如何在unitywebgl里使用MQTT,引用的是uPLibrary.Networking.M2Mqtt
时间: 2024-03-15 09:46:07 浏览: 213
在 Unity Webgl 中使用 MQTT 可以通过引用 uPLibrary.Networking.M2Mqtt 库来实现。但是需要注意的是,Unity Webgl 平台中存在一些限制,例如无法使用 Socket 和线程等。因此,使用 MQTT 库需要针对 Webgl 平台进行特殊处理。
以下是在 Unity Webgl 中使用 uPLibrary.Networking.M2Mqtt 库的步骤:
1. 下载 uPLibrary.Networking.M2Mqtt 库,并将其添加到 Unity 项目中。
2. 创建一个空的 GameObject,并将 M2MqttUnity.cs 脚本添加到该 GameObject 上。
3. 在 M2MqttUnity.cs 中,添加以下代码:
```
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal")]
private static extern void Connect(string brokerAddress, int brokerPort, string clientId, string username, string password);
[DllImport("__Internal")]
private static extern void Disconnect();
[DllImport("__Internal")]
private static extern void Publish(string topic, string message);
[DllImport("__Internal")]
private static extern void Subscribe(string topic);
[DllImport("__Internal")]
private static extern void Unsubscribe(string topic);
#endif
```
4. 在 M2MqttUnity.cs 中,添加以下代码:
```
public void Connect(string brokerAddress, int brokerPort, string clientId, string username, string password)
{
#if UNITY_WEBGL && !UNITY_EDITOR
Connect(brokerAddress, brokerPort, clientId, username, password);
#else
client = new MqttClient(brokerAddress, brokerPort, false, null);
client.Connect(clientId, username, password);
#endif
}
public void Disconnect()
{
#if UNITY_WEBGL && !UNITY_EDITOR
Disconnect();
#else
client.Disconnect();
#endif
}
public void Publish(string topic, string message)
{
#if UNITY_WEBGL && !UNITY_EDITOR
Publish(topic, message);
#else
client.Publish(topic, Encoding.ASCII.GetBytes(message), MqttMsgBase.QOS_LEVEL_AT_MOST_ONCE, false);
#endif
}
public void Subscribe(string topic)
{
#if UNITY_WEBGL && !UNITY_EDITOR
Subscribe(topic);
#else
client.Subscribe(new string[] { topic }, new byte[] { MqttMsgBase.QOS_LEVEL_AT_MOST_ONCE });
client.MqttMsgPublishReceived += client_MqttMsgPublishReceived;
#endif
}
public void Unsubscribe(string topic)
{
#if UNITY_WEBGL && !UNITY_EDITOR
Unsubscribe(topic);
#else
client.Unsubscribe(new string[] { topic });
#endif
}
```
5. 创建一个 UI Canvas,并添加 InputField、Button 和 Text 等 UI 组件。
6. 创建一个 C# 脚本,并将其添加到 UI Canvas 上。
7. 在 C# 脚本中,添加以下代码:
```
using UnityEngine;
using UnityEngine.UI;
public class MQTTExample : MonoBehaviour
{
public InputField brokerAddressInput;
public InputField brokerPortInput;
public InputField clientIdInput;
public InputField usernameInput;
public InputField passwordInput;
public InputField topicInput;
public InputField messageInput;
public Button connectButton;
public Button disconnectButton;
public Button publishButton;
public Button subscribeButton;
public Button unsubscribeButton;
public Text messageText;
private M2MqttUnity mqtt;
void Start()
{
mqtt = gameObject.AddComponent<M2MqttUnity>();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Return))
{
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
publishButton.onClick.Invoke();
}
else
{
connectButton.onClick.Invoke();
}
}
}
public void OnConnectButtonClicked()
{
string brokerAddress = brokerAddressInput.text;
int brokerPort = int.Parse(brokerPortInput.text);
string clientId = clientIdInput.text;
string username = usernameInput.text;
string password = passwordInput.text;
mqtt.Connect(brokerAddress, brokerPort, clientId, username, password);
}
public void OnDisconnectButtonClicked()
{
mqtt.Disconnect();
}
public void OnPublishButtonClicked()
{
string topic = topicInput.text;
string message = messageInput.text;
mqtt.Publish(topic, message);
}
public void OnSubscribeButtonClicked()
{
string topic = topicInput.text;
mqtt.Subscribe(topic);
}
public void OnUnsubscribeButtonClicked()
{
string topic = topicInput.text;
mqtt.Unsubscribe(topic);
}
void client_MqttMsgPublishReceived(object sender, MqttMsgPublishEventArgs e)
{
string message = Encoding.UTF8.GetString(e.Message);
messageText.text = message;
}
}
```
8. 在 Unity 编辑器中,将 UI 组件和 C# 脚本拖放到对应的字段上。
9. 运行 Unity Webgl 应用程序,并测试 MQTT 功能。
注意事项:
1. Unity Webgl 平台中无法使用 Socket 和线程,因此需要通过 JavaScript 调用 Unity Webgl 应用程序中的函数来实现 MQTT 功能。
2. 在 Unity Webgl 中,需要使用 [DllImport("__Internal")] 标记来声明 JavaScript 函数。
3. Unity Webgl 中的 JavaScript 函数需要在 HTML 文件中进行定义,并通过 index.html 文件引用。例如:
```
<script type="text/javascript">
function Connect(brokerAddress, brokerPort, clientId, username, password) {
UnitySendMessage("M2MqttUnity", "Connect", brokerAddress + "," + brokerPort + "," + clientId + "," + username + "," + password);
}
function Disconnect() {
UnitySendMessage("M2MqttUnity", "Disconnect", "");
}
function Publish(topic, message) {
UnitySendMessage("M2MqttUnity", "Publish", topic + "," + message);
}
function Subscribe(topic) {
UnitySendMessage("M2MqttUnity", "Subscribe", topic);
}
function Unsubscribe(topic) {
UnitySendMessage("M2MqttUnity", "Unsubscribe", topic);
}
</script>
```
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