Unity3D在2018版本中弃用了WWW请求,使用UnityWebRequest进行网络请求,这个方法是为了满足今天的 HTTP 通信的需求,诞生的新的方法,相对于WWW这个方法,会更灵活一些,但是用起来却很不方便。所以我整理了一下网上的一些封装方法。下面是具体代码。
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class UnityNetworkManager : MonoBehaviour { private static UnityNetworkManager instance; public static UnityNetworkManager Instance { get { if (instance == null) { GameObject NetworkManager = new GameObject("UnityNetworkManager"); instance = NetworkManager.AddComponent<UnityNetworkManager>(); } return instance; } } /** UnityWebRequest uwr = new UnityWebRequest(); uwr.url = "http://www.mysite.com"; uwr.method = UnityWebRequest.kHttpVerbGET; // can be set to any custom method, common constants privided uwr.useHttpContinue = false; uwr.chunkedTransfer = false; uwr.redirectLimit = 0; // disable redirects uwr.timeout = 60; // don't make this small, web requests do take some time **/ /// <summary> /// GET请求 /// </summary> /// <param name="url"></param> /// <param name="action"></param> public void Get(string url, Action<bool, string> actionResult) { StartCoroutine(_Get(url, actionResult)); } /// <summary> /// 请求byte数据 /// </summary> /// <param name="url"></param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的byte数组</param> /// <returns></returns> public void GetBytes(string url, Action<bool, string, byte[]> actionResult) { StartCoroutine(_GetBytes(url, actionResult)); } /// <summary> /// 请求图片 /// </summary> /// <param name="url">图片地址,like 'http://www.my-server.com/image.png '</param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的图片</param> /// <returns></returns> public void GetTexture(string url, Action<bool, string, Texture2D> actionResult) { StartCoroutine(_GetTexture(url, actionResult)); } /// <summary> /// 请求AssetBundle /// </summary> /// <param name="url">AssetBundle地址,like 'http://www.my-server.com/myData.unity3d'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AssetBundle</param> /// <returns></returns> public void GetAssetBundle(string url, Action<bool, string, AssetBundle> actionResult) { StartCoroutine(_GetAssetBundle(url, actionResult)); } /// <summary>上的音效 /// </summary> /// <param name="url">没有音效地址,like 'http://myserver.com/mysound.wav'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AudioClip</param> /// <param name="audioType">音效类型</param> /// <returns></returns> public void GetAudioClip(string url, Action<bool, string, AudioClip> actionResult, AudioType audioType = AudioType.WAV) { StartCoroutine(_GetAudioClip(url, actionResult, audioType)); } /// <summary> /// 向服务器提交post请求 /// </summary> /// <param name="serverURL">服务器请求目标地址,like "http://www.my-server.com/myform"</param> /// <param name="lstformData">form表单参数</param> /// <param name="lstformData">处理返回结果的委托,处理请求对象</param> /// <returns></returns> public void Post(string serverURL, List<IMultipartFormSection> lstformData, Action<bool, string> actionResult) { //List<IMultipartFormSection> formData = new List<IMultipartFormSection>(); //formData.Add(new MultipartFormDataSection("field1=foo&field2=bar")); //formData.Add(new MultipartFormFileSection("my file data", "myfile.txt")); StartCoroutine(_Post(serverURL, lstformData, actionResult)); } /// <summary> /// 通过PUT方式将字节流传到服务器 /// </summary> /// <param name="url">服务器目标地址 like 'http://www.my-server.com/upload' </param> /// <param name="contentBytes">需要上传的字节流</param> /// <param name="resultAction">处理返回结果的委托</param> /// <returns></returns> public void UploadByPut(string url, byte[] contentBytes, Action<bool> actionResult) { StartCoroutine(_UploadByPut(url, contentBytes, actionResult, "")); } /// <summary> /// GET请求 /// </summary> /// <param name="url">请求地址,like 'http://www.my-server.com/ '</param> /// <param name="action">请求发起后处理回调结果的委托</param> /// <returns></returns> IEnumerator _Get(string url, Action<bool, string> actionResult) { using (UnityWebRequest uwr = UnityWebRequest.Get(url)) { //yield return uwr.SendWebRequest(); yield return uwr.SendWebRequest(); string text = ""; if (!(uwr.isNetworkError || uwr.isHttpError)) { text = uwr.downloadHandler.text; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke(uwr.isHttpError, text); } } } /// <summary> /// 请求图片 /// </summary> /// <param name="url"></param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的byte数组</param> /// <returns></returns> IEnumerator _GetBytes(string url, Action<bool, string, byte[]> actionResult) { using (UnityWebRequest uwr = new UnityWebRequest(url)) { DownloadHandlerFile downloadFile = new DownloadHandlerFile(url); uwr.downloadHandler = downloadFile; yield return uwr.SendWebRequest(); byte[] bytes = null; string text = null; if (!(uwr.isNetworkError || uwr.isHttpError)) { bytes = downloadFile.data; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke((uwr.isNetworkError || uwr.isHttpError), text, bytes); } } } /// <summary> /// 请求图片 /// </summary> /// <param name="url">图片地址,like 'http://www.my-server.com/image.png '</param> /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的图片</param> /// <returnsv</returns> IEnumerator _GetTexture(string url, Action<bool, string, Texture2D> actionResult) { using (UnityWebRequest uwr = new UnityWebRequest(url)) { DownloadHandlerTexture downloadTexture = new DownloadHandlerTexture(true); uwr.downloadHandler = downloadTexture; yield return uwr.SendWebRequest(); Texture2D texture = null; string text = null; if (!(uwr.isNetworkError || uwr.isHttpError)) { texture = downloadTexture.texture; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke((uwr.isNetworkError || uwr.isHttpError), text, texture); } } } /// <summary> /// 请求AssetBundle /// </summary> /// <param name="url">AssetBundle地址,like 'http://www.my-server.com/myData.unity3d'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AssetBundle</param> /// <returns></returns> IEnumerator _GetAssetBundle(string url, Action<bool, string, AssetBundle> actionResult) { using (UnityWebRequest uwr = new UnityWebRequest(url)) { DownloadHandlerAssetBundle downloadAssetBundle = new DownloadHandlerAssetBundle(uwr.url, uint.MaxValue); uwr.downloadHandler = downloadAssetBundle; yield return uwr.SendWebRequest(); AssetBundle assetBundle = null; string text = null; if (!(uwr.isNetworkError || uwr.isHttpError)) { assetBundle = downloadAssetBundle.assetBundle; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke((uwr.isNetworkError || uwr.isHttpError), text, assetBundle); } } } /// <summary> /// 请求服务器地址上的音效 /// </summary> /// <param name="url">没有音频地址,like 'http://myserver.com/mymovie.mp3'</param> /// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的MovieTexture</param> /// <param name="audioType">音效类型</param> /// <returns></returns> IEnumerator _GetAudioClip(string url, Action<bool, string, AudioClip> actionResult, AudioType audioType = AudioType.WAV) { using (UnityWebRequest uwr = new UnityWebRequest(url)) { DownloadHandlerAudioClip downloadAudioClip = new DownloadHandlerAudioClip(url, AudioType.WAV); uwr.downloadHandler = downloadAudioClip; yield return uwr.SendWebRequest(); AudioClip audioClip = null; string text = null; if (!(uwr.isNetworkError || uwr.isHttpError)) { audioClip = downloadAudioClip.audioClip; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke((uwr.isNetworkError || uwr.isHttpError), text, audioClip); } } } /// <summary> /// 向服务器提交post请求 /// </summary> /// <param name="url">服务器请求目标地址,like "http://www.my-server.com/myform"</param> /// <param name="lstformData">form表单参数</param> /// <param name="lstformData">处理返回结果的委托</param> /// <returns></returns> IEnumerator _Post(string url, List<IMultipartFormSection> lstformData, Action<bool, string> actionResult) { //List<IMultipartFormSection> formData = new List<IMultipartFormSection>(); //formData.Add(new MultipartFormDataSection("field1=foo&field2=bar")); //formData.Add(new MultipartFormFileSection("my file data", "myfile.txt")); using (UnityWebRequest uwr = UnityWebRequest.Post(url, lstformData)) { yield return uwr.SendWebRequest(); string text = ""; if (!(uwr.isNetworkError || uwr.isHttpError)) { text = uwr.downloadHandler.text; } else { text = uwr.error; } if (actionResult != null) { actionResult.Invoke(uwr.isHttpError, text); } } } /// <summary> /// 通过PUT方式将字节流传到服务器 /// </summary> /// <param name="url">服务器目标地址 like 'http://www.my-server.com/upload' </param> /// <param name="contentBytes">需要上传的字节流</param> /// <param name="resultAction">处理返回结果的委托</param> /// <param name="resultAction">设置header文件中的Content-Type属性</param> /// <returns></returns> IEnumerator _UploadByPut(string url, byte[] contentBytes, Action<bool> actionResult, string contentType = "application/octet-stream") { using (UnityWebRequest uwr = new UnityWebRequest()) { UploadHandler uploader = new UploadHandlerRaw(contentBytes); // Sends header: "Content-Type: custom/content-type"; uploader.contentType = contentType; uwr.uploadHandler = uploader; yield return uwr.SendWebRequest(); bool res = true; if (!(uwr.isNetworkError || uwr.isHttpError)) { res = false; } if (actionResult != null) { actionResult.Invoke(res); } } } } |
我把所有能用到的请求和返回的参数进行了封装,可以根据需求,用不同的方法请求。文章源自大腿Plus-https://www.zhaoshijun.com/archives/1162 文章源自大腿Plus-https://www.zhaoshijun.com/archives/1162
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