bingo 项目提交
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using System.IO;
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using UnityEngine;
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using UnityEngine.Events;
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using System.Collections;
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using UnityEngine.Networking;
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namespace BingoBrain.Asset
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{
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public class CachKit
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{
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/// <summary>
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/// 保存文本文件
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/// </summary>
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/// <param name="content"></param>
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/// <param name="filePath"></param>
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/// <param name="fileName"></param>
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private static void SaveTextFile(string content, string filePath, string fileName)
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{
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if (!Directory.Exists(filePath))
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{
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Directory.CreateDirectory(filePath);
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}
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File.WriteAllText($"{filePath}{fileName}.txt", content);
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}
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/// <summary>
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/// 下载文本文件
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/// </summary>
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/// <param name="url"></param>
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/// <param name="fileName"></param>
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/// <param name="action"></param>
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/// <param name="isSave"></param>
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/// <returns></returns>
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public static IEnumerator GetTextFromUrl(string url, string fileName, UnityAction<string> action = null,
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string savePath = null, bool isSave = true)
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{
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var unityWebRequest = UnityWebRequest.Get(url);
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yield return unityWebRequest.SendWebRequest();
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if (unityWebRequest.result is UnityWebRequest.Result.ConnectionError
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or UnityWebRequest.Result.ProtocolError)
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{
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Debug.LogError($"加载 [ {fileName} ] 文本文件失败 {unityWebRequest.error} [ url: {url} ]");
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action?.Invoke(default);
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yield break;
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}
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var content = unityWebRequest.downloadHandler.text;
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if (isSave)
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{
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savePath ??= GetAssetSavePath();
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SaveTextFile(content, savePath, fileName);
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}
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action?.Invoke(content);
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}
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public static string GetAssetSavePath()
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{
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return $"{Application.persistentDataPath}/BingoBase/";
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}
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}
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}
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