using UnityEngine;
using System.Collections;
using System.IO;
using System.Net;
using System;
using UnityEditor;
public class WWWLoad : MonoBehaviour
{
//string urlPath = "http://www.....";
string urlPath = @"http://localhost:8080/fbx/test.FBX";//资源网络路径(自己写)
string file_SaveUrl = @"D:\UnityProjects\TEST2\START\Assets\Resources\1比1.FBX";//资源保路径
FileInfo file;
bool isLoadModel=false;
HttpDldFile httpDown_O;
//初始化
void Start()
{
file = new FileInfo(file_SaveUrl);
httpDown_O = new HttpDldFile();
Debug.Log(file_SaveUrl);
}
//启动下载
public void WWWmodelsa()
{
bool run_f = httpDown_O.Download(urlPath, file_SaveUrl);
AssetDatabase.Refresh();//unity刷新
isLoadModel = true;
Debug.Log(urlPath);
}
//实例化模型
public void LoadModelas()
{
if (isLoadModel)
{
//GameObject objPrefab = (GameObject)Instantiate(AssetDatabase.LoadAssetAtPath(filePath,typeof(GameObject)));
//GameObject objPrefab = (MonoBehaviour.Instantiate(mPrefab, Vector3.zero, Quaternion.identity) as GameObject);
GameObject objPrefab = (GameObject)Resources.Load("1比1");
Instantiate(objPrefab);
Debug.Log(objPrefab.GetType().ToString());
}
}
}
class HttpDldFile
{
// Http方式下载文件
public bool Download(string url, string localfile)
{
bool flag = false;
long startPosition = 0; // 上次下载的文件起始位置
FileStream writeStream; // 写入本地文件流对象
// 判断要下载的文件夹是否存在
if (File.Exists(localfile))
{
writeStream = File.OpenWrite(localfile); // 存在则打开要下载的文件
startPosition = writeStream.Length; // 获取已经下载的长度
writeStream.Seek(startPosition, SeekOrigin.Current); // 本地文件写入位置定位
}
else
{
writeStream = new FileStream(localfile, FileMode.Create);// 文件不保存创建一个文件
startPosition = 0;
}
try
{
HttpWebRequest myRequest = (HttpWebRequest)HttpWebRequest.Create(url);// 打开网络连接
if (startPosition > 0)
{
myRequest.AddRange((int)startPosition);// 设置Range值,与上面的writeStream.Seek用意相同,是为了定义远程文件读取位置
}
Stream readStream = myRequest.GetResponse().GetResponseStream();// 向服务器请求,获得服务器的回应数据流
byte[] btArray = new byte[512];// 定义一个字节数据,用来向readStream读取内容和向writeStream写入内容
int contentSize = readStream.Read(btArray, 0, btArray.Length);// 向远程文件读第一次
while (contentSize > 0)// 如果读取长度大于零则继续读
{
writeStream.Write(btArray, 0, contentSize);// 写入本地文件
contentSize = readStream.Read(btArray, 0, btArray.Length);// 继续向远程文件读取
}
//关闭流
writeStream.Close();
readStream.Close();
flag = true; //返回true下载成功
}
catch (Exception e)
{
writeStream.Close();
flag = false; //返回false下载失败
}
return flag;
}
}
注:命名空间,加载路径,数据流的接收与大小,会造成卡顿情况,是否打包Apk需要注意using UnityEditor; AssetDatabase.Refresh();//unity刷新.....