Unity在编辑器模式下运行解压网络下载的zip压缩包都没有问题,打包出来以后解压就不产生作用,找了好久才解决
一、引用的库文件:I18N.CJK.dll,I18N.dll ,I18N.West.dll ,Mono.Data.Tds.dll,System.Data.dll这五个DLL 加入到Plugins文件夹中。
这五个库文件内容所在地址为:XXX\Unity\Editor\Data\Mono\lib\mono\2.0文件夹下
参考连接 https://answers.unity.com/questions/1440392/unity-net-46-framework-causing-sqlconnection-conne.html
参考连接 https://blog.csdn.net/xiaochenXIHUA/article/details/86573837
参考链接 https://blog.csdn.net/DoitPlayer/article/details/48731817?utm_source=blogxgwz4
代码
using System;
using System.Collections;
using System.IO;
using ICSharpCode.SharpZipLib.Zip;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class LoadScene : MonoBehaviour
{
public Text LoadText;
private bool IsLoad = false;
private static string LoadStatus = "";
void Start()
{
IsLoad = false;
GetPath();
}
private static string LoadPath;
public void GetPath()
{
LoadPath = Application.dataPath;
}
public void StartLoadData(string url)
{
StartCoroutine(Download("Work", url));
}
IEnumerator Download(string ZipID, string url)
{
UnityWebRequest request = UnityWebRequest.Get(url);
request.SendWebRequest();
Debug.Log(request.isDone);
while (!request.isDone)
{
LoadText.text = Math.Floor(request.downloadProgress * 100) + "%";
yield return 1;
}
if (request.isNetworkError || request.isHttpError)
{
Debug.Log(request.error);
}
else
{
LoadText.text = "";
string dir = LoadPath;
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
yield return new WaitForEndOfFrame();
//存储压缩包到本地
// File.WriteAllBytes(LoadPath + "/Job" + "/PC_ExE.zip", request.downloadHandler.data);
// 解压数据到本地
SaveZip(ZipID, url, request.downloadHandler.data, null);
}
}
/// <summary>
/// 解压功能(下载后直接解压压缩文件到指定目录)
/// </summary>
/// <param name="wwwStream">www下载转换而来的Stream</param>
/// <param name="zipedFolder">指定解压目标目录(每一个Obj对应一个Folder)</param>
/// <param name="password">密码</param>
/// <returns>解压结果</returns>
public static bool SaveZip(string ZipID, string url, byte[] ZipByte, string password)
{
bool result = true;
FileStream fs = null;
ZipInputStream zipStream = null;
ZipEntry ent = null;
string fileName;
ZipID = LoadPath + "/" + ZipID;
LoadStatus = ZipID;
if (!Directory.Exists(ZipID))
{
Directory.CreateDirectory(ZipID);
}
try
{
//直接使用 将byte转换为Stream,省去先保存到本地在解压的过程
Stream stream = new MemoryStream(ZipByte);
zipStream = new ZipInputStream(stream);
if (!string.IsNullOrEmpty(password))
{
zipStream.Password = password;
}
while ((ent = zipStream.GetNextEntry()) != null)
{
if (!string.IsNullOrEmpty(ent.Name))
{
fileName = Path.Combine(ZipID, ent.Name);
#region Android
fileName = fileName.Replace('\\', '/');
if (fileName.EndsWith("/"))
{
Directory.CreateDirectory(fileName);
continue;
}
#endregion
fs = File.Create(fileName);
int size = 2048;
byte[] data = new byte[size];
while (true)
{
size = zipStream.Read(data, 0, data.Length);
if (size > 0)
{
//fs.Write(data, 0, data.Length);
fs.Write(data, 0, size);//解决读取不完整情况
}
else
break;
}
}
}
}
catch (Exception e)
{
Debug.Log(e.ToString());
result = false;
}
finally
{
if (fs != null)
{
fs.Close();
fs.Dispose();
}
if (zipStream != null)
{
zipStream.Close();
zipStream.Dispose();
}
if (ent != null)
{
ent = null;
}
GC.Collect();
GC.Collect(1);
}
return result;
}
}