系列文章目录
unity工具
文章目录
前言 unity 加载图片
有时候会从服务上下载图片,来应用到unity里面
提示:以下是本篇文章正文内容,下面案例可供参考
一、第一种UnityWebRequest加载方式
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class LoadSprite : MonoBehaviour
{
public Image image;
private string url="自己图片的地址";
private void Start()
{
StartCoroutine(PostSprite(url));
}
public void LoadSpriteByte(byte[] path)
{
image.sprite = ChangeToSprite(ByteToTex2d(path));
}
//根据字节流转换成图片
public static Texture2D ByteToTex2d(byte[] bytes)
{
int w = 500;
int h = 500;
Texture2D tex = new Texture2D(w, h);
tex.LoadImage(bytes);
return tex;
}
//转换为Image
private Sprite ChangeToSprite(Texture2D tex)
{
Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
return sprite;
}
public IEnumerator PostSprite(string url)
{
using (UnityWebRequest webRequest = UnityWebRequestTexture.GetTexture(url))
{
yield return webRequest.SendWebRequest();
// 检查是否有错误
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Error: " + webRequest.error);
Debug.Log(webRequest.responseCode);
image.sprite = null;
}
else
{
// 请求成功,处理响应数据
LoadSpriteByte(webRequest.downloadHandler.data);
webRequest.Dispose();
}
}
}
}
二、第二种www加载方式
1.代码如下
IEnumerator DownloadImage(string url)
{
WWW www = new WWW(url);
yield return www;
Texture2D tex2d = www.texture;
Sprite m_sprite = Sprite.Create(tex2d, new Rect(0, 0, tex2d.width, tex2d.height), new Vector2(0, 0));
image.sprite=m_sprite;
}
三.把图片地址转成Base64数据,然后再加载出来的方法
1.所需要引用的命名空间
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Net.Http;
using System.Threading.Tasks;
2.所用到的方法
public static Texture2D ByteToTex2d(byte[] bytes)
{
int w = 500;
int h = 500;
Texture2D tex = new Texture2D(w, h);
tex.LoadImage(bytes);
return tex;
}
//转换为Image
private Sprite ChangeToSprite(Texture2D tex)
{
Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
return sprite;
}
public async Task PostSpriteAsync(string url)
{
image.sprite = ChangeToSprite(ByteToTex2d(await GetImageAsBase64String(url)));
}
public static async Task<byte[]> GetImageAsBase64String(string url)
{
using (var httpClient = new HttpClient())
{
// 发送 HTTP 请求获取图片的字节
byte[] imageBytes = await httpClient.GetByteArrayAsync(url);
// 将字节转换为 Base64 字符串
return (imageBytes);
}
}
3-1.将Base64编码的数据转换为图片或者RawImage
代码如下
//转换Rawimage图片
public void RenderBase64Image(string base64String)
{
byte[] bytes = System.Convert.FromBase64String(base64String);
Texture2D texture = new Texture2D(1, 1);
texture.LoadImage(bytes);
image.texture = texture;
}
//转换image图片
public void ConvertToImage(string base64String)
{
byte[] imageData = Convert.FromBase64String(base64String);
Texture2D tex = new Texture2D(1, 1);
tex.LoadImage(imageData); // 加载图片数据
Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
// 现在可以将这个Sprite显示在Unity中的UI上或者3D物体上
}
unity 下载ab包
有时候模型会放到服务器上,这时候就需要下载了
提示:以下是本篇文章正文内容,下面案例可供参考
四、unity加载ab包
4-1 代码如下
代码如下(示例):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class ABLoad : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
/// <summary>
/// 加载ab包
/// </summary>
/// <param name="path">路径</param>
/// <param name="parents">加载到哪个父物体下面</param>
/// <returns></returns>
public IEnumerator FromWebRequest(string path, Transform parents)
{
UnityWebRequest webRequest = UnityWebRequestAssetBundle.GetAssetBundle(path);
yield return webRequest.SendWebRequest();
AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(webRequest);
object[] objects = assetBundle.LoadAllAssets();
for (int i = 0; i < objects.Length; i++)
{
GameObject obj = Instantiate((GameObject)objects[i], parents);
}
//yield return new WaitForSeconds (3f);
yield return null;
//卸载资源
assetBundle.Unload(false);
}
}
五. 加载图片的跟加载ab包的大同小异
六. Unity网络请求用法
6-1. Post请求
代码如下
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class PostLoad : MonoBehaviour
{
private string url;
public void GetPostDatas(string ipp, string deviceId, string idd)
{ //deviceId
WWWForm formData = new WWWForm();
formData.AddField(deviceId, idd);
StartCoroutine(PostRequest(url + ipp, formData, data=> {
//后面的逻辑写到这个地方 data就是数据
}));
}
/// <summary>
/// 获取设备的状态的 Root
/// </summary>
/// <param name="url"></param>
/// <param name="formData"></param>
/// <param name="action"></param>
/// <returns></returns>
IEnumerator PostRequest(string url, WWWForm formData , Action<string> callback)
{
using (UnityWebRequest webRequest = UnityWebRequest.Post(url, formData))
{
// 发送请求
yield return webRequest.SendWebRequest();
// 检查是否有错误
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Error: " + webRequest.error);
Debug.Log(webRequest.responseCode);
}
else
{
// 请求成功,处理响应数据
Debug.Log("Response: " + webRequest.downloadHandler.text);
callback?.Invoke(webRequest.downloadHandler.text);
webRequest.Dispose();
}
}
}
}
6-2、Get请求
6-2-1.代码如下
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class GetLoad : MonoBehaviour
{
private string urll;
private string token; //有就加,没有就不加
// Start is called before the first frame update
void Start()
{
StartCoroutine(PostRequest_GET("code", "floor", 1, data => {
//后面的逻辑写到这个地方 data就是数据
}));
}
public IEnumerator PostRequest_GET(string code, string floor, int page, Action<string> callback)
{
string url = string.Format(urll + "/IndoorAntenna/antennaList?code={0}&floor={1}&page={2}&pageSize=10&Authorization=Bearer {3}", code, floor, page, token);
using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
{
// 发送请求
yield return webRequest.SendWebRequest();
// 检查是否有错误
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Error: " + webRequest.error);
Debug.Log(webRequest.responseCode);
}
else
{
// 请求成功,处理响应数据
Debug.Log(webRequest.responseCode);
Debug.Log("Response: " + webRequest.downloadHandler.text);
callback?.Invoke(webRequest.downloadHandler.text);
webRequest.Dispose();
//GetJsonData_HuiYiShi(root.data);
}
}
}
}
七、添加请求头的请求
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class NewBehaviourScript : MonoBehaviour
{
string url = "http:";
//string jiekou = "";
// Start is called before the first frame update
void Start()
{
StartCoroutine(sdsd(data =>
{
Debug.Log(data.ToString());
}));
//StartCoroutine(GetData());
}
IEnumerator sdsd(Action<string>action)
{
using (UnityWebRequest webRequest = GetImageUrl())//UnityWebRequest.Post (url,formData ))
{
// 发送请求
yield return webRequest.SendWebRequest();
// 检查是否有错误
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Error: " + webRequest.error);
Debug.Log(webRequest.responseCode);
}
else
{
// 请求成功,处理响应数据
Debug.Log(webRequest.responseCode);
//Debug.Log("Response: " + webRequest.downloadHandler.text);
//postDatas = webRequest.downloadHandler.text;
action.Invoke(webRequest.downloadHandler.text);
//Root root = JsonMapper.ToObject<Root>(webRequest.downloadHandler.text);
//GetJsonData_HuiYiShi(root.data);
}
}
}
public UnityWebRequest GetImageUrl()
{
//string url = "https://" + usNetworkConfig.IP + "url?id=" + id;
var request = UnityWebRequest.Get (url);
//request.downloadHandler = new DownloadHandlerBuffer();
request.SetRequestHeader("Content-Type", "application/json");
request.SetRequestHeader("Key","mzc6z7o1grkx");
request.SetRequestHeader("Secret","J6hKoxBKCu9vzjM2TLF8G0sCYIHx9YR4");
return request;
}
IEnumerator GetData()
{
UnityWebRequest uwr = UnityWebRequest.Get(url);
uwr.SetRequestHeader("Content-Type", "application/json");
uwr.SetRequestHeader("Key", "mzc6z7o1grkx");
uwr.SetRequestHeader("Secret", "J6hKoxBKCu9vzjM2TLF8G0sCYIHx9YR4");
yield return uwr.SendWebRequest();
if (uwr.isNetworkError)
{
Debug.Log("Error While Sending: " + uwr.error);
}
else
{
Debug.Log(uwr.downloadHandler.text);
}
}
}
八、添加请求体的请求
public UnityWebRequest GetImageUrl()
{
var request = UnityWebRequest.Post(url, "");
request.SetRequestHeader("Content-Type", "application/json;charset=UTF-8");
//这个是传请求体的写法
JsonData data = new JsonData();
data["code"] = "jy";
data["password"] = "Jy@admin123";
data["username"] = "admin";
byte[] postBytes = System.Text.Encoding.Default.GetBytes(data.ToJson());
request.uploadHandler = (UploadHandler)new UploadHandlerRaw(postBytes);
var downloadHandler = new DownloadHandlerBuffer();
request.downloadHandler = downloadHandler;
//注释的是传请求头的数据
//request.SetRequestHeader("password", "Jy@admin123");
//request.SetRequestHeader("username", "admin");
//request.SetRequestHeader("uuid", "");
//request.SetRequestHeader("Secret", "J6hKoxBKCu9vzjM2TLF8G0sCYIHx9YR4");
return request;
}
IEnumerator Loagin_uuid(Action<string> action)
{
using (UnityWebRequest webRequest = GetImageUrl())//UnityWebRequest.Post (url,formData ))
{
// 发送请求
yield return webRequest.SendWebRequest();
// 检查是否有错误
if (webRequest.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Error: " + webRequest.error);
Debug.Log(webRequest.responseCode);
}
else
{
// 请求成功,处理响应数据
Debug.Log(webRequest.responseCode);
//Debug.Log("Response: " + webRequest.downloadHandler.text);
//postDatas = webRequest.downloadHandler.text;
action?.Invoke(webRequest.downloadHandler.text);
//Root root = JsonMapper.ToObject<Root>(webRequest.downloadHandler.text);
//GetJsonData_HuiYiShi(root.data);
}
}
}
然后自己调用即可
总结
总结一下,希望对你有需要,也刚好对你有用
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