當然Unity有WWW.LoadFromCacheOrDownload這樣的方式,但我想要的是更直接地把下載檔案放在外部,之後自己比對是否需要再次下載覆蓋或可直接本地端匯入,因此就來尋找了一般的下載方式。
找到的有WebClient和Stream兩種方式。WebClient很簡單,可說是一口氣就能搞定的輕鬆方式,但是如果是在Unity內用的話,當下載檔案的量大時,程式就會卡在那沒法做其它事了,所以我個人會比較傾向使用Stream的方式,只是程式碼就沒那麼簡便了。
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WebClient:
using UnityEngine; using System.Collections; using System.Net; public class WebClientController : MonoBehaviour { void Start () { WebClient webClient = new WebClient(); try { webClient.DownloadFile( "http://localhost:8080/xxx.assetbundle", "D:/xxx.assetbundle" ); } catch( Exception ex ) { Debug.Log( ex ); } } }雖然我想一併使用下載過程的檢視,但是這部分的效果就是出不來,只好先記錄程式碼,日後有空再來試。
webClient.DownloadProgressChanged += new DownloadProgressChangedEventHandler( WebClient_DownloadProgressChanged ); webClient.DownloadDataCompleted += new DownloadDataCompletedEventHandler( WebClient_DownloadDataCompleted ); void WebClient_DownloadProgressChanged( object sender, DownloadProgressChangedEventArgs e ) { Debug.Log( "下載" + e.ProgressPercentage + "%" ); } void WebClient_DownloadDataCompleted (object sender, DownloadDataCompletedEventArgs e) { Debug.Log( "下載完成" ); }--------------------------------------------------------------------------------------------------------
Stream:
using UnityEngine; using System.Collections; using System.Net; public class WebClientController : MonoBehaviour { HttpWebRequest httpWebRequest; HttpWebResponse httpResponse; System.IO.Stream dataStream; byte[] buffer = new byte[8192]; int size = 0; float downloadMemory = 0; bool completeCheck = false; void Start () { try { httpWebRequest = (HttpWebRequest)WebRequest.Create( "http://localhost:8080/xxx.assetbundle" ); httpResponse = (HttpWebResponse)httpWebRequest.GetResponse(); dataStream = httpResponse.GetResponseStream(); fileStream = new FileStream( "D:/xxx.assetbundle", FileMode.Create, FileAccess.Write ); downloadMemory = 0; } catch( Exception e ) { Debug.Log( e ); } } void Update () { if( completeCheck == false ) { try { size = dataStream.Read( buffer, 0, buffer.Length ); if( size > 0 ) { fileStream.Write( buffer, 0, size ); downloadMemory += size; Debug.Log( "正下載 " + ( downloadMemory / 1048576 ).ToString( "f1" ) + "MB / " + ((float)httpResponse.ContentLength / 1048576 ).ToString( "f1" ) + "MB == " + (( downloadMemory / (float)httpResponse.ContentLength ) * 100 ).ToString( "f1" ) + "%" ); } else { fileStream.Close(); httpResponse.Close(); buffer = new byte[8192]; Debug.Log( "下載完成!" ); completeCheck = true; } } catch( Exception ex ) { Debug.Log( ex ); } } } }--------------------------------------------------------------------------------------------------------
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