直接下载不显示进度
csharp
private void OnDownloadAssets()//下载资源
{
StartCoroutine(DownloadFormServer_IE(url, savePath));
}
//其他方法
private IEnumerator DownloadFormServer_IE(string url, string path)//从服务器下载资源
{
Debug.Log("正在下载" + url);
UnityWebRequest request = UnityWebRequest.Get(url);
//直接下载不显示进度
yield return request.SendWebRequest();
if (request.result== UnityWebRequest.Result.ProtocolError || request.result== UnityWebRequest.Result.ConnectionError)
{
Debug.Log(request.responseCode);
Debug.Log(request.ersror);
yield break;
}
DownloadHandler downloadHandler = request.downloadHandler;
if (!downloadHandler.isDone)
{
Debug.Log("正在下载");
yield return downloadHandler;
}
else
{
Debug.Log("下载完成");
byte[] data = request.downloadHandler.data;
using (FileStream fs = new FileStream(path, FileMode.Create))
{
fs.Write(data, 0, data.Length);
}
this.SendEvent(new OnFinishDownloadOneAsset_AssetsManager());
}
}
显示下载进度
//注册事件的方法
private void OnDownloadAssets()//下载资源
{
GameController.Instance.StartCoroutine(DownloadFormServer_IE(url, savePath));
}
//其他方法
private IEnumerator DownloadFormServer_IE(string url, string path)//从服务器下载资源
{
Debug.Log("正在下载" + url);
UnityWebRequest request = UnityWebRequest.Get(url);
//显示下载进度和速度
request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ProtocolError || request.result == UnityWebRequest.Result.ConnectionError)
{
Debug.Log(request.responseCode);
Debug.Log(request.error);
yield break;
}
while (!request.isDone)
{
//下载速度
string netSpeedStr = "0kb";
if (request.downloadHandler != null && request.downloadHandler.data != null)
{
float speed = request.downloadHandler.data.Length / 1024;
if (speed > 1024)
{
speed = (speed / 1024);
netSpeedStr = speed.ToString("f") + "mb";
}
else
{
netSpeedStr = speed + "kb";
}
}
//下载进度 和速度
Debug.Log("进度" + (request.downloadProgress*100).ToString("f") + "% "+ netSpeedStr );
yield return null;
}
DownloadHandler downloadHandler = request.downloadHandler;
Debug.Log("下载完成");
byte[] data = request.downloadHandler.data;
using (FileStream fs = new FileStream(path, FileMode.Create))
{
fs.Write(data, 0, data.Length);
}
this.SendEvent(new OnFinishDownloadOneAsset_AssetsManager());
}