- Post請求:
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
public class MyBehavior : MonoBehaviour
{
void Start()
{
StartCoroutine(Upload());
}
IEnumerator Upload()
{
WWWForm form = new WWWForm();
form.AddField("key", "value");
UnityWebRequest request = UnityWebRequest.Post(url, form)
yield return request.SendWebRequest();
Debug.Log(request.error);
Debug.Log(request.responseCode);
Debug.Log(request.downloadHandler.text);
}
}
Get請求
IEnumerator Get()
{
UnityWebRequest request =UnityWebRequest.Get(url);
yield return request.SendWebRequest();
Debug.Log(request.error);
Debug.Log(request.responseCode);
Debug.Log(request.downloadHandler.text);
}加載AssetBundle
第一種方式,將AssetBundle加載到緩存
IEnumerator LoadABWeb()
{
UnityWebRequest request = UnityWebRequest.GetAssetBundle(path);
yield return request.SendWebRequest();
Debug.Log(request.error);
AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
audio.clip = bundle.LoadAsset<AudioClip>("music");
audio.Play();
}
第二種方式:加載AssetBundle并保存到本地
IEnumerator Test()
{
UnityWebRequest request =UnityWebRequest.Get(path);
yield return request.SendWebRequest();
CreatFile(path, request.downloadHandler.data,request.downloadHandler.data.Length);
AssetBundle ab=AssetBundle.LoadFromFile(path);
audio.clip = ab.LoadAsset<AudioClip>("music");
audio.Play();
}
void CreatFile(string path, byte[] file, int length)
{
Stream sw;
FileInfo File = new FileInfo(path);
if (!File.Exists)
{
sw = File.Create();
}
else
{
return;
}
sw.Write(file, 0, length);
sw.Close();
sw.Dispose();
}