UnityWebRequest下载,Unity自带的下载方式。
一、存在内存中供程序使用或者下载一些小文件
优点很明显:封装很好,使用简便,与unity使用兼容性很好且跨平台问题少;
对应的缺点:扩展性差。
public IEnumerator DownloadFile(string url, string contentName)
{
string downloadFileName = "";
#if UNITY_EDITOR
downloadFileName = Path.Combine(Application.dataPath, contentName);
#elif UNITY_ANDROID
downloadFileName = Path.Combine(Application.streamingAssetsPath, contentName);
#endif
using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
{
yield return webRequest.SendWebRequest();
if (webRequest.isNetworkError)
{
Debug.LogError(webRequest.error);
}
else
{
DownloadHandler fileHandler = webRequest.downloadHandler;
using (MemoryStream memory = new MemoryStream(fileHandler.data))
{
byte[] buffer = new byte[1024 * 1024];
FileStream file = File.Open(downloadFileName, FileMode.OpenOrCreate);
int readBytes;
while ((readBytes = memory.Read(buffer, 0, buffer.Length)) > 0)
{
file.Write(buffer, 0, readBytes);
}
file.Close();
}
}
}
}
二、使用Unity新增了DownloadHandlerFile的支持函数,可以直接将文件下载到外存。
public IEnumerator DownloadVideoFile01(Uri uri, string downloadFileName, Slider sliderProgress )
{
using (UnityWebRequest downloader = UnityWebRequest.Get(uri))
{
downloader.downloadHandler = new DownloadHandlerFile(downloadFileName);
downloader.SendWebRequest();
//同步进度
while (!downloader.isDone)
{
sliderProgress.value = downloader.downloadProgress;
sliderProgress.GetComponentInChildren<Text>().text = (downloader.downloadProgress* 100).ToString("F2") + "%";
yield return null;
}
if (downloader.error != null)
{
Debug.LogError(downloader.error);
}
else
{
//完成
sliderProgress.value = 1f;
sliderProgress.GetComponentInChildren<Text>().text = 100.ToString("F2") + "%";
}
}
}