fix:代码提交

This commit is contained in:
zhangjiajia
2026-03-03 11:30:53 +08:00
parent adf60cc8df
commit 21ebd4c951
2520 changed files with 178964 additions and 0 deletions

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using UnityEngine;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.UI;
using DG.Tweening;
public abstract class ActionBase : MonoBehaviour
{
public abstract void Init();
public abstract void RegisterAction();
public abstract void RemoveAction();
public T GetChildComponent<T>(string path) where T : MonoBehaviour
{
GameObject go = transform.Find(path).gameObject;
T t = go.GetComponent<T>();
if (t == null)
{
t = go.AddComponent<T>();
}
return t;
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Events;
public class ActionCenter : MonoBehaviour
{
private static ActionCenter _instance;
public static ActionCenter Instance
{
get
{
if (_instance == null)
{
string name = "ActionCenter";
GameObject obj = GameObject.Find(name);
if (obj == null)
{
obj = new GameObject(name);
_instance = obj.AddComponent<ActionCenter>();
}
else
{
_instance = obj.GetComponent<ActionCenter>();
if (_instance == null)
{
_instance = obj.AddComponent<ActionCenter>();
}
}
}
return _instance;
}
}
//场景中所有ActionBase对象列表
private List<ActionBase> actionList = new List<ActionBase>();
//初始化,场景加载完成后调用
public void Init()
{
ActionBase[] arr = Resources.FindObjectsOfTypeAll<ActionBase>();
for (int i = 0; i < arr.Length; i++)
{
if (arr[i].gameObject.scene.buildIndex >= 0)
{
arr[i].Init();
arr[i].RegisterAction();
actionList.Add(arr[i]);
}
}
}
public void AddAction(ActionBase action)
{
actionList.Add(action);
action.Init();
action.RegisterAction();
}
public void RemoveAction(ActionBase action)
{
if (actionList.Contains(action))
{
actionList.Remove(action);
}
}
void OnDestroy()
{
for (int i = 0; i < actionList.Count; i++)
{
actionList[i].RemoveAction();
}
}
#region
//执行事件
public void DoAction(UnityAction action)
{
action?.Invoke();
}
//执行事件
public void DoAction<T>(UnityAction<T> action, T t)
{
action?.Invoke(t);
}
//执行事件
public void DoAction<T, U>(UnityAction<T, U> action, T t, U u)
{
action?.Invoke(t, u);
}
//执行事件
public void DoAction<T, U, V>(UnityAction<T, U, V> action, T t, U u, V v)
{
action?.Invoke(t, u, v);
}
//delay秒后执行事件
public void DoActionDelay(UnityAction action, float delay)
{
StartCoroutine(DoActionDelayCor(action, delay));
}
IEnumerator DoActionDelayCor(UnityAction action, float delay)
{
yield return new WaitForSeconds(delay);
action?.Invoke();
}
//delay秒后执行事件
public void DoActionDelay<T>(UnityAction<T> action, float delay, T t)
{
StartCoroutine(DoActionDelayCor(action, delay, t));
}
IEnumerator DoActionDelayCor<T>(UnityAction<T> action, float delay, T t)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t);
}
//delay秒后执行事件
public void DoActionDelay<T, U>(UnityAction<T, U> action, float delay, T t, U u)
{
StartCoroutine(DoActionDelayCor(action, delay, t, u));
}
IEnumerator DoActionDelayCor<T, U>(UnityAction<T, U> action, float delay, T t, U u)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t, u);
}
//delay秒后执行事件
public void DoActionDelay<T, U, V>(UnityAction<T, U, V> action, float delay, T t, U u, V v)
{
StartCoroutine(DoActionDelayCor(action, delay, t, u, v));
}
IEnumerator DoActionDelayCor<T, U, V>(UnityAction<T, U, V> action, float delay, T t, U u, V v)
{
yield return new WaitForSeconds(delay);
action?.Invoke(t, u, v);
}
#endregion
}

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using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using System.Collections.Generic;
public class EventListener
{
/// <summary>
/// 添加指针进入事件监听
/// </summary>
public static void AddPointerEnterListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerEnterEvent trigger = obj.GetComponent<PointerEnterEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerEnterEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针离开事件监听
/// </summary>
public static void AddPointerExitListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerExitEvent trigger = obj.GetComponent<PointerExitEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerExitEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针按下事件监听
/// </summary>
public static void AddPointerDownListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerDownEvent trigger = obj.GetComponent<PointerDownEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerDownEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针抬起事件监听
/// </summary>
public static void AddPointerUpListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerUpEvent trigger = obj.GetComponent<PointerUpEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerUpEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加指针点击事件监听
/// </summary>
public static void AddPointerClickListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerClickEvent trigger = obj.GetComponent<PointerClickEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerClickEvent>();
}
trigger.AddListener(callback);
}
public static void AddPointerPressListener(GameObject obj, UnityAction<PointerEventData> callback)
{
PointerPressEvent trigger = obj.GetComponent<PointerPressEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<PointerPressEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加开始拖拽事件监听
/// </summary>
public static void AddBeginDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
BeginDragEvent trigger = obj.GetComponent<BeginDragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<BeginDragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加拖拽事件监听
/// </summary>
public static void AddDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
DragEvent trigger = obj.GetComponent<DragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<DragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加停止拖拽事件监听
/// </summary>
public static void AddEndDragListener(GameObject obj, UnityAction<PointerEventData> callback)
{
EndDragEvent trigger = obj.GetComponent<EndDragEvent>();
if (trigger == null)
{
trigger = obj.AddComponent<EndDragEvent>();
}
trigger.AddListener(callback);
}
/// <summary>
/// 添加鼠标按下事件监听
/// </summary>
public static void AddMouseDownListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseDownListener(callback);
}
/// <summary>
/// 添加鼠标抬起事件监听
/// </summary>
public static void AddMouseUpListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseUpListener(callback);
}
/// <summary>
/// 添加鼠标进入事件监听
/// </summary>
public static void AddMouseEnterListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseEnterListener(callback);
}
/// <summary>
/// 添加鼠标离开事件监听
/// </summary>
public static void AddMouseExitListener(GameObject obj, UnityAction<GameObject> callback)
{
MousePointEvent tigger = obj.GetComponent<MousePointEvent>();
if (tigger == null)
{
tigger = obj.AddComponent<MousePointEvent>();
}
tigger.AddMouseExitListener(callback);
}
}
//进入事件
public class PointerEnterEvent : MonoBehaviour, IPointerEnterHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerEnter(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//按下事件
public class PointerDownEvent : MonoBehaviour, IPointerDownHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerDown(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//抬起事件
public class PointerUpEvent : MonoBehaviour, IPointerUpHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerUp(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//离开事件
public class PointerExitEvent : MonoBehaviour, IPointerExitHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerExit(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//点击事件
public class PointerClickEvent : MonoBehaviour, IPointerClickHandler
{
private UnityAction<PointerEventData> action;
public void OnPointerClick(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
public class PointerPressEvent : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private bool isPress = false;
private UnityAction<PointerEventData> action;
private PointerEventData data;
void Update()
{
if (isPress && action != null)
{
action.Invoke(data);
}
}
public void OnPointerDown(PointerEventData eventData)
{
data = eventData;
isPress = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isPress = false;
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//开始拖拽事件
public class BeginDragEvent : MonoBehaviour, IBeginDragHandler
{
private UnityAction<PointerEventData> action;
public void OnBeginDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//拖拽事件
public class DragEvent : MonoBehaviour, IDragHandler
{
private UnityAction<PointerEventData> action;
public void OnDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
//停止拖拽事件
public class EndDragEvent : MonoBehaviour, IEndDragHandler
{
private UnityAction<PointerEventData> action;
public void OnEndDrag(PointerEventData eventData)
{
if (action != null)
{
action.Invoke(eventData);
}
}
public void AddListener(UnityAction<PointerEventData> callback)
{
action = callback;
}
}
/// <summary>
/// 鼠标操作事件
/// </summary>
public class MousePointEvent : MonoBehaviour
{
private UnityAction<GameObject> mouseDownAction;
private UnityAction<GameObject> mouseUpAction;
private UnityAction<GameObject> mouseEnterAction;
private UnityAction<GameObject> mouseExitAction;
void OnMouseDown()
{
if (mouseDownAction != null)
{
mouseDownAction.Invoke(this.gameObject);
}
}
void OnMouseUp()
{
if (mouseUpAction != null)
{
mouseUpAction.Invoke(this.gameObject);
}
}
void OnMouseEnter()
{
if (mouseEnterAction != null)
{
mouseEnterAction.Invoke(this.gameObject);
}
}
void OnMouseExit()
{
if (mouseExitAction != null)
{
mouseExitAction.Invoke(this.gameObject);
}
}
public void AddMouseDownListener(UnityAction<GameObject> callback)
{
mouseDownAction = callback;
}
public void AddMouseUpListener(UnityAction<GameObject> callback)
{
mouseUpAction = callback;
}
public void AddMouseEnterListener(UnityAction<GameObject> callback)
{
mouseEnterAction = callback;
}
public void AddMouseExitListener(UnityAction<GameObject> callback)
{
mouseExitAction = callback;
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// 对象池管理类,日常使用一下两个方法即可
/// 取对象Spawn(name/Prefab)回收对象Unspawn(name/Prefab)
/// </summary>
public class PoolManager : MonoBehaviour
{
private static readonly object lockObj = new object();
private static PoolManager _instance;
public static PoolManager Instance
{
get
{
if (_instance == null)
{
lock (lockObj)
{
PoolManager[] objs = FindObjectsOfType<PoolManager>();
if (objs != null)
{
for (int i = 0; i < objs.Length; i++)
{
DestroyImmediate(objs[i].gameObject);
}
}
GameObject go = new GameObject("PoolManager");
DontDestroyOnLoad(go);
_instance = go.AddComponent<PoolManager>();
}
}
return _instance;
}
}
//预制ID-对象池 集合
private Dictionary<int, ObjectPool> poolDic = new Dictionary<int, ObjectPool>();
//对象ID-对象池ID 集合
private Dictionary<int, int> itemDic = new Dictionary<int, int>();
/// <summary>
/// 取对象,通过对象实例
/// </summary>
public GameObject Spawn(GameObject prefab)
{
if (!poolDic.ContainsKey(prefab.GetInstanceID()))
{
CreateNewPool(prefab);
}
GameObject item = poolDic[prefab.GetInstanceID()].Spawn();
if (!itemDic.ContainsKey(item.GetInstanceID()))
{
itemDic.Add(item.GetInstanceID(), prefab.GetInstanceID());
}
else
{
itemDic[item.GetInstanceID()] = prefab.GetInstanceID();
}
return item;
}
/// <summary>
/// 回收对象
/// </summary>
public void Unspawn(GameObject go)
{
if (itemDic.ContainsKey(go.GetInstanceID()))
{
int id = itemDic[go.GetInstanceID()];
if (poolDic.ContainsKey(id))
{
poolDic[id].Unspawn(go);
itemDic.Remove(go.GetInstanceID());
}
else
{
Debug.LogError("回收对象失败 : " + go.name);
}
}
}
/// <summary>
/// 回收某个对象池中所有对象
/// </summary>
public void ClearPool(GameObject prefab)
{
int id = prefab.GetInstanceID();
if (poolDic.ContainsKey(id))
{
poolDic[id].UnspawnAll();
}
else
{
Debug.LogError("清空对象池失败 " + prefab.name);
}
List<int> list = new List<int>();
foreach (int key in itemDic.Keys)
{
if (itemDic[key] == id)
{
list.Add(key);
}
}
for (int i = 0; i < list.Count; i++)
{
itemDic.Remove(list[i]);
}
}
/// <summary>
/// 回收所有对象池
/// </summary>
public void ClearAll()
{
foreach (ObjectPool pool in poolDic.Values)
{
pool.UnspawnAll();
}
itemDic.Clear();
}
/// <summary>
/// 创建一个新的对象池
/// </summary>
public void CreateNewPool(GameObject prefab)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab);
poolDic.Add(prefab.GetInstanceID(), pool);
}
/// <summary>
/// 创建一个新的对象池,并初始化
/// </summary>
public void CreateNewPool(GameObject prefab, int initSize)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab);
pool.InitPool(initSize);
poolDic.Add(prefab.GetInstanceID(), pool);
}
/// <summary>
/// 创建一个新的对象池,并初始化,同时设定对象池最大容量
/// </summary>
public void CreateNewPool(GameObject prefab, int initSize, int maxSize)
{
if (poolDic.ContainsKey(prefab.GetInstanceID()))
{
Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name);
return;
}
ObjectPool pool = new ObjectPool(prefab, maxSize);
pool.InitPool(initSize);
poolDic.Add(prefab.GetInstanceID(), pool);
}
}
/// <summary>
/// 对象池-子池
/// </summary>
public class ObjectPool
{
//对象池元素
public GameObject prefab;
//对象池最大容量此值小于等于0时对象池动态增加不设上限
private int maxSize;
//对象池名称
public string Name
{
get { return prefab.name; }
}
//对象池当前容量
private int CurrentSize
{
get { return activeObjectList.Count + inactiveObjectList.Count; }
}
private List<GameObject> activeObjectList = new List<GameObject>(); //已用对象列表
private List<GameObject> inactiveObjectList = new List<GameObject>(); //待用对象列表
public ObjectPool(GameObject obj)
{
this.prefab = obj;
maxSize = -1;
}
public ObjectPool(GameObject obj, int maxCount)
{
this.prefab = obj;
maxSize = maxCount;
}
/// <summary>
/// 初始化对象池
/// </summary>
public void InitPool(int initSize)
{
if (maxSize > 0 && initSize > maxSize)
{
Debug.LogError("对象池初始容量不能超过其最大容量!!");
for (int i = 0; i < maxSize; i++)
{
GameObject go = GameObject.Instantiate(prefab);
go.name = prefab.name;
go.SetActive(false);
inactiveObjectList.Add(go);
}
}
else
{
for (int i = 0; i < initSize; i++)
{
GameObject go = GameObject.Instantiate(prefab);
go.name = prefab.name;
go.SetActive(false);
inactiveObjectList.Add(go);
}
}
}
/// <summary>
/// 取对象
/// </summary>
public GameObject Spawn()
{
if (inactiveObjectList.Count == 0)
{
if (maxSize > 0 && CurrentSize >= maxSize)
{
Debug.LogError("警告:对象池 " + Name + " 当前容量已达到最大设定值 : " + maxSize);
GameObject go = activeObjectList[0];
return go;
}
else
{
GameObject go = GameObject.Instantiate(prefab);
go.SetActive(true);
activeObjectList.Add(go);
return go;
}
}
else
{
GameObject go = inactiveObjectList[0];
go.SetActive(true);
inactiveObjectList.RemoveAt(0);
activeObjectList.Add(go);
return go;
}
}
/// <summary>
/// 回收对象
/// </summary>
public void Unspawn(GameObject go)
{
if (activeObjectList.Contains(go))
{
go.SetActive(false);
activeObjectList.Remove(go);
inactiveObjectList.Add(go);
}
else
{
Debug.LogError("回收对象异常,当前对象不在对象列表中!!");
}
}
/// <summary>
/// 回收池中所有对象
/// </summary>
public void UnspawnAll()
{
//回收修改
int count = activeObjectList.Count;
for (int i = 0; i < count; i++)
{
if (activeObjectList.Count >= 1)
{
Unspawn(activeObjectList[0]);
}
}
}
}

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using UnityEngine;
using System.Collections;
using System;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections.Generic;
public class WebService : MonoBehaviour
{
private static WebService _instance;
public static WebService Instance
{
get
{
if (_instance == null)
{
string name = "WebService";
GameObject obj = GameObject.Find(name);
if (obj == null)
{
obj = new GameObject(name);
_instance = obj.AddComponent<WebService>();
}
else
{
_instance = obj.GetComponent<WebService>();
if (_instance == null)
{
_instance = obj.AddComponent<WebService>();
}
}
}
return _instance;
}
}
//网络图片资源缓存
private Dictionary<int, Texture2D> textureCache = new Dictionary<int, Texture2D>();
//图片下载
private Queue<LoadTextureTask> textureQueue = new Queue<LoadTextureTask>();
//图片加载完成
private bool isTextureQueueFinish = true;
void Awake()
{
DontDestroyOnLoad(this.gameObject);
}
//获取本地数据
public void GetLocalData<T>(Action<T> callback, string code = null) where T : class
{
StartCoroutine(GetLocalDataCor(callback, code));
}
IEnumerator GetLocalDataCor<T>(Action<T> callback, string code) where T : class
{
string name = "JsonData/" + typeof(T).Name;
if (code != null)
{
name += "_" + code;
}
TextAsset textAsset = Resources.Load<TextAsset>(name);
yield return new WaitForEndOfFrame();
T t = null;
if (textAsset != null)
{
try
{
t = JsonUtility.FromJson<T>(textAsset.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogErrorFormat("{0}.json is not found.", typeof(T).Name);
}
if (callback != null)
{
callback.Invoke(t);
}
}
public void GetText(string url, Action<string> callback)
{
StartCoroutine(GetTextCor(url, callback));
}
IEnumerator GetTextCor(string url, Action<string> callback)
{
UnityWebRequest unityWeb = UnityWebRequest.Get(url);
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Authorization", "tenantCode=CZFHSK&accessToken=52060d8c71d0e4a2d97c1b900acc8b1fa3a6928d");
yield return unityWeb.SendWebRequest();
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
callback?.Invoke(unityWeb.downloadHandler.text);
}
else
{
Debug.LogError("Web请求失败, Error : " + unityWeb.error);
}
unityWeb.Dispose();
}
//Get通信
public void Get<T>(string url, Action<T> callback) where T : class
{
StartCoroutine(GetCor(url, callback));
}
IEnumerator GetCor<T>(string url, Action<T> callback) where T : class
{
UnityWebRequest unityWeb = UnityWebRequest.Get(url);
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Authorization", "tenantCode=CZFHSK&accessToken=52060d8c71d0e4a2d97c1b900acc8b1fa3a6928d");
yield return unityWeb.SendWebRequest();
T t = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
try
{
t = JsonUtility.FromJson<T>(unityWeb.downloadHandler.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogError("Web请求失败 type = " + typeof(T) + ", Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(t);
}
unityWeb.Dispose();
}
//Post通信
public void Post<T>(string url, object obj, Action<T> callback) where T : class
{
StartCoroutine(PostCor(url, obj, callback));
}
IEnumerator PostCor<T>(string url, object obj, Action<T> callback) where T : class
{
UnityWebRequest unityWeb = new UnityWebRequest(url, "POST");
if (obj != null)
{
string json = JsonUtility.ToJson(obj);
byte[] data = System.Text.Encoding.UTF8.GetBytes(json);
unityWeb.uploadHandler = new UploadHandlerRaw(data);
}
unityWeb.downloadHandler = new DownloadHandlerBuffer();
unityWeb.SetRequestHeader("Content-Type", "application/json;charset=utf-8");
yield return unityWeb.SendWebRequest();
T t = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
try
{
t = JsonUtility.FromJson<T>(unityWeb.downloadHandler.text);
}
catch (Exception e)
{
Debug.LogError("Json反序列化异常 type = " + typeof(T) + ", Exception : " + e.ToString());
}
}
else
{
Debug.LogError("Web请求失败 type = " + typeof(T) + ", Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(t);
}
unityWeb.Dispose();
}
//加载图片资源
public void GetTexture(string url, RawImage image, bool isCache = true)
{
if (url.Length == 0)
{
return;
}
int code = url.GetHashCode();
//缓存数据
if (textureCache.ContainsKey(code))
{
image.gameObject.SetActive(true);
image.texture = textureCache[code];
return;
}
//加入队列
LoadTextureTask task = new LoadTextureTask(url, image, isCache);
textureQueue.Enqueue(task);
//下载图片
if (isTextureQueueFinish)
{
StartCoroutine(GetTextureCor());
}
}
IEnumerator GetTextureCor()
{
isTextureQueueFinish = false;
LoadTextureTask task = textureQueue.Dequeue();
UnityWebRequest unityWeb = UnityWebRequestTexture.GetTexture(task.url);
yield return unityWeb.SendWebRequest();
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
Texture2D texture = ((DownloadHandlerTexture)unityWeb.downloadHandler).texture;
//Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
task.image.gameObject.SetActive(true);
task.image.texture = texture;
//缓存
if (task.cache)
{
if (textureCache.ContainsKey(task.url.GetHashCode()))
{
textureCache[task.url.GetHashCode()] = texture;
}
else
{
textureCache.Add(task.url.GetHashCode(), texture);
}
}
}
else
{
Debug.LogError("图片加载失败失败, url : " + task.url + " error : " + unityWeb.error);
}
unityWeb.Dispose();
//递归
if (textureQueue.Count > 0)
{
StartCoroutine(GetTextureCor());
}
else
{
isTextureQueueFinish = true;
}
}
//获取AssetBundle
public void GetAssetBundle(string url, Action<AssetBundle> callback)
{
StartCoroutine(GetAssetBundleCor(url, callback));
}
IEnumerator GetAssetBundleCor(string url, Action<AssetBundle> callback)
{
UnityWebRequest unityWeb = UnityWebRequestAssetBundle.GetAssetBundle(url);
yield return unityWeb.SendWebRequest();
AssetBundle bundle = null;
if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError)
{
bundle = DownloadHandlerAssetBundle.GetContent(unityWeb);
}
else
{
Debug.LogError("Web请求失败 type = AssetBundle, Error : " + unityWeb.error);
}
if (callback != null)
{
callback.Invoke(bundle);
}
unityWeb.Dispose();
}
//判断是否在WebGL平台运行
public static bool IsRunningInWebGL()
{
return Application.platform == RuntimePlatform.WebGLPlayer;
}
}
//图片加载任务
public class LoadTextureTask
{
public string url;
public RawImage image;
public bool cache;
public LoadTextureTask(string _url, RawImage _image, bool _cache)
{
url = _url;
image = _image;
cache = _cache;
}
}

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