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03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md
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03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md
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---
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title: Puerts(一)——学习资料归纳
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date: 2023-07-24 15:12:29
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excerpt:
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tags: Puerts TypeScript
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rating: ⭐
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---
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# 前言
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https://github.com/Tencent/puerts
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- [安装方法](https://github.com/Tencent/puerts/blob/master/doc/unreal/zhcn/install.md)
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- [FAQ](https://github.com/Tencent/puerts/blob/master/doc/unreal/zhcn/faq.md)
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- [更新日志](https://github.com/Tencent/puerts/blob/master/doc/unreal/zhcn/changelog.md)
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## Puerts
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- 相关文章&视频:
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- [UE引擎里头跑个nodejs服务器是怎样一种体验?](https://zhuanlan.zhihu.com/p/428250631)
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- [在你的ios、android应用中嵌入官方版nodejs是什么感觉?](https://zhuanlan.zhihu.com/p/568969543)
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- [[UnrealCircle深圳] puerts-UE下TypeScript编程插件 | 腾讯 车雄生](https://www.bilibili.com/video/BV1oB4y1A7dY/?spm_id_from=333.337.search-card.all.click&vd_source=d47c0bb42f9c72fd7d74562185cee290)
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- 案例工程:
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- https://github.com/chexiongsheng/puerts_unreal_demo
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- 知乎文章:
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- UE5 PuerTS学习与实践:https://zhuanlan.zhihu.com/p/632862773
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- UE4下基于V8实现的代码热刷新:https://zhuanlan.zhihu.com/p/364505146
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- PuerTS:js调用ue的过程:https://zhuanlan.zhihu.com/p/396751427
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- 基于Puerts的编辑器UI开发-Mixin的非最佳实践:https://zhuanlan.zhihu.com/p/551338775
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- 调试
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- UE4:PuerTS的js调试相关:https://zhuanlan.zhihu.com/p/406387721
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- Puerts Inspector指南(一)在UE4和Unity里调试Javascript:https://zhuanlan.zhihu.com/p/359598262
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## TypeScript
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- http://www.patrickzhong.com/TypeScript/zh/tutorials/typescript-in-5-minutes.html
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- https://ts.xcatliu.com/
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- https://jkchao.github.io/typescript-book-chinese/#why
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# TypeScript Setup
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安装:
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```bash
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npm install -g typescript
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```
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编译:
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```bash
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tsc xxx.ts
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```
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# Puerts
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## Setup
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1. 将对应版本的Puerts放入插件目录。比如puerts_nodejs的`puerts_nodejs\puerts_nodejs\Puerts`直接放到插件目录即可。
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2. 编译插件。
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3. 进入插件目录`Plugins\Puerts`执行`node enable_puerts_module.js`。
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4. 在项目根目录下执行`npm init`,并且添加。之后重新生成一次VS解决方案并且执行`npm install`。其中Mocha是必须安装的,否则会出现找到编译后的js文件。
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```json
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"dependencies": {
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"@types/react": "^15.6.6",
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"@types/react-reconciler": "^0.18.0",
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"@types/mocha": "^7.0.1"
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}
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```
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4. 代码写在项目目录下的`TypeScript`中,之后就会在编辑器`Blueprints/TypeScript`目录下出现资产图标。
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5. ~~加入ReactUMG。~~ 非必须
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1. 进入 Content/javascript 目录 npm init 创建 package.json。
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2. 创建成功后,向文件中粘贴如下内容
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```json
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"dependencies": {
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"react": "^16.11.0",
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"react-reconciler": "^0.23.0"
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}
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||||
```
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3. 然后 npm install 一次。
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4. 打开工程根目录的 tsconfig.json, 在 typeRoots 中 加入 "Plugins/ReactUMG/Typing"。
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6. 打开 工程,在引擎中点击 ue.d.ts 。
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7. 在`ProjectSettings - Packaging - Additional Not-Asset Directories to Package`中添加`Content/javaScript`。
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8. 在项目的Source下模块文件中添加`"JsEnv", "UMG", "Puerts"`,比如`PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "JsEnv", "UMG", "Puerts" });`
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### Node环境设置
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目前最新版本的Puerts只需修改JsEnv模块文件`JsEnv.Build.cs`里的UseNodejs为true即可。
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### 调试方法
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具体可以参考:
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- Puerts Inspector指南(一)在UE4和Unity里调试Javascript:https://zhuanlan.zhihu.com/p/359598262
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调试器的选择有:
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1. 在Chrome输入`devtools://devtools/bundled/inspector.html?v8only=true&ws=127.0.0.1:8080`。
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2. 在Chrome输入`chrome://inspect`,点击Configure...,输入IP&Port后,点击Inspect。
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3. 使用VSCode进行调试。
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1. 在`Launch Program`处点击`add Configuration`。
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2. 选择`Node.js: Attach`。
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3. 设置端口。
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4. 点击绿色箭头即可调试。
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#### 方式1:自创建虚拟机模式下调试配置
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创建FJsEnv传入调试端口
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```c++
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//8080是调试端口 GameScript = MakeShared<puerts::FJsEnv>(std::make_unique<puerts::DefaultJSModuleLoader>(TEXT("JavaScript")), std::make_shared<puerts::FDefaultLogger>(), 8080);
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```
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阻塞等待调试器链接
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```c++
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GameScript = MakeShared<puerts::FJsEnv>(std::make_unique<puerts::DefaultJSModuleLoader>(TEXT("JavaScript")), std::make_shared<puerts::FDefaultLogger>(), 8080);
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GameScript->WaitDebugger();
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GameScript->Start("QuickStart", Arguments);
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```
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#### 方式2:自动绑定模式下调试配置
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1. 菜单上选择`Edit->ProjectSettings`,打开设置页面后在`Plugins -> Puerts Setting`页面中开启调试以及设置端口。
|
||||
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||||
# TypeScript
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||||
- Express TypeScript化改造:https://www.jianshu.com/p/978628a15027
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||||
## Express
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||||
#### 使用ts-node将ts文件编译在内存中
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||||
在使用`ts-node`之前需要进行全局安装
|
||||
```shell
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||||
$ npm install ts-node -g
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||||
|
||||
# 用ts-node直接运行项目,这个库会将我们的ts文件编译成js文件保存在内存中进行引用
|
||||
$ ts-node ./bin/www
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||||
# 热更新模式
|
||||
$ ts-node-dev ./bin/www
|
||||
```
|
||||
虽然`ts-node`可以帮我们直接运行ts文件,但在开发完成后部署在生产环境时,还是推荐使用`tsc`打包出来的`js`文件会更加稳定。
|
||||
|
||||
#### 配置npm脚本
|
||||
```json
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||||
"scripts": {
|
||||
"start": "ts-node app.ts",
|
||||
"dev": "ts-node-dev app.ts",
|
||||
"build": "tsc",
|
||||
"server": "node ./dist/app.js"
|
||||
},
|
||||
```
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||||
|
||||
# Puerts
|
||||
Puerts的使用方法主要为
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||||
- 继承
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||||
- 继承原生UE C++类:继承并且实现之后就会在
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||||
- Mixin:
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||||
- 在C++类中调用TypeScript文件
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||||
## puerts_unreal_demo 食用方法
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||||
项目默认使用UTsGameInstance,可以在cpp中修改OnStart()中调用的TS脚本文件名,来查看结果。优先查看TS文件:
|
||||
- QuickStart
|
||||
- UsingMixin
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||||
- UsingMakeUClass
|
||||
- UI
|
||||
- UsingWidget
|
||||
- UsingReactUMG
|
||||
|
||||
### 蓝图相关
|
||||
```javascript
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//蓝图加载
|
||||
//UE.Class.Load方式
|
||||
//let bpClass = UE.Class.Load('/Game/StarterContent/TestBlueprint.TestBlueprint_C')
|
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//let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, bpClass, undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C;
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blueprint.load(UE.Game.StarterContent.TestBlueprint.TestBlueprint_C);
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const TestBlueprint_C = UE.Game.StarterContent.TestBlueprint.TestBlueprint_C; //别名
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let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, TestBlueprint_C.StaticClass(), undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C;
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UE.GameplayStatics.FinishSpawningActor(bpActor, undefined);
|
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bpActor.Foo(false, 8000, 9000);
|
||||
//如果确定后续不需要使用TestBlueprint_C了,应该unload节省内存
|
||||
blueprint.unload(TestBlueprint_C);
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||||
|
||||
//蓝图结构体加载
|
||||
//UE.UserDefinedStruct.Load方式
|
||||
//let TestStruct = UE.UserDefinedStruct.Load("UserDefinedStruct'/Game/StarterContent/TestStruct.TestStruct'");
|
||||
//let testStruct = UE.NewStruct(TestStruct) as UE.Game.StarterContent.TestStruct.TestStruct;
|
||||
blueprint.load(UE.Game.StarterContent.TestStruct.TestStruct);
|
||||
const TestStruct = UE.Game.StarterContent.TestStruct.TestStruct;
|
||||
let testStruct = new TestStruct();
|
||||
testStruct.age = 10;
|
||||
testStruct.speed = 5;
|
||||
bpActor.Bar(testStruct);
|
||||
blueprint.unload(TestStruct);
|
||||
|
||||
//蓝图枚举
|
||||
console.log("-------------------------15---------------------------");
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Blue);
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Red);
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Green);
|
||||
```
|
||||
|
||||
### Delegate
|
||||
```javascript
|
||||
//Delegate
|
||||
function MutiCast1(i) {
|
||||
console.warn("MutiCast1<<<", i);
|
||||
}
|
||||
|
||||
function MutiCast2(i) {
|
||||
console.warn("MutiCast2>>>", i);
|
||||
actor.NotifyWithInt.Remove(MutiCast2);//调用一次后就停掉
|
||||
}
|
||||
|
||||
actor.NotifyWithInt.Add(MutiCast1)
|
||||
actor.NotifyWithInt.Add(MutiCast2)
|
||||
|
||||
console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound());
|
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console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound());
|
||||
actor.NotifyWithRefString.Bind((strRef) => {
|
||||
//console.error("NotifyWithRefString");
|
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console.log("NotifyWithRefString", $unref(strRef));
|
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$set(strRef, "out to NotifyWithRefString");//引用参数输出
|
||||
});
|
||||
console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound());
|
||||
console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound());
|
||||
|
||||
actor.NotifyWithStringRet.Bind((inStr) => {
|
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return "////" + inStr;
|
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});
|
||||
|
||||
actor.NotifyWithInt.Broadcast(888999);
|
||||
let strRef = $ref("666");
|
||||
actor.NotifyWithRefString.Execute(strRef);
|
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console.log("out str:" + $unref(strRef));
|
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let retStr = actor.NotifyWithStringRet.Execute("console.log('hello world')");
|
||||
console.log("ret str:" + retStr);
|
||||
console.log("waiting native call script...........");
|
||||
|
||||
//Pass JsFunction as Delegate
|
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function IsJohn(str:string) : boolean {
|
||||
return str == "John";
|
||||
}
|
||||
obj.PassJsFunctionAsDelegate(toManualReleaseDelegate(IsJohn));
|
||||
//release after using
|
||||
releaseManualReleaseDelegate(IsJohn);
|
||||
|
||||
//unhandledRejection
|
||||
on('unhandledRejection', function(reason: any) {
|
||||
console.log('unhandledRejection~~~');
|
||||
});
|
||||
|
||||
new Promise(()=>{
|
||||
throw new Error('unhandled rejection');
|
||||
});
|
||||
```
|
||||
## 热更新方法
|
||||
https://zhuanlan.zhihu.com/p/364505146
|
||||
|
||||
|
||||
## UE C++调用Puerts脚本方法
|
||||
```c++
|
||||
//h
|
||||
TSharedPtr<puerts::FJsEnv> GameScript;
|
||||
|
||||
//cpp
|
||||
GameScript = MakeShared<puerts::FJsEnv>();
|
||||
TArray<TPair<FString, UObject*>> Arguments;
|
||||
Arguments.Add(TPair<FString, UObject*>(TEXT("GameInstance"), this));
|
||||
GameScript->Start("QuickStart", Arguments);
|
||||
```
|
||||
|
||||
```javascript
|
||||
//在FJsEnv启动,调用Start时传入的参数可以通过argv获取。如果是继承ue类方式,这里的argv是空的
|
||||
let gameInstance = (argv.getByName("GameInstance") as UE.GameInstance);
|
||||
let actor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, UE.MainActor.StaticClass(), undefined) as UE.MainActor;
|
||||
UE.GameplayStatics.FinishSpawningActor(actor, undefined);
|
||||
|
||||
console.log(actor.GetName());
|
||||
console.log(actor.K2_GetActorLocation().ToString());
|
||||
```
|
||||
|
||||
## UE C++访问Puerts
|
||||
通过UDynamicDelegateProxy,其成员记录了绑定的虚拟机与JS函数。
|
||||
|
||||
# QuickStart.ts
|
||||
```ts
|
||||
import * as UE from 'ue'
|
||||
import {$ref, $unref, $set, argv, on, toManualReleaseDelegate, releaseManualReleaseDelegate, blueprint} from 'puerts';
|
||||
|
||||
let obj = new UE.MainObject();
|
||||
|
||||
//调试器通过websocket发送断点信息,可能断点生效前脚本已经执行完备,可以通过debugger语句来主动触发断点
|
||||
//debugger;
|
||||
|
||||
//成员访问
|
||||
console.log("------------------------0----------------------------");
|
||||
console.log("before set", obj.MyString)
|
||||
obj.MyString = "PPPPP";
|
||||
console.log("after set", obj.MyString)
|
||||
|
||||
//简单类型参数函数
|
||||
console.log("------------------------1----------------------------");
|
||||
let sum = obj.Add(100, 300);
|
||||
console.log('sum', sum)
|
||||
|
||||
//复杂类型参数函数
|
||||
console.log("------------------------2----------------------------");
|
||||
obj.Bar(new UE.Vector(1, 2, 3));
|
||||
|
||||
//引用类型参数函数
|
||||
console.log("------------------------3----------------------------");
|
||||
let vectorRef = $ref(new UE.Vector(1, 2, 3))
|
||||
obj.Bar2(vectorRef);
|
||||
obj.Bar($unref(vectorRef));
|
||||
|
||||
//静态方法
|
||||
console.log("-----------------------4-----------------------------");
|
||||
let str1 = UE.JSBlueprintFunctionLibrary.GetName();
|
||||
let str2 = UE.JSBlueprintFunctionLibrary.Concat(', ', str1);
|
||||
UE.JSBlueprintFunctionLibrary.Hello(str2);
|
||||
|
||||
//扩展方法,和C#的扩展方法类似
|
||||
console.log("-----------------------5-----------------------------");
|
||||
let v = new UE.Vector(3, 2, 1)
|
||||
console.log(v.ToString());
|
||||
v.Set(8, 88, 888)
|
||||
console.log(v.ToString());
|
||||
|
||||
//静态wrap
|
||||
console.log("-----------------------6-----------------------------");
|
||||
let vec = new UE.Vector(1, 2, 3)
|
||||
console.log('vec', vec.ToString())
|
||||
vec.X = 3
|
||||
vec.Y = 2
|
||||
vec.Z = 1
|
||||
vec.Normalize(1)
|
||||
console.log('vec', vec.ToString())
|
||||
console.log(vec.Projection().ToString())
|
||||
console.log('vec', vec.ToString())
|
||||
|
||||
//枚举
|
||||
console.log("-----------------------7-----------------------------");
|
||||
obj.EnumTest(UE.EToTest.V1);
|
||||
obj.EnumTest(UE.EToTest.V13);
|
||||
|
||||
//默认值
|
||||
console.log("-----------------------8-----------------------------");
|
||||
obj.DefaultTest();
|
||||
obj.DefaultTest("hello john");
|
||||
obj.DefaultTest("hello john", 1024);
|
||||
obj.DefaultTest("hello john", 1024, new UE.Vector(7, 8, 9));
|
||||
|
||||
//定长数组
|
||||
console.log("-----------------------9-----------------------------");
|
||||
console.log("MyFixSizeArray.Num()", obj.MyFixSizeArray.Num())
|
||||
console.log("MyFixSizeArray[32]", obj.MyFixSizeArray.Get(32))
|
||||
console.log("MyFixSizeArray[33]", obj.MyFixSizeArray.Get(33))
|
||||
console.log("MyFixSizeArray[34]", obj.MyFixSizeArray.Get(34))
|
||||
obj.MyFixSizeArray.Set(33, 1000)
|
||||
console.log("MyFixSizeArray[32]", obj.MyFixSizeArray.Get(32))
|
||||
console.log("MyFixSizeArray[33]", obj.MyFixSizeArray.Get(33))
|
||||
console.log("MyFixSizeArray[34]", obj.MyFixSizeArray.Get(34))
|
||||
|
||||
//TArray
|
||||
console.log("------------------------10----------------------------");
|
||||
function printTArray<T>(arr: UE.TArray<T>)
|
||||
{
|
||||
console.log("-----Num:", arr.Num());
|
||||
for(var i=0; i < arr.Num(); i++) {
|
||||
console.log(i, ":", arr.Get(i));
|
||||
}
|
||||
}
|
||||
printTArray(obj.MyArray);
|
||||
obj.MyArray.Add(888);
|
||||
obj.MyArray.Set(0, 7);
|
||||
printTArray(obj.MyArray);
|
||||
|
||||
//TSet
|
||||
console.log("------------------------11----------------------------");
|
||||
console.log(obj.MySet.Num())
|
||||
console.log(obj.MySet.Contains("John"));
|
||||
console.log(obj.MySet.Contains("Che"));
|
||||
console.log(obj.MySet.Contains("Hello"));
|
||||
|
||||
//TMap
|
||||
console.log("------------------------12----------------------------");
|
||||
console.log(obj.MyMap.Get("John"))
|
||||
console.log(obj.MyMap.Get("Che"))
|
||||
console.log(obj.MyMap.Get("Hello"))
|
||||
obj.MyMap.Add("Che", 10)
|
||||
console.log(obj.MyMap.Get("Che"))
|
||||
|
||||
//ArrayBuffer
|
||||
console.log("-------------------------13---------------------------");
|
||||
let ab = obj.ArrayBuffer;
|
||||
let u8a1 = new Uint8Array(ab);
|
||||
for (var i = 0; i < u8a1.length; i++) {
|
||||
console.log(i, u8a1[i]);
|
||||
}
|
||||
obj.ArrayBufferTest(ab);
|
||||
obj.ArrayBufferTest(new Uint8Array(ab));
|
||||
let ab2 = obj.ArrayBufferTest(new Uint8Array(ab, 5));
|
||||
let u8a2 = new Uint8Array(ab2);
|
||||
console.log(u8a2.length);
|
||||
for (var i = 0; i < u8a2.length; i++) {
|
||||
console.log(i, u8a2[i]);
|
||||
}
|
||||
|
||||
//引擎方法
|
||||
console.log("--------------------------14--------------------------");
|
||||
//在FJsEnv启动,调用Start时传入的参数可以通过argv获取。如果是继承ue类方式,这里的argv是空的
|
||||
let gameInstance = (argv.getByName("GameInstance") as UE.GameInstance);
|
||||
let actor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, UE.MainActor.StaticClass(), undefined) as UE.MainActor;
|
||||
UE.GameplayStatics.FinishSpawningActor(actor, undefined);
|
||||
console.log(actor.GetName());
|
||||
console.log(actor.K2_GetActorLocation().ToString());
|
||||
|
||||
//蓝图加载
|
||||
//UE.Class.Load方式
|
||||
//let bpClass = UE.Class.Load('/Game/StarterContent/TestBlueprint.TestBlueprint_C')
|
||||
//let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, bpClass, undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C;
|
||||
blueprint.load(UE.Game.StarterContent.TestBlueprint.TestBlueprint_C);
|
||||
const TestBlueprint_C = UE.Game.StarterContent.TestBlueprint.TestBlueprint_C; //别名
|
||||
let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, TestBlueprint_C.StaticClass(), undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C;
|
||||
UE.GameplayStatics.FinishSpawningActor(bpActor, undefined);
|
||||
bpActor.Foo(false, 8000, 9000);
|
||||
//如果确定后续不需要使用TestBlueprint_C了,应该unload节省内存
|
||||
blueprint.unload(TestBlueprint_C);
|
||||
|
||||
//蓝图结构体加载
|
||||
//UE.UserDefinedStruct.Load方式
|
||||
//let TestStruct = UE.UserDefinedStruct.Load("UserDefinedStruct'/Game/StarterContent/TestStruct.TestStruct'");
|
||||
//let testStruct = UE.NewStruct(TestStruct) as UE.Game.StarterContent.TestStruct.TestStruct;
|
||||
blueprint.load(UE.Game.StarterContent.TestStruct.TestStruct);
|
||||
const TestStruct = UE.Game.StarterContent.TestStruct.TestStruct;
|
||||
let testStruct = new TestStruct();
|
||||
testStruct.age = 10;
|
||||
testStruct.speed = 5;
|
||||
bpActor.Bar(testStruct);
|
||||
blueprint.unload(TestStruct);
|
||||
|
||||
//蓝图枚举
|
||||
console.log("-------------------------15---------------------------");
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Blue);
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Red);
|
||||
console.log(UE.Game.StarterContent.TestEnum.TestEnum.Green);
|
||||
|
||||
//Delegate
|
||||
console.log("--------------------------16--------------------------");
|
||||
function MutiCast1(i) {
|
||||
console.warn("MutiCast1<<<", i);
|
||||
}
|
||||
|
||||
function MutiCast2(i) {
|
||||
console.warn("MutiCast2>>>", i);
|
||||
actor.NotifyWithInt.Remove(MutiCast2);//调用一次后就停掉
|
||||
}
|
||||
|
||||
actor.NotifyWithInt.Add(MutiCast1)
|
||||
actor.NotifyWithInt.Add(MutiCast2)
|
||||
|
||||
console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound());
|
||||
console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound());
|
||||
actor.NotifyWithRefString.Bind((strRef) => {
|
||||
//console.error("NotifyWithRefString");
|
||||
console.log("NotifyWithRefString", $unref(strRef));
|
||||
$set(strRef, "out to NotifyWithRefString");//引用参数输出
|
||||
});
|
||||
console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound());
|
||||
console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound());
|
||||
|
||||
actor.NotifyWithStringRet.Bind((inStr) => {
|
||||
return "////" + inStr;
|
||||
});
|
||||
|
||||
actor.NotifyWithInt.Broadcast(888999);
|
||||
let strRef = $ref("666");
|
||||
actor.NotifyWithRefString.Execute(strRef);
|
||||
console.log("out str:" + $unref(strRef));
|
||||
let retStr = actor.NotifyWithStringRet.Execute("console.log('hello world')");
|
||||
console.log("ret str:" + retStr);
|
||||
console.log("waiting native call script...........");
|
||||
|
||||
//Pass JsFunction as Delegate
|
||||
function IsJohn(str:string) : boolean {
|
||||
return str == "John";
|
||||
}
|
||||
obj.PassJsFunctionAsDelegate(toManualReleaseDelegate(IsJohn));
|
||||
//release after using
|
||||
releaseManualReleaseDelegate(IsJohn);
|
||||
|
||||
//unhandledRejection
|
||||
on('unhandledRejection', function(reason: any) {
|
||||
console.log('unhandledRejection~~~');
|
||||
});
|
||||
|
||||
new Promise(()=>{
|
||||
throw new Error('unhandled rejection');
|
||||
});
|
||||
```
|
||||
|
||||
# 打包流程
|
||||
生成的js脚本不是ue资产文件(`*.asset`),需要手动设置打包。
|
||||
到“项目设置/打包/Additional Not-Asset Directories to Package”,把Content下的“JavaScript”目录添加进去。
|
Reference in New Issue
Block a user