using System;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
using UnityEngine.Networking;
namespace Common.Game
{
///
/// 游戏内通用API
///
public static class GameAPI
{
///
/// 返回可读可写路径
/// PC端:streamingAssetsPath
/// 移动端:Application.persistentDataPath
///
///
public static string GetWritePath ()
{
#if UNITY_EDITOR || UNITY_STANDALONE
return Application.streamingAssetsPath;
#elif UNITY_IOS || UNITY_ANDROID
return Application.persistentDataPath;
#endif
}
///
/// 接管Debug.Log(...)
///
/// 调试信息
/// 1.debug 2.warn 3.error
public static void Print (object _Message, string _Type = "debug")
{
string currentTime = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss");
string res = $"[{currentTime}] {_Type} : {_Message}";
switch (_Type)
{
case "debug":
Debug.Log(res);
return;
case "warn":
Debug.LogWarning(res);
return;
case "error":
Debug.LogError(res);
return;
default:
Debug.Log(res);
break;
}
}
///
/// 暴力查找一个物体,找不到返回Null
///
///
///
public static GameObject FindGameObject_Force (string _Name)
{
GameObject[] all = Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[];
for (int i = 0; i < all.Length; i++)
{
var item = all[i];
if (item.name == _Name) return item;
}
return null;
}
///
/// 生成SHA256值
///
///
///
public static string GenerateSha256 (string input)
{
using (SHA256 sha256Hash = SHA256.Create())
{
byte[] bytes = sha256Hash.ComputeHash(Encoding.UTF8.GetBytes(input));
StringBuilder builder = new StringBuilder();
for (int i = 0; i < bytes.Length; i++)
{
builder.Append(bytes[i].ToString("x2"));
}
return builder.ToString().ToUpper();
}
}
///
/// 通过UnityWebRequest获取本地StreamingAssets文件夹中的文件
///
/// 文件名称
///
public static string UnityWebRequestFile (string fileName)
{
string url;
#region 分平台判断 StreamingAssets 路径
//如果在编译器或者单机中
#if UNITY_EDITOR || UNITY_STANDALONE
url = "file://" + Application.dataPath + "/StreamingAssets/" + fileName;
//否则如果在Iphone下
#elif UNITY_IPHONE
url = "file://" + Application.dataPath + "/Raw/"+ fileName;
//否则如果在android下
#elif UNITY_ANDROID
url = "jar:file://" + Application.dataPath + "!/assets/"+ fileName;
#endif
#endregion
UnityWebRequest request = UnityWebRequest.Get(url);
request.SendWebRequest();//读取数据
while (true)
{
if (request.downloadHandler.isDone)//是否读取完数据
{
return request.downloadHandler.text;
}
}
}
///
/// 从外部指定文件中加载图片
///
///
public static Sprite LoadTextureByIO (string Path)
{
FileStream fs = new FileStream(Path, FileMode.Open, FileAccess.Read);
fs.Seek(0, SeekOrigin.Begin);//游标的操作,可有可无
byte[] bytes = new byte[fs.Length];//生命字节,用来存储读取到的图片字节
try
{
fs.Read(bytes, 0, bytes.Length);//开始读取,这里最好用trycatch语句,防止读取失败报错
}
catch (Exception e)
{
Debug.Log(e);
}
fs.Close();//切记关闭
int width = 2048;//图片的宽(这里两个参数可以提到方法参数中)
int height = 2048;//图片的高(这里说个题外话,pico相关的开发,这里不能大于4k×4k不然会显示异常,当时开发pico的时候应为这个问题找了大半天原因,因为美术给的图是6000*3600,导致出现切几张图后就黑屏了。。。
Texture2D texture = new Texture2D(width, height);
if (texture.LoadImage(bytes))
{
return Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));//将生成的texture2d返回,到这里就得到了外部的图片,可以使用了
}
else
{
return null;
}
}
}
}