Unity中有自带的判断是否连接网络的方法如下:
if (Application.internetReachability == NetworkReachability.NotReachable)
{
text1.text = "Unity自带判断,没有联网";
Debug.Log("Unity自带判断,没有联网");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
Debug.Log("Unity自带,连接的移动网络");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork)
{
Debug.Log("Unity自带,连接的wifi");
}
else
{
text1.text = "Unity自带判断,已经联网";
Debug.Log("Unity自带判断,已经联网");
}
但是这个方法在Unity编译器中测试着是没有问题的,但是将改程序打包成exe文件后就会发现,他无法判断没有联网的状态,
这时就需要使用C#中的方法去检测是否联网。
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class Test1 : MonoBehaviour {
[DllImport("wininet")]
private extern static bool InternetGetConnectedState(out int connectionDescription, int reservedValue);
public Text text1;
public Text text2;
void Start () {
StartCoroutine("delayPrint");
}
IEnumerator delayPrint()
{
yield return new WaitForSeconds(1f);
if (Application.internetReachability == NetworkReachability.NotReachable)
{
text1.text = "Unity自带判断,没有联网";
Debug.Log("Unity自带判断,没有联网");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
text1.text = "Unity自带,连接的移动网络";
Debug.Log("Unity自带,连接的移动网络");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork)
{
text1.text = "Unity自带,连接的wifi";
Debug.Log("Unity自带,连接的wifi");
}
else
{
text1.text = "Unity自带判断,已经联网";
Debug.Log("Unity自带判断,已经联网");
}
if (IsConnectedInternet())
{
text2.text = "C#中判断,联网";
Debug.Log("C#中判断,联网");
}
else
{
text2.text = "C#中判断,没有联网";
Debug.Log("C#中判断,没有联网");
}
StartCoroutine("delayPrint");
}
/// <summary>
/// C#判断是否联网
/// </summary>
/// <returns></returns>
public bool IsConnectedInternet()
{
int i = 0;
if (InternetGetConnectedState(out i,0))
{
return true;
}
else
{
return false;
}
}
}
这是在联网状态下的显示:
这是在断网情况下的显示: