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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BestHTTP;
namespace BestHTTP.Examples.HTTP
{
public sealed class AssetBundleSample : BestHTTP.Examples.Helpers.SampleBase
{
#pragma warning disable 0649
[Tooltip("The url of the resource to download")]
[SerializeField]
private string _path = "/AssetBundles/WebGL/demobundle.assetbundle";
[SerializeField]
private string _assetnameInBundle = "9443182_orig";
[SerializeField]
private Text _statusText;
[SerializeField]
private RawImage _rawImage;
[SerializeField]
private Button _downloadButton;
#pragma warning restore
#region Private Fields
/// <summary>
/// Reference to the request to be able to call Abort on it.
/// </summary>
HTTPRequest request;
/// <summary>
/// The downloaded and cached AssetBundle
/// </summary>
AssetBundle cachedBundle;
#endregion
#region Unity Events
protected override void Start()
{
base.Start();
this._statusText.text = "Waiting for user interaction";
}
void OnDestroy()
{
if (this.request != null)
this.request.Abort();
this.request = null;
UnloadBundle();
}
/// <summary>
/// GUI button callback
/// </summary>
public void OnStartDownloadButton()
{
this._downloadButton.enabled = false;
UnloadBundle();
StartCoroutine(DownloadAssetBundle());
}
#endregion
#region Private Helper Functions
IEnumerator DownloadAssetBundle()
{
// Create and send our request
request = new HTTPRequest(new Uri(this.sampleSelector.BaseURL + this._path)).Send();
this._statusText.text = "Download started";
// Wait while it's finishes and add some fancy dots to display something while the user waits for it.
// A simple "yield return StartCoroutine(request);" would do the job too.
while (request.State < HTTPRequestStates.Finished)
{
yield return new WaitForSeconds(0.1f);
this._statusText.text += ".";
}
// Check the outcome of our request.
switch (request.State)
{
// The request finished without any problem.
case HTTPRequestStates.Finished:
if (request.Response.IsSuccess)
{
#if !BESTHTTP_DISABLE_CACHING
if (request.Response.IsFromCache)
this._statusText.text = "Loaded from local cache!";
else
this._statusText.text = "Downloaded!";
#else
this._statusText.text = "Downloaded!";
#endif
// Start creating the downloaded asset bundle
AssetBundleCreateRequest async =
#if UNITY_5_3_OR_NEWER
AssetBundle.LoadFromMemoryAsync(request.Response.Data);
#else
AssetBundle.CreateFromMemory(request.Response.Data);
#endif
// wait for it
yield return async;
BestHTTP.PlatformSupport.Memory.BufferPool.Release(request.Response.Data);
// And process the bundle
yield return StartCoroutine(ProcessAssetBundle(async.assetBundle));
}
else
{
this._statusText.text = string.Format("Request finished Successfully, but the server sent an error. Status Code: {0}-{1} Message: {2}",
request.Response.StatusCode,
request.Response.Message,
request.Response.DataAsText);
Debug.LogWarning(this._statusText.text);
}
break;
// The request finished with an unexpected error. The request's Exception property may contain more info about the error.
case HTTPRequestStates.Error:
this._statusText.text = "Request Finished with Error! " + (request.Exception != null ? (request.Exception.Message + "\n" + request.Exception.StackTrace) : "No Exception");
Debug.LogError(this._statusText.text);
break;
// The request aborted, initiated by the user.
case HTTPRequestStates.Aborted:
this._statusText.text = "Request Aborted!";
Debug.LogWarning(this._statusText.text);
break;
// Connecting to the server is timed out.
case HTTPRequestStates.ConnectionTimedOut:
this._statusText.text = "Connection Timed Out!";
Debug.LogError(this._statusText.text);
break;
// The request didn't finished in the given time.
case HTTPRequestStates.TimedOut:
this._statusText.text = "Processing the request Timed Out!";
Debug.LogError(this._statusText.text);
break;
}
this._downloadButton.enabled = true;
}
/// <summary>
/// In this function we can do whatever we want with the freshly downloaded bundle.
/// In this example we will cache it for later use, and we will load a texture from it.
/// </summary>
IEnumerator ProcessAssetBundle(AssetBundle bundle)
{
if (bundle == null)
yield break;
// Save the bundle for future use
cachedBundle = bundle;
// Start loading the asset from the bundle
var asyncAsset =
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER
cachedBundle.LoadAssetAsync(this._assetnameInBundle, typeof(Texture2D));
#else
cachedBundle.LoadAsync(this._assetnameInBundle, typeof(Texture2D));
#endif
// wait til load
yield return asyncAsset;
// get the texture
this._rawImage.texture = asyncAsset.asset as Texture2D;
}
void UnloadBundle()
{
this._rawImage.texture = null;
if (cachedBundle != null)
{
cachedBundle.Unload(true);
cachedBundle = null;
}
}
#endregion
}
}