Unity Quad 加载图片

using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

/// <summary>图片加载</summary>
public class ImageLoader : MonoBehaviour
{
    [SerializeField]
    private string url;
    public string URL
    {
        get { return url; }
        set
        {
            url = value;
            loadFinish = false;
            Load();
        }
    }

    [SerializeField]
    private GameObject stage;
    private Texture2D texture2D;
    private bool loadFinish = false;
    private bool enable = false;

    private void Awake()
    {
        Init();
    }

    private void OnEnable()
    {
        enable = true;
        if (!loadFinish && !string.IsNullOrEmpty(url)) Load();
    }

    private void OnDisable()
    {
        enable = false;
    }

    private void OnDestroy()
    {
        if (texture2D != null) Destroy(texture2D);
    }



    private void Load()
    {
        StopCoroutine("GetImage");

        Init();

        if (string.IsNullOrEmpty(url))
        {
            Error("url is null!");
            return;
        }

        if (texture2D != null) Destroy(texture2D);
        SetTexture();

        if (!url.StartsWith("https://") && !url.StartsWith("http://"))
        {
            if (!url.StartsWith("file://")) url = "file://" + url;
        }

        if (enable) StartCoroutine(GetImage(url));
    }

    private IEnumerator GetImage(string url)
    {
        using (UnityWebRequest www = UnityWebRequestTexture.GetTexture(url))
        {
            www.SendWebRequest();

            while (!www.isDone)
            {

#if UNITY_EDITOR
                yield return 0;
#else
                yield return new WaitForEndOfFrame();
#endif
                LoadProgress(www.downloadProgress);

                yield return null;
            }

            LoadFinish();

            if (www.result != UnityWebRequest.Result.Success)
            {
                Error(www.error);
            }
            else
            {
                texture2D = DownloadHandlerTexture.GetContent(www);
                SetTexture();
            }
        }
    }

    private void SetTexture()
    {
        if (stage == null) return;

        Material material = new Material(Shader.Find("UI/Default"));
        MeshRenderer renderer = stage.GetComponent<MeshRenderer>();
        if (renderer != null) renderer.material = material;

        if (texture2D == null) return;

        float quadSize = 1f;
        stage.transform.localScale = new Vector3(quadSize, quadSize, 1f);
        float aspectRatio = (float)texture2D.width / texture2D.height;
        if (aspectRatio > 1f) 
        {
            stage.transform.localScale = new Vector3(1f, 1f / aspectRatio, 1f) * quadSize;
        }
        else
        {
            stage.transform.localScale = new Vector3(aspectRatio, 1f, 1f) * quadSize;
        }

        material.SetTexture("_MainTex", texture2D);
    }

    private void Init()
    {
        //初始化,
    }

    private void LoadProgress(float progress)
    {
        //Debug.Log("Loading progress: " + (progress * 100).ToString("F2") + "%");
    }

    private void Error(string error)
    {
        Debug.LogWarning("error:" + error);
        //加载图片错误
    }

    private void LoadFinish()
    {
        loadFinish = true;
        //加载完成
    }

}

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