Unity leerá la ruta de la red y la colocará en la carpeta StreamingAssets (verifique si la red está conectada)

Coroutine detecta si la red está conectada

using UnityEngine;

public class URLChecker : MonoBehaviour
{
    
    
    public string configFileName = "config.txt";

using UnityEngine;
using UnityEngine.Networking;

public class URLChecker : MonoBehaviour
{
    
    
    public string configFileName = "config.txt";

    void Start()
    {
    
    
      // 构建配置文件的完整路径
        string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, configFileName);
        // 读取配置文件获取网址
        string urlToCheck = ReadConfigFile(filePath);
        
        // 进行URL检查
        StartCoroutine(CheckURL(urlToCheck));
    }

    string ReadConfigFile(string filePath)
    {
    
    
        string url = "";

        if (System.IO.File.Exists(filePath))
        {
    
    
            url = System.IO.File.ReadAllText(filePath).Trim();
        }
        else
        {
    
    
            Debug.LogError("Config file not found: " + filePath);
        }

        return url;
    }

    IEnumerator CheckURL(string url)
    {
    
    
        UnityWebRequest www = UnityWebRequest.Head(url);
        yield return www.SendWebRequest();

        if (www.result == UnityWebRequest.Result.Success)
        {
    
    
            Debug.Log("URL is accessible.");
        }
        else
        {
    
    
            Debug.Log("URL is not accessible. Error: " + www.error);
        }
    }
}

La no rutina detecta si la red está conectada

using UnityEngine;
using UnityEngine.Networking;

public class URLChecker : MonoBehaviour
{
    
    
    public string configFileName = "config.txt";
     public bool isWeb;
    void Start()
    {
    
    
      // 构建配置文件的完整路径
        string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, configFileName);
        // 读取配置文件获取网址
        string urlToCheck = ReadConfigFile(filePath);
        
        // 进行URL检查
        CheckURL(urlToCheck);
    }

    string ReadConfigFile(string filePath)
    {
    
    
        string url = "";

        if (System.IO.File.Exists(filePath))
        {
    
    
            url = System.IO.File.ReadAllText(filePath).Trim();
        }
        else
        {
    
    
            Debug.LogError("Config file not found: " + filePath);
        }

        return url;
    }

    void CheckURL(string url)
    {
    
    
        UnityWebRequest www = UnityWebRequest.Head(url);
        www.SendWebRequest();

        while (!www.isDone)
        {
    
    
            // 等待网络请求完成
        }

        if (www.result == UnityWebRequest.Result.Success)
        {
    
    
            IsWeb = true;
            Debug.Log("已连接网络..............................................");
        }
        else
        {
    
    
            IsWeb = false;
            Debug.Log("无法连接网络.................................................: " + www.error);
        }
    }
 }

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Origin blog.csdn.net/weixin_44047050/article/details/130803176
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