Unity使用C++作为游戏逻辑脚本的研究

内容预览:
  • 文章申明:本文来自JacksonDunstan的博客系列文章内容摘取和翻译,版权...~
  • 而c#和c++的交互,也是非常类似的,c#可以直接的通过P/Invoke的方式来调...~
  • 二、编辑器下实现实时的编译和脚本更新 在Unity中,我们可以在打开的Uni...~

文章申明:本文来自JacksonDunstan的博客系列文章内容摘取和翻译,版权归其所有,附上原文的链接,大家可以有空阅读原文:C++ Scripting( in Unity)

一、C#和C++的通信

前面我的文章写过c#/c/lua是如何交互的,通过将c#的函数和属性,注册到lua虚拟机中,可以实现通过c来互相交互。

而c#和c++的交互,也是非常类似的,c#可以直接的通过P/Invoke的方式来调用c++的函数,而C++调用C#的函数,C++的函数是被封装成DLL来放在Unity的工程文件中的Plugins中,则需要基于.NET来操作,利用Marshal.GetFunctionPointerForDelegate来获取函数的指针,然后传递到c++中进行操作。

二、编辑器下实现实时的编译和脚本更新

在Unity中,我们可以在打开的Unity中,直接编译c#的文件,这样不需要每次都关闭工程再打开来执行编译,而C++由于通过DLL来调用,每次更新的C++都需要关闭工程,然后更新DLL,然后打开工程,这样的操作,对于编辑器下的开发是极其耗费的。

对于上面提到的反复开关工程执行DLL的更新,可以利用[DllImport]的属性来实现在编辑器下的更新:

该属性是基于OS的,所以不会存在跨平台的问题。

三、示例代码展示

show the code

c# code part:

using System;
using System.IO;
using System.Runtime.InteropServices;
using UnityEngine;

class TestScript:MonoBehaviour
{
#if UNITY_EDITOR
// pointer handle to the C++ DLL
public IntPtr libarayHandle;
public delegate void InitDelegate(IntPtr gameObjectNew,
IntPtr gameObjectGetTransform, IntPtr transformSetPosition);
#endif
}

#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
//OSX 和Linux下的导入
[DLLImport("__Internal")]
public static extern IntPtr dlopen(string path, int flag);
[DllImport(
"__Internal")]
public static extern IntPtr dlsym(IntPtr handle, string symbolName);
[DllImport(
"__Internal")]
public static extern int dlclose(IntPtr handle);

public static IntPtr OpenLibrary(string path)
{
IntPtr handle
= dlopen(path, 0);
if(handle == IntPtr.Zero)
{
throw new Exception("Couldn't open native library: "+ path);
}
return handle;
}

public static void CloseLibrary(IntPtr libraryHandle)
{
dlclose(libraryHandle);
}

public static T GetDelegate<T>(IntPtr libraryHandle, string functionName)
where T: class
{
IntPtr symbol
= dlsym(libraryHandle, functionName);
if(symbol == IntPtr.Zero)
{
throw new Exception("Couldn't get function:" + functionName);
}
return Marshal.GetDelegateForFunctionPointer(symbol, typeof(T)) as T;
}
#elif UNITY_EDITOR_WIN
// win 编辑器下
[DllImport("kernel32")]
public static extern IntPtr LoadLibrary(string path);

[DllImport(
"kernel32")]
public static extern IntPtr GetProcAddress(IntPtr libraryHandle,
string symbolName);

[DllImport(
"kernel32)]
public static extern bool FreeLibrary(IntPtr libraryHandle);

public static IntPtr OpenLibrary(string path)
{
IntPtr handle
= LoadLibrary(path);
if(handle == IntPtr.Zero)
{
throw new Exception("Couldn't open native library: "+ path);
}
return handle;
}

public static void CloseLibrary(IntPtr libraryHandle)
{
FreeLibrary(libraryHandle);
}

public static T GetDelegate<T>(IntPtr libraryHandle, string functionName)
where T: class
{
IntPtr symbol
= GetProcAddress(libraryHandle, functionName);
if(symbol == IntPtr.Zero)
{
throw new Exception("Couldn't get function:" + functionName);
}
return Marshal.GetDelegateForFunctionPointer(symbol, typeof(T)) as T;
}
#else
//本地加载
[DllImport("NativeScript")]
static extern void Init(IntPtr gameObjectNew,
IntPtr gameObjectGetTransform, IntPtr transformSetPosition);

[DllImport(
"NativeScript")]
static extern void MonoBehaviourUpdate();
#endif

delegate int GameObjectNewDelegate();
delegate int GameObjectGetTransformDelegate(int thisHandle);
delegate void TransformSetPositionDelegate(int thisHandle, Vector3 position);

#if UNITY_EDITOR_OSX
const string LIB_PATH = "/NativeScript.bundle/Contents/MacOS/NativeScript";
#elif UNITY_EDITOR_LINUX
const string LIB_PATH = "/NativeScript.so";
#elif UNITY_EDITOR_WIN
const string LIB_PATH = "/NativeScript.dll";
#endif

void Awake()
{
#if UNITY_EDITOR
//open the native library
libraryHandle = OpenLibrary(Application.dataPath + LIB_PATH);
InitDelegate Init
= GetDelegate<InitDelegate>(libraryHandle, "Init");
MonoBehaviourUpdate
= GetDelegate<MonoBehaviourUpdateDelegate>(
libraryHandle,
"MonoBehaviourUpdate");
#endif

//init the C++ Library
ObjectStore.Init(1024);
Init(
Marshal.GetFunctionPointerForDelegate(
new GameObjectNewDelegate(GameObjectNew)),
Marshal.GetFunctionPointerForDelegate(
new GameObjectGetTransformDelegate(GameObjectGetTransform)),
Marshal.GetFunctionPointerForDelegate(
new TransformSetPositionDelegate(TransformSetPosition))
);

}

void Update()
{
MonoBehaviourUpdate();
}

void OnApplicationQuit()
{
#if UNITY_EDITOR
CloseLibrary(libraryHandle);
libraryHandle
= IntPtr.Zero;
#endif
}

//c# function for c++ call
static int GameObjectNew()
{
GameObject go
= new GameObject();
return ObjectStore.Store(go);
}

static int GameObjectGetTransform(int thisHandle)
{
GameObject go
= (GameObject)ObjectStore.Get(thisHandle);
Transform transform
= go.transform;
return ObjectStore.Store(transform);
}

static void TransformSetPosition(int handle, Vector3 position)
{
Transform t
=(Transform)ObjectStore.Get(handle);
t.position
= position;
}
}

c++ code part:

#ifdef _WIN32
#define DLLEXPORT __declspec(dllexport)
#else
#define DLLEXPORT
#endif

extern "C"
{
//C# VECTOR STRUCT
struct Vector3
{
float x;
float y;
float z;
}
//c# function for c++ to call
int(*GameObjectNew)();
int(*GameObjectGetTransform)(int thisHandle);
void(*TransformSetPosition)(int thisHandle, Vector3 position);

//c++ functions for c# to call
int numCreated;

DLLExport
void Init(
int(*gameObjectNew)(),
int(*gameObjectGetTrasform)(int),
void(*transformSetPosition)(int, Vector3)
)
{
GameObjectNew
= gameObjectNew;
GameObjectGetTransform
= gameObjectGetTransform;
TransformSetPosition
= trasformSetPosition;

numCreated
= 0;
}
//
DLLEXPORT void MonoBehaviourUpdate(int thisHandle)
{
if( numCreated < 10)
{
//获取函数handle,然后操作
int goHandle = GameObjectNew();
int transformHandle = GameObejctGetTransform(goHandle);
float comp = 10.0f * (float)numCreated;
Vector3 position
= ;
TransformSetPosition(transformHandle, position);
numCreated
++;
}
}
}

四、总结

C#和C++的相互交互,是基于.NET和P/Invoke,那么我们可以同理退出c#和lua的操作,其实质就是对handle进行包装,然后进行相关的操作,这个在后续的文章中在研究,先写到这儿,祝大家五一快乐,我也回家过节去了,哈哈~

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