unity使用WWW加载网络端图片并缓存在本地,下次用时读取本地

在简书上看到了一个网友的分享,收藏一下 https://www.jianshu.com/p/8e461083879d 

代码单独贴出来

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.IO;
using System.Collections.Generic;

public class AsyncImageDownload : MonoBehaviour
{
    private Sprite placeholder;
    private static List<string> files = null;
    public void Start()
    {
        if (!Directory.Exists(Application.persistentDataPath + "/ImageCache/"))
        {
            Directory.CreateDirectory(Application.persistentDataPath + "/ImageCache/");
        }
    }

    public void SetAsyncImage(string url, Image image)
    {
        //开始下载图片前,将UITexture的主图片设置为占位图
        //image.sprite = placeholder;

        //判断是否是第一次加载这张图片
        if (!File.Exists(path + url.GetHashCode()))
        {
            if (files != null)
            {
                files.Add(url.GetHashCode().ToString());
            }
            else {
                files = new List<string>();
                files.Add(url.GetHashCode().ToString());
            }
            
            //如果之前不存在缓存文件
            StartCoroutine(DownloadImage(url, image));
        }
        else
        {
            StartCoroutine(LoadLocalImage(url, image));
        }
    }

    IEnumerator DownloadImage(string url, Image image)
    {
        Debug.Log("downloading new image:" + path + url.GetHashCode());//url转换HD5作为名字
        WWW www = new WWW(url);
        yield return www;

        Texture2D tex2d = www.texture;
        //将图片保存至缓存路径
        byte[] pngData = tex2d.EncodeToPNG();
        File.WriteAllBytes(path + url.GetHashCode(), pngData);

        Sprite m_sprite = Sprite.Create(tex2d, new Rect(0, 0, tex2d.width, tex2d.height), new Vector2(0, 0));
        image.sprite = m_sprite;
        image.SetNativeSize();
    }

    IEnumerator LoadLocalImage(string url, Image image)
    {
        string filePath = "file:///" + path + url.GetHashCode();

        Debug.Log("getting local image:" + filePath);
        WWW www = new WWW(filePath);
        yield return www;

        Texture2D texture = www.texture;
        Sprite m_sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0, 0));
        image.sprite = m_sprite;
        image.SetNativeSize();
    }

    public string path
    {
        get
        {
            //pc,ios //android :jar:file//
            return Application.persistentDataPath + "/ImageCache/";

        }
    }

    public void OnDisable()
    {
        //CleanFiles();
    }

    public void OnDestroy()
    {
        CleanFiles();
    }

    public void CleanFiles() {
        if (files != null && files.Count > 0) {
            for (int i = files.Count - 1; i >= 0; i--) {
                if (!Directory.Exists(path + files[i])) {
                    Debug.LogError("delete file path " + path + files[i]);
                    File.Delete(path + files[i]);
                    files.RemoveAt(i);
                }
            }
        }
    }
}

 

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Unity中,你可以使用Android的Java API来读取本地图片。以下是一个简单的示例: 1. 首先,创建一个C#脚本,用于调用Java API: ```csharp using UnityEngine; using System.Collections; public class AndroidGallery : MonoBehaviour { private AndroidJavaObject galleryActivity; void Start () { // 获取GalleryActivity类的引用 galleryActivity = new AndroidJavaObject("com.example.gallery.GalleryActivity"); } public void OpenGallery() { // 调用GalleryActivity类中的OpenGallery方法 galleryActivity.Call("OpenGallery"); } public void SetImage(string path) { // 调用GalleryActivity类中的SetImage方法 galleryActivity.Call("SetImage", path); } } ``` 2. 然后,在Android项目中创建一个名为GalleryActivity的Java类: ```java package com.example.gallery; import android.app.Activity; import android.content.Intent; import android.net.Uri; import android.os.Bundle; public class GalleryActivity extends Activity { private static final int SELECT_PICTURE = 1; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } public void OpenGallery() { Intent intent = new Intent(Intent.ACTION_PICK); intent.setType("image/*"); startActivityForResult(intent, SELECT_PICTURE); } public void SetImage(String path) { // 在Unity中调用SetImage方法时,将图片路径传递给该方法 Intent intent = new Intent(); intent.setData(Uri.parse(path)); setResult(Activity.RESULT_OK, intent); finish(); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { if (requestCode == SELECT_PICTURE && resultCode == RESULT_OK) { String path = data.getDataString(); // 将图片路径返回给Unity SetImage(path); } } } ``` 3. 最后,在Unity使用AndroidGallery脚本来加载本地图片: ```csharp using UnityEngine; using UnityEngine.UI; using System.Collections; public class LoadImage : MonoBehaviour { public RawImage image; void Start () { // 创建AndroidGallery对象 AndroidGallery androidGallery = new AndroidGallery(); // 在Android设备上打开相册 androidGallery.OpenGallery(); } void Update () { // 检查是否有新的图片被选择 if (Input.GetKeyDown(KeyCode.Escape)) { string path = PlayerPrefs.GetString("ImagePath"); if (path != "") { // 加载本地图片 StartCoroutine(LoadLocalImage(path)); } } } IEnumerator LoadLocalImage(string path) { WWW www = new WWW("file://" + path); yield return www; // 将加载图片显示在RawImage组件中 image.texture = www.texture; } } ``` 在上面的示例中,我们通过AndroidGallery脚本打开了Android设备上的相册,然后在GalleryActivity类中选择了一张图片,并将其路径传递给了Unity。在Unity中,我们使用PlayerPrefs来存储图片路径,并使用WWW类来加载本地图片。最后,我们将加载图片显示在RawImage组件中。

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