webgl-nextjs
Version:
Add your unity webgl apps to nextjs projects
80 lines (79 loc) • 4.32 kB
JavaScript
;
function _typeof(obj) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && "function" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }, _typeof(obj); }
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = void 0;
var _react = _interopRequireWildcard(require("react"));
function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
/**
* @param {} config unity loader config, see examples on readme at https://github.com/Multi-Sync/webgl-nextjs
* @param {} onLoaded callback function to be called when unity application is loaded
* @param {} onMessage callback function to be called when unity application sends a message to JS layer
* @param {} style style object to be applied to the unity container
* @param {} ref reference to the unity container
*/
var WebGL = function WebGL(_ref, ref) {
var config = _ref.config,
onLoaded = _ref.onLoaded,
onMessage = _ref.onMessage,
style = _ref.style;
var unityContainerRef = (0, _react.useRef)(null);
var unityInstanceRef = (0, _react.useRef)(null);
(0, _react.useEffect)(function () {
var canvas = document.createElement("canvas");
canvas.id = config.id;
canvas.style.display = "block";
canvas.style.width = "100%";
canvas.style.height = "100%";
unityContainerRef.current.appendChild(canvas);
var script = document.createElement("script");
script.src = config.loaderUrl;
script.onload = function () {
createUnityInstance(canvas, config, function (progress) {
//Todo track progress here
if (progress === 1) {
// Trigger the callback prop once the application is loaded.
//Todo for tracking end of progress
}
}).then(function (instance) {
if (instance) {
unityInstanceRef.current = instance;
onLoaded();
}
})["catch"](function (message) {
alert(message);
});
};
document.body.appendChild(script);
var currentRef = unityContainerRef.current;
if (window !== undefined) {
window.SendMessageToJS = function (type, content) {
onMessage(type, content);
};
}
return function () {
document.body.removeChild(script);
currentRef.removeChild(canvas);
};
}, [config, onLoaded]); // Include 'onLoaded' in the dependency array
(0, _react.useImperativeHandle)(ref, function () {
return {
sendMessage: function sendMessage(type, content) {
// Use unityInstance to send a message to Unity
if (unityInstanceRef && unityInstanceRef.current) {
unityInstanceRef.current.SendMessage('HandleJSMessages', 'ReceiveMessage', "".concat(type, "\n").concat(content));
} else {
console.error("unityInstanceRef is null, send messages after OnLoaded callback");
}
}
};
});
return /*#__PURE__*/_react["default"].createElement("div", {
ref: unityContainerRef,
style: style
});
};
var _default = /*#__PURE__*/(0, _react.forwardRef)(WebGL);
exports["default"] = _default;