Unity 简单封装UnityWebRequest

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class C_UnityWebRequest : MonoBehaviour{ static C_UnityWebRequest instance; public static C_UnityWebRequest Instance { get { if (instance == null) { GameObject mounter = new GameObject( "C_UnityWebRequest"); instance = mounter.AddComponent<C_UnityWebRequest>(); } return instance; } } /* UnityWebRequest uwr = new UnityWebRequest(); uwr.url = "http://www.mysite.com"; uwr.method = UnityWebRequest.kHttpVerbGET; // can be set to any custom method, common constants privided uwr.useHttpContinue = false; uwr.chunkedTransfer = false; uwr.redirectLimit = 0; // disable redirects uwr.timeout = 60; // don't make this small, web requests do take some time */ /// <summary> /// GET请求 /// </summary> /// <param name="url"></param> /// <param name="action"></param> public void Get(string url, Action<UnityWebRequest> actionResult) { StartCoroutine(_Get(url, actionResult)); } /// <summary> /// 下载文件 /// </summary> /// <param name="url">请求地址</param> /// <param name="downloadFilePathAndName">储存文件的路径和文件名 like 'Application.persistentDataPath+"/unity3d.html"'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求对象</param> /// <returns></returns> public void DownloadFile(string url, string downloadFilePathAndName, Action<UnityWebRequest> actionResult) { StartCoroutine(_DownloadFile(url, downloadFilePathAndName, actionResult)); } /// <summary> /// 请求图片 /// </summary> /// <param name="url">图片地址,like 'http://www.my-server.com/image.png '</param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的图片</param> /// <returns></returns> public void GetTexture(string url, Action<Texture2D> actionResult) { StartCoroutine(_GetTexture(url, actionResult)); } /// <summary> /// 请求AssetBundle /// </summary> /// <param name="url">AssetBundle地址,like 'http://www.my-server.com/myData.unity3d'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AssetBundle</param> /// <returns></returns> public void GetAssetBundle(string url, Action<AssetBundle> actionResult) { StartCoroutine(_GetAssetBundle(url, actionResult)); } /// <summary> /// 请求服务器地址上的音效 /// </summary> /// <param name="url">没有音效地址,like 'http://myserver.com/mysound.wav'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AudioClip</param> /// <param name="audioType">音效类型</param> /// <returns></returns> public void GetAudioClip(string url, Action<AudioClip> actionResult, AudioType audioType = AudioType.WAV) { StartCoroutine(_GetAudioClip(url, actionResult, audioType)); } /// <summary> /// 请求服务器地址上的音效 /// </summary> /// <param name="url">没有视频地址,like 'http://myserver.com/mymovie.mp3'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的MovieTexture</param> /// <param name="audioType">音效类型</param> /// <returns></returns> public void GetMovieTexture(string url, Action<MovieTexture> actionResult) { StartCoroutine(_GetMovieTexture(url, actionResult)); } /// <summary> /// 向服务器提交post请求 /// </summary> /// <param name="serverURL">服务器请求目标地址,like "http://www.my-server.com/myform"</param> /// <param name="lstformData">form表单参数</param> /// <param name="lstformData">处理返回结果的委托,处理请求对象</param> /// <returns></returns> public void Post(string serverURL, List<IMultipartFormSection> lstformData, Action<UnityWebRequest> actionResult) { //List<IMultipartFormSection> formData = new List<IMultipartFormSection>(); //formData.Add(new MultipartFormDataSection("field1=foo&field2=bar")); //formData.Add(new MultipartFormFileSection("my file data", "myfile.txt")); StartCoroutine(_Post(serverURL, lstformData, actionResult)); } /// <summary> /// 通过PUT方式将字节流传到服务器 /// </summary> /// <param name="url">服务器目标地址 like 'http://www.my-server.com/upload' </param> /// <param name="contentBytes">需要上传的字节流</param> /// <param name="resultAction">处理返回结果的委托</param> /// <returns></returns> public void UploadByPut(string url, byte[] contentBytes, Action<bool> actionResult) { StartCoroutine(_UploadByPut(url, contentBytes, actionResult, "")); } /// <summary> /// GET请求 /// </summary> /// <param name="url">请求地址,like 'http://www.my-server.com/ '</param> /// <param name="action">请求发起后处理回调结果的委托</param> /// <returns></returns> IEnumerator _Get( string url, Action<UnityWebRequest> actionResult) { using (UnityWebRequest uwr = UnityWebRequest.Get(url)) { yield return uwr.SendWebRequest(); if (actionResult != null) { actionResult(uwr); } } } /// <summary> /// 下载文件 /// </summary> /// <param name="url">请求地址</param> /// <param name="downloadFilePathAndName">储存文件的路径和文件名 like 'Application.persistentDataPath+"/unity3d.html"'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求对象</param> /// <returns></returns> IEnumerator _DownloadFile( string url, string downloadFilePathAndName,Action<UnityWebRequest> actionResult) { var uwr = new UnityWebRequest(url, UnityWebRequest.kHttpVerbGET); uwr.downloadHandler = new DownloadHandlerFile(downloadFilePathAndName); yield return uwr.SendWebRequest(); if (actionResult != null) { actionResult(uwr); } } /// <summary> /// 请求图片 /// </summary> /// <param name="url">图片地址,like 'http://www.my-server.com/image.png '</param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的图片</param> /// <returns></returns> IEnumerator _GetTexture( string url, Action<Texture2D> actionResult) { UnityWebRequest uwr = new UnityWebRequest(url); DownloadHandlerTexture downloadTexture = new DownloadHandlerTexture( true); uwr.downloadHandler = downloadTexture; yield return uwr.SendWebRequest(); Texture2D t = null; if (!(uwr.isNetworkError || uwr.isHttpError)) { t = downloadTexture.texture; } if (actionResult != null) { actionResult(t); } } /// <summary> /// 请求AssetBundle /// </summary> /// <param name="url">AssetBundle地址,like 'http://www.my-server.com/myData.unity3d'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AssetBundle</param> /// <returns></returns> IEnumerator _GetAssetBundle( string url,Action<AssetBundle> actionResult) { UnityWebRequest www = new UnityWebRequest(url); DownloadHandlerAssetBundle handler = new DownloadHandlerAssetBundle(www.url, uint.MaxValue); www.downloadHandler = handler; yield return www.SendWebRequest(); AssetBundle bundle = null; if (!(www.isNetworkError || www.isHttpError)) { bundle = handler.assetBundle; } if (actionResult != null) { actionResult(bundle); } } /// <summary> /// 请求服务器地址上的音效 /// </summary> /// <param name="url">没有音效地址,like 'http://myserver.com/mysound.wav'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AudioClip</param> /// <param name="audioType">音效类型</param> /// <returns></returns> IEnumerator _GetAudioClip( string url,Action<AudioClip> actionResult, AudioType audioType = AudioType.WAV) { using (var uwr = UnityWebRequestMultimedia.GetAudioClip(url, audioType)) { yield return uwr.SendWebRequest(); if (!(uwr.isNetworkError || uwr.isHttpError)) { if (actionResult != null) { actionResult(DownloadHandlerAudioClip.GetContent(uwr)); } } } } /// <summary> /// 请求服务器地址上的音效 /// </summary> /// <param name="url">没有视频地址,like 'http://myserver.com/mymovie.mp3'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的MovieTexture</param> /// <param name="audioType">音效类型</param> /// <returns></returns> IEnumerator _GetMovieTexture( string url, Action<MovieTexture> actionResult) { using (var uwr = UnityWebRequestMultimedia.GetMovieTexture(url)) { yield return uwr.SendWebRequest(); if (!(uwr.isNetworkError || uwr.isHttpError)) { if (actionResult != null) { actionResult(DownloadHandlerMovieTexture.GetContent(uwr)); } } } } /// <summary> /// 向服务器提交post请求 /// </summary> /// <param name="serverURL">服务器请求目标地址,like "http://www.my-server.com/myform"</param> /// <param name="lstformData">form表单参数</param> /// <param name="lstformData">处理返回结果的委托</param> /// <returns></returns> IEnumerator _Post( string serverURL, List<IMultipartFormSection> lstformData, Action<UnityWebRequest> actionResult) { //List<IMultipartFormSection> formData = new List<IMultipartFormSection>(); //formData.Add(new MultipartFormDataSection("field1=foo&field2=bar")); //formData.Add(new MultipartFormFileSection("my file data", "myfile.txt")); UnityWebRequest uwr = UnityWebRequest.Post(serverURL, lstformData); yield return uwr.SendWebRequest(); if (actionResult != null) { actionResult(uwr); } } /// <summary> /// 通过PUT方式将字节流传到服务器 /// </summary> /// <param name="url">服务器目标地址 like 'http://www.my-server.com/upload' </param> /// <param name="contentBytes">需要上传的字节流</param> /// <param name="resultAction">处理返回结果的委托</param> /// <param name="resultAction">设置header文件中的Content-Type属性</param> /// <returns></returns> IEnumerator _UploadByPut( string url,byte[] contentBytes, Action< bool> actionResult, string contentType= "application/octet-stream") { UnityWebRequest uwr = new UnityWebRequest(); UploadHandler uploader = new UploadHandlerRaw(contentBytes); // Sends header: "Content-Type: custom/content-type"; uploader.contentType = contentType; uwr.uploadHandler = uploader; yield return uwr.SendWebRequest(); bool res = true; if (uwr.isNetworkError || uwr.isHttpError) { res = false; } if (actionResult != null) { actionResult(res); } }}


作者:hh5460
链接:https://www.jianshu.com/p/3da9191f82a0
來源:简书
简书著作权归作者所有,任何形式的转载都请联系作者获得授权并注明出处。
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