...");
// Remove the reference to the previous Unity instance if it exists and
// set the Unity instance in the Unity provider to null.
props.unityProvider.setUnityInstance(null);
setUnityInstance(null);
// Reset the loading progression and isLoaded state to their initial
// values. This is important to ensure that the Unity context is
// properly reset when the Unity instance is detached.
props.unityProvider.setLoadingProgression(0);
(_b = (_a = props.unityProvider).setIsLoaded) === null || _b === void 0 ? void 0 : _b.call(_a, false);
props.unityProvider.setInitialisationError(undefined);
cleanupCanvasRef = document.createElement("canvas");
cleanupCanvasRef.id = canvasRef.id;
cleanupCanvasRef.setAttribute("react-unity-webgl-role", "cleanup");
cleanupCanvasRef.style.display = "none";
document.body.appendChild(cleanupCanvasRef);
unityInstance.Module.canvas = cleanupCanvasRef;
setUnityInstance(null);
return [4 /*yield*/, unityInstance.Quit()];
case 1:
_c.sent();
document.body.removeChild(cleanupCanvasRef);
return [2 /*return*/];
}
});
}); };
// Initialize the Unity instance when the component mounts or when the
// canvas reference or Unity loader status changes.
initializeUnity();
return function () {
// Cleanup the Unity instance and canvas when the component unmounts.
// This ensures that the Unity instance is properly disposed of and
// the canvas is removed from the DOM.
detachUnity();
};
}, [canvasRef, unityInstance, unityLoaderStatus, props.unityProvider]);
// Use the forwarded ref to expose the canvas reference to the parent
// component. This allows the parent component to access the canvas element
// directly if needed, for example, to manipulate the canvas or pass it to
// other libraries.
(0, react_1.useImperativeHandle)(forwardedRef, function () { return canvasRef; });
// If the Unity instance is not ready yet, we return a placeholder canvas
// element with the unique ID. This canvas will be replaced by the Unity
// instance once it is initialized.
return (0, react_1.createElement)("canvas", {
ref: setCanvasRef,
id: canvasId,
style: props.style,
className: props.className,
tabIndex: props.tabIndex,
});
});
exports.Unity = Unity;