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IOS工程师都应该用过SDWebImage或者android工程师应该使用过Glide,fresco,Imageloader等,在Unity里面,我按照同样的原理封装了一个ImageLoader 。
原理就是先用一张placeholder来显示图片,等待图片加载,等加载完了之后替换placeholder,第二次加载网络图片时,先判断本地时候已经加载过图片,如果加载过就从本地获取图片,如果没有就去网络上加载。
下面代码:
- using UnityEngine;
- using UnityEngine.UI;
- using System.Collections;
- using System.IO;
-
- public class AsyncImageDownload : MonoBehaviour
- {
- public Sprite placeholder;
-
- private static AsyncImageDownload _instance = null;
- public static AsyncImageDownload GetInstance() { return Instance; }
- public static AsyncImageDownload Instance
- {
- get
- {
- if(_instance==null)
- {
- GameObject obj = new GameObject("AsyncImageDownload");
- _instance = obj.AddComponent<AsyncImageDownload>();
- DontDestroyOnLoad(obj);
- _instance.Init();
- }
- return _instance;
- }
- }
-
- public bool Init()
- {
- if (!Directory.Exists(Application.persistentDataPath + "/ImageCache/"))
- {
- Directory.CreateDirectory(Application.persistentDataPath + "/ImageCache/");
- }
- if(placeholder==null)
- {
- placeholder = Resources.Load("placeholder") as Sprite;
- }
- return true;
-
- }
-
- public void SetAsyncImage(string url, Image image)
- {
- //开始下载图片前,将UITexture的主图片设置为占位图
- image.sprite = placeholder;
-
- //判断是否是第一次加载这张图片
- if (!File.Exists(path + url.GetHashCode()))
- {
- //如果之前不存在缓存文件
- StartCoroutine(DownloadImage(url, image));
- }
- else {
- StartCoroutine(LoadLocalImage(url, image));
- }
- }
-
- IEnumerator DownloadImage(string url, Image image)
- {
- Debug.Log("downloading new image:" + path + url.GetHashCode());//url转换HD5作为名字
- WWW www = new WWW(url);
- yield return www;
-
- Texture2D tex2d = www.texture;
- //将图片保存至缓存路径
- byte[] pngData = tex2d.EncodeToPNG();
- File.WriteAllBytes(path + url.GetHashCode(), pngData);
-
- Sprite m_sprite = Sprite.Create(tex2d, new Rect(0, 0, tex2d.width, tex2d.height), new Vector2(0, 0));
- image.sprite = m_sprite;
- }
-
- IEnumerator LoadLocalImage(string url, Image image)
- {
- string filePath = "file:///" + path + url.GetHashCode();
-
- Debug.Log("getting local image:" + filePath);
- WWW www = new WWW(filePath);
- yield return www;
-
- Texture2D texture = www.texture;
- Sprite m_sprite = Sprite.Create(texture,new Rect(0, 0, texture.width, texture.height), new Vector2(0, 0));
- image.sprite = m_sprite;
- }
-
- public string path
- {
- get
- {
- //pc,ios //android :jar:file//
- return Application.persistentDataPath + "/ImageCache/";
-
- }
- }
- }
End
.
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