修改网络模块
增加下载音频, 增加下载纹理的调试功能
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@@ -0,0 +1,90 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace MuHua {
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/// <summary>
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/// Get下载 Texture
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/// </summary>
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public class DataRequestTexture : DataRequest {
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public readonly string url;
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public Action<string> OnError;
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public Action<Texture2D> OnCallback;
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public bool isCompress;
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public override string Url => url;
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public override EnumNetworkRequestType RequestType => EnumNetworkRequestType.Texture;
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/// <summary> Web Get请求 Texture </summary>
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public DataRequestTexture(string url, Action<Texture2D> OnCallback = null, bool isCompress = true) {
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this.url = url;
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this.OnCallback = OnCallback;
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this.isCompress = isCompress;
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}
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public override void RequestResultHandle(bool isDone, UnityWebRequest web) {
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// 检查请求是否完成且没有错误
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if (!isDone) {
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OnError?.Invoke($"Texture download failed: {web.error}");
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return;
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}
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// 检查下载处理程序是否为 DownloadHandlerTexture
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DownloadHandlerTexture downloadHandler = web.downloadHandler as DownloadHandlerTexture;
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if (downloadHandler == null || downloadHandler.texture == null) {
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OnError?.Invoke("Failed to load Texture.");
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return;
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}
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// 获取纹理,并进行压缩
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Texture2D texture = downloadHandler.texture;
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if (isCompress) {
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bool compress = (texture.width % 2) == 0 && (texture.height % 2) == 0;
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if (compress) { texture.Compress(true); }
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else { Debug.LogWarning($"Unable to compress image: {web.url}"); }
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}
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// 获取纹理大小并打印
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string textureSize = GetTextureMemorySize(texture);
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Debug.Log($"Texture size: {textureSize}");
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OnCallback?.Invoke(texture);
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}
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public static string GetTextureMemorySize(Texture2D texture) {
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if (texture == null) return "0 B";
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// 获取纹理的宽度、高度和格式
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int width = texture.width;
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int height = texture.height;
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TextureFormat format = texture.format;
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// 每像素的字节数
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int bytesPerPixel = 0;
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switch (format) {
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case TextureFormat.Alpha8: bytesPerPixel = 1; break;
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case TextureFormat.RGB24: bytesPerPixel = 3; break;
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case TextureFormat.RGBA32: bytesPerPixel = 4; break;
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case TextureFormat.ARGB32: bytesPerPixel = 4; break;
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case TextureFormat.RGBAHalf: bytesPerPixel = 8; break;
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case TextureFormat.RGBAFloat: bytesPerPixel = 16; break;
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default:
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Debug.LogWarning($"Unsupported texture format: {format}");
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return "Unknown Size";
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}
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// 计算纹理占用的内存大小(字节)
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long memorySizeBytes = width * height * bytesPerPixel;
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// 转换为 KB 或 MB
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if (memorySizeBytes < 1024) {
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return $"{memorySizeBytes} B";
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}
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else if (memorySizeBytes < 1024 * 1024) {
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return $"{(memorySizeBytes / 1024f):F2} KB";
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}
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else {
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return $"{(memorySizeBytes / (1024f * 1024f)):F2} MB";
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}
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}
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}
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}
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