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Xamarin.CocosCreator

Packages

Lastest

NuGet

Platform/FeaturePackage nameStableCocos Creator Version
CocosCreatorCocosCreatorNuGet - NuGet2.2.0 - 2.2.2
CocosCreatorCocosCreatorNuGet - NuGet2.3.0
CocosCreatorCocosCreatorNuGet - NuGet2.3.3
CocosCreatorCocosCreatorNuGet2.4.3
CocosCreatorCocosCreatorNuGet2.4.5
<img src="docs/demo.gif" alt="demominigame" height="500"> <img src="docs/physic.gif" alt="demominigame" height="300">

Samples

https://github.com/toanlcgift/xamarin-cocoscreator-samples

Getting Started

Environment

Build your Cocos Creator Project

<p align="center"> <img src="docs/buildsetting.png" alt="Xamarin.CocosCreator banner" height="800" > </p>

Xamarin Android (nuget <= 2.2.6)

Install nuget CocosCreator
1. Create Android Activity
  public class MainActivity : Cocos2dxActivity
2. Override OnCreate
protected override void OnCreate(Bundle savedInstanceState)
        {
            if (!IsTaskRoot)
            {
                return;
            }

            Java.Lang.JavaSystem.LoadLibrary("cocos2djs");
            this.Setxxteakey("123456789");
            base.OnCreate(savedInstanceState);
            app = this;
            Xamarin.Essentials.Platform.Init(this, savedInstanceState);
            
        }

NOTE: Make sure the xxteakey is matched with your cocos creator's build setting

<p align="center"> <img src="docs/xxkeytea.png" alt="Xamarin.CocosCreator banner" height="300" > </p>
3. override Cocos2dxGLSurfaceView OnCreateView()
  public override Cocos2dxGLSurfaceView OnCreateView()
        {
            Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
            glSurfaceView.SetEGLConfigChooser(8, 8, 8, 8, 16, 0);
            return glSurfaceView;
        }
4. Copy Resources

Copy resources in Cocos Creator's build folder to Xamarin.Android Assets folder (except frameworks & js backups folder)

5. Add to your android project *.csproj file
<ItemGroup>
  <AndroidAsset Include="Assets\**" />
</ItemGroup>

Xamarin iOS (nuget <= 2.2.6)

Install nuget CocosCreator
1. Create iOS AppDelegate
  public partial class AppDelegate : AppController
2. Override DidFinishLaunchingWithOptions
public override bool DidFinishLaunchingWithOptions(UIApplication app, NSDictionary options)
        {
            options = new NSDictionary(new NSString("xxtea_key"), new NSString("123456789"));
            return base.DidFinishLaunchingWithOptions(app, options);
            
        }

NOTE: Make sure the xxteakey is matched with your cocos creator's build setting

<p align="center"> <img src="docs/xxkeytea.png" alt="Xamarin.CocosCreator banner" height="300" > </p>
3. Copy Resources

Copy resources in Cocos Creator's build folder to Xamarin.iOS Resources folder (except frameworks & js backups folder)

4. Add to your iOS project *.csproj file
  <BundleResource Include="Resources\**">
    <Optimize>False</Optimize>
  </BundleResource>
Please run sample project to check all configuration

NOTE: This package does not support iOS emulator

Xamarin.Forms (nuget >= 2.2.7)

Android

1. init CocosViewRenderer in MainActivity.cs
CocosViewRenderer.Init(this, savedInstanceState, [js_encrypted_key]);
2. Copy Resources

Copy resources in Cocos Creator's build folder to Xamarin.iOS Resources folder (except frameworks & js backups folder)

3. Add to your android project *.csproj file
<ItemGroup>
  <AndroidAsset Include="Assets\**" />
</ItemGroup>

iOS

1. init CocosViewRenderer in AppDelegate.cs
CocosViewRenderer.Init([js_encrypted_key]);
2. Copy Resources

Copy resources in Cocos Creator's build folder to Xamarin.iOS Resources folder (except frameworks & js backups folder)

3. Add to your iOS project *.csproj file
  <BundleResource Include="Resources\**">
    <Optimize>False</Optimize>
  </BundleResource>

Net Standard

In your xaml page:

xmlns:cocosforms="clr-namespace:CocosCreator.Forms;assembly=CocosCreator.Forms"

<cocosforms:CocosView NativeCallCommand="{Binding NativeCallCommand}" />

Advanced topics

1. How to Call Xamarin.Android & Xamarin.iOS C# methods using JavaScript

please refer articles for android & ios first

In cocos creator javascript:

if (cc.sys.os === cc.sys.OS_ANDROID) {

          var result = jsb.reflection.callStaticMethod("org/cocos2dx/lib/Cocos2dxActivity", // Cocos2dxForms instead if using nuget 2.2.7+
           "paramFromJSStaticString", "(Ljava/lang/String;Ljava/lang/String;)Ljava/lang/String;",
            "cocos2d-js",
             "Native Call Test");
          cc.log(result);
      }
      else if (cc.sys.os === cc.sys.OS_IOS) {
          var ret = jsb.reflection.callStaticMethod("NativeOcClass",
              "callNativeWithReturnString:andContent:",
              "cocos2d-js",
              "Native Call Test");
          cc.log(ret);
      }

To get the value from js:

 public override void ParamFromJSVoid(string title, string message)
     {
         System.Diagnostics.Debug.WriteLine($"title: {title}, message: {message}");
     }

     public override int ParamFromJSInt(string title, string message)
     {
         return base.ParamFromJSInt(title, message);
     }

     public override string ParamFromJSString(string title, string message)
     {
         return base.ParamFromJSString(title, message);
     }
 public override bool CallNativeWithReturnBool(string title, string content)
     {
         System.Diagnostics.Debug.WriteLine($"CallNativeWithReturnBool: title: { title} & content: {content}");
         return base.CallNativeWithReturnBool(title, content);
     }

     public override string CallNativeWithReturnString(string title, string content)
     {
         System.Diagnostics.Debug.WriteLine($"CallNativeWithReturnString: title: { title} & content: {content}");
         return base.CallNativeWithReturnString(title, content);
     }

Please implement MVVM and binding to NativeCallCommand in ViewModel


public ICommand NativeCallCommand { get; set; } = new Command(OnExecuteNativeCallCommand);

private void OnExecuteNativeCallCommand(object obj)
     {
         CocosCreator.Forms.JSBrigde.EvaluateScript("cc.TestNativeCallJS()");
     }

2. C# Call Javascript
  app.RunOnGLThread(new Runnable(() =>
          {
              Cocos2dxJavascriptJavaBridge.EvalString("cc.TestNativeCallJS()");
          }));
 AppController.EvalScript("cc.TestNativeCallJS()");
CocosCreator.Forms.JSBrigde.EvaluateScript("cc.TestNativeCallJS()");
3. Cocos Creator HotUpdate

Of course, it's fully compatible with Xamarin!

4. SDK box integration?

No, don't need anymore, we have Xamarin Community instead!