报错的地方,把代码前面的去掉,然后根据注释,按自己实际情况来修改就可以使用了
报错的地方,把代码前面的去掉,然后根据注释,按自己实际情况来修改就可以使用了
报错的地方,把代码前面的*去掉,然后根据注释,按自己实际情况来修改就可以使用了
using System.IO;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ObbExtractor : MonoBehaviour
{
public Text test;
int i;
void Start()
{
StartCoroutine(GetDatasets());
}
protected IEnumerator GetDatasets()
{
*string[] filesInOBB = { "SYGF.dat", "SYGF.xml", "VuforiaMars_Images.dat", "VuforiaMars_Images.xml", "test.dat", "test.xml" };
//把streamingAssetsPath/Vuforia目录下所有带有.dat和.xml的文件都写到上面去
foreach (var filename in filesInOBB)
{
Debug.Log("Will load: " + filename);
*string uri = Application.streamingAssetsPath + "/Vuforia/" + filename;
//我的目录是streamingAssets/Vuforia,这里根据自己dat和xml的存放目录来写
*string targetFilePath = Application.persistentDataPath + "/Vuforia/" + filename;
if (!Directory.Exists(Path.GetDirectoryName(targetFilePath)))
Directory.CreateDirectory(Path.GetDirectoryName(targetFilePath));
Debug.Log("WWW: " + uri);
var www = new WWW(uri);
yield return www;
if (www.error != null)
{
test.text = "加载失败"+i.ToString();
i++;
Debug.Log("----------------WWW Error!!!!!: " + www.error);
yield break;
}
Debug.Log("||||||||||||||||||||||Success!!!!! " + Application.persistentDataPath + "/Vuforia/" + filename);
test.text = "加载成功";
*File.WriteAllBytes(Application.persistentDataPath + "/Vuforia/" + filename, www.bytes);
yield return new WaitForEndOfFrame();
}
StartGame();
}
private void StartGame()
{
SceneManager.LoadScene("Main");
}
}