Сборка Unity WebGL не получает службы определения местоположенияJavascript

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Anonymous
 Сборка Unity WebGL не получает службы определения местоположения

Сообщение Anonymous »

Я создал приложение WebGL на Unity и добавил код Javascript и C# для получения служб определения местоположения из браузера. Однако когда я запускаю приложение, оно запрашивает разрешение, но приложение не может его получить. Сценарий службы определения местоположения — LoactionProviderFactory из SDK Mapbox.
Код Javascript:

Код: Выделить всё

var EXPORTED_FUNCTIONS = ['_requestWebGLLocation'];
mergeInto(LibraryManager.library, {
requestWebGLLocation: function() {
if (navigator.geolocation) {
navigator.geolocation.getCurrentPosition(
function(position) {
unityInstance.SendMessage('LocationProviderFactory', 'OnLocationReceived',
position.coords.latitude + ',' + position.coords.longitude);
},
function(error) {
console.error('Error obtaining location: ', error);
}
);
} else {
console.error('Geolocation is not supported by this browser.');
}
}
});

[b]Код местоположения:[/b]
#if !UNITY_EDITOR
#define NOT_UNITY_EDITOR
#endif

namespace Mapbox.Unity.Location
{
using UnityEngine;
using Mapbox.Unity.Map;
using System.Text.RegularExpressions;
using System.Runtime.InteropServices;
using System.Collections;

/// 
/// Singleton factory to allow easy access to various LocationProviders.
/// This is meant to be attached to a game object.
/// 
public class LocationProviderFactory : MonoBehaviour
{
[SerializeField]
public AbstractMap mapManager;

[SerializeField]
[Tooltip("Provider using Unity's builtin 'Input.Location' service")]
AbstractLocationProvider _deviceLocationProviderUnity;

[SerializeField]
[Tooltip("Custom native Android location provider. If this is not set above provider is used")]
DeviceLocationProviderAndroidNative _deviceLocationProviderAndroid;

[SerializeField]
AbstractLocationProvider _editorLocationProvider;

[SerializeField]
AbstractLocationProvider _transformLocationProvider;

[SerializeField]
bool _dontDestroyOnLoad;

[DllImport("__Internal")]
private static extern void requestWebGLLocation();

/// 
/// The singleton instance of this factory.
/// 
private static LocationProviderFactory _instance;
public static LocationProviderFactory Instance
{
get
{
return _instance;
}

private set
{
_instance = value;
}
}

ILocationProvider _defaultLocationProvider;

/// 
/// The default location provider.
/// Outside of the editor, this will be a .
/// In the Unity editor, this will be an 
/// 
/// 
/// Fetch location to set a transform's position:
/// 
/// void Update()
/// {
///     var locationProvider = LocationProviderFactory.Instance.DefaultLocationProvider;
///     transform.position = Conversions.GeoToWorldPosition(locationProvider.Location,
///                                                         MapController.ReferenceTileRect.Center,
///                                                         MapController.WorldScaleFactor).ToVector3xz();
/// }
/// 
///
public ILocationProvider DefaultLocationProvider
{
get
{
return _defaultLocationProvider;
}
set
{
_defaultLocationProvider = value;
}
}

///
/// Returns the serialized .
///
public ILocationProvider TransformLocationProvider
{
get
{
return _transformLocationProvider;
}
}

///
/// Returns the serialized .
///
public ILocationProvider EditorLocationProvider
{
get
{
return _editorLocationProvider;
}
}

///
/// Returns the serialized
///
public ILocationProvider DeviceLocationProvider
{
get
{
return _deviceLocationProviderUnity;
}
}

///
/// Create singleton instance and inject the DefaultLocationProvider upon initialization of this component.
///
protected virtual void Awake()
{
if (Instance != null)
{
DestroyImmediate(gameObject);
return;
}
Instance = this;

if (_dontDestroyOnLoad)
{
DontDestroyOnLoad(gameObject);
}

InjectEditorLocationProvider();
InjectDeviceLocationProvider();
}

private void Start()
{
StartCoroutine(StartLocationService());
}

///
/// Injects the editor location provider.
/// Depending on the platform, this method and calls to it will be stripped during compile.
///
[System.Diagnostics.Conditional("UNITY_EDITOR")]
void InjectEditorLocationProvider()
{
Debug.LogFormat("LocationProviderFactory: Injected EDITOR Location Provider - {0}", _editorLocationProvider.GetType());
DefaultLocationProvider = _editorLocationProvider;
}

///
/// Injects the device location provider.
/// Depending on the platform, this method and calls to it will be stripped during compile.
///
[System.Diagnostics.Conditional("NOT_UNITY_EDITOR")]
void InjectDeviceLocationProvider()
{
if (Application.platform == RuntimePlatform.WebGLPlayer)
{
Debug.Log("Using WebGL Geolocation.");
requestWebGLLocation();
}
else
{
int AndroidApiVersion = 0;
var regex = new Regex(@"(? API version: {1}", SystemInfo.operatingSystem, AndroidApiVersion);

if (Application.platform == RuntimePlatform.Android && AndroidApiVersion >= 24)
{
DefaultLocationProvider = _deviceLocationProviderAndroid;
}
else
{
DefaultLocationProvider = _deviceLocationProviderUnity;
}
}
}

public void OnLocationReceived(string locationData)
{
string[] coordinates = locationData.Split(',');
if (coordinates.Length == 2)
{
float latitude = float.Parse(coordinates[0]);
float longitude = float.Parse(coordinates[1]);
Debug.Log($"WebGL Location Received: Latitude: {latitude}, Longitude: {longitude}");
// You can further process this location data as required
}
}

IEnumerator StartLocationService()
{
if (!Input.location.isEnabledByUser)
{
Debug.LogError("Location services are not enabled.");
yield break;
}

Input.location.Start();

int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
maxWait--;
}

if (maxWait

Подробнее здесь: https://stackoverflow.com/questions/793 ... n-services
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