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";//資源網絡路徑(自己寫)
string file_SaveUrl = @"D:\UnityProjects\TEST2\START\Assets\Resources\1比1.FBX";//資源保路徑
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);
}
//啟動下載
public void WWWmodelsa()
{
bool run_f = httpDown_O.Download(urlPath, file_SaveUrl);
AssetDatabase.Refresh();//unity刷新
isLoadModel = true;
Debug.Log(urlPath);
}
//實例化模型
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方式下載文件
public bool Download(string url, string localfile)
{
bool flag = false;
long startPosition = 0; // 上次下載的文件起始位置
FileStream writeStream; // 寫入本地文件流對象
// 判斷要下載的文件夾是否存在
if (File.Exists(localfile))
{
writeStream = File.OpenWrite(localfile); // 存在則打開要下載的文件
startPosition = writeStream.Length; // 獲取已經下載的長度
writeStream.Seek(startPosition, SeekOrigin.Current); // 本地文件寫入位置定位
}
else
{
writeStream = new FileStream(localfile, FileMode.Create);// 文件不保存創建一個文件
startPosition = 0;
}
try
{
HttpWebRequest myRequest = (HttpWebRequest)HttpWebRequest.Create(url);// 打開網絡連接
if (startPosition > 0)
{
myRequest.AddRange((int)startPosition);// 設置Range值,與上面的writeStream.Seek用意相同,是為了定義遠程文件讀取位置
}
Stream readStream = myRequest.GetResponse().GetResponseStream();// 向服務器請求,獲得服務器的回應數據流
byte[] btArray = new byte[512];// 定義一個字節數據,用來向readStream讀取內容和向writeStream寫入內容
int contentSize = readStream.Read(btArray, 0, btArray.Length);// 向遠程文件讀第一次
while (contentSize > 0)// 如果讀取長度大於零則繼續讀
{
writeStream.Write(btArray, 0, contentSize);// 寫入本地文件
contentSize = readStream.Read(btArray, 0, btArray.Length);// 繼續向遠程文件讀取
}
//關閉流
writeStream.Close();
readStream.Close();
flag = true; //返回true下載成功
}
catch (Exception e)
{
writeStream.Close();
flag = false; //返回false下載失敗
}
return flag;
}
}
注:命名空間,加載路徑,數據流的接收與大小,會造成卡頓情況,是否打包Apk需要注意using UnityEditor; AssetDatabase.Refresh();//unity刷新.....