文章目录
- 提醒
- 下载一个资源并保存到本地
- 下载一张图片
提醒
部分API需要将Unity的 Edit/PrejectSetting/Player/OtherSetttings/AConfiguration/ApiCompatibilityLevel 设为.NetFramework 才可以使用
下载一个资源并保存到本地
private IEnumerator DownloadFormServer_IE(string url, string path)//从服务器下载资源 path保存路径{Debug.Log("正在下载" + url); string assetName = Path.GetFileName(url);UnityWebRequest request = UnityWebRequest.Get(url); request.SendWebRequest();if (request.result == UnityWebRequest.Result.ProtocolError || request.result == UnityWebRequest.Result.ConnectionError){Debug.Log(request.responseCode);Debug.Log(request.error);yield break;}while (!request.isDone){string totalDownloadDataStr = "0kb";//总下载量 不是下载速度,可以根据总下载量计算下载速度if (request.downloadHandler != null && request.downloadHandler.data != null){float speed = request.downloadHandler.data.Length / 1024;if (speed > 1024){speed = (speed / 1024);totalDownloadDataStr = speed.ToString("f") + "mb"; }else{ totalDownloadDataStr = speed + "kb"; }}//打开一个面板显示下载进度条 UIKit是QF框架提供的APIUIKit.OpenPanel<AlertPanel>(new AlertPanelData("正在下载" + assetName + "\n"+ "进度" + (request.downloadProgress*100).ToString("f") + "% "+ totalDownloadDataStr + "\n"+ "第" + (assetsManagerModel.currentDownlaodFinishIndex + 1) + "\\总共" + assetsManagerModel.waitDownloadAssetsList.Count));yield return null;}DownloadHandler downloadHandler = request.downloadHandler;Debug.Log("下载完成");byte[] data = request.downloadHandler.data;using (FileStream fs = new FileStream(path, FileMode.Create))//将下载好的数据写入本地{fs.Write(data, 0, data.Length);}}
下载一张图片
private IEnumerator DownloadOnePicture_IE(string url, Action<Texture2D> callBack)//在callBack里可以直接对下载的图片进行例如给精灵赋值这类操作{if (string.IsNullOrEmpty(url)) yield break;UnityWebRequest request = UnityWebRequestTexture.GetTexture(url);yield return request.SendWebRequest();Texture2D texture2D = DownloadHandlerTexture.GetContent(request);callBack?.Invoke(texture2D);}