using UnityEngine.Networking; using UnityEngine; namespace YooAsset { internal class UnityWebDataRequestOperation : UnityWebRequestOperation { private UnityWebRequestAsyncOperation _requestOperation; /// /// 请求结果 /// public byte[] Result { private set; get; } internal UnityWebDataRequestOperation(string url, int timeout = 60) : base(url, timeout) { } internal override void InternalOnStart() { _steps = ESteps.CreateRequest; } internal override void InternalOnUpdate() { if (_steps == ESteps.None || _steps == ESteps.Done) return; if (_steps == ESteps.CreateRequest) { _latestDownloadBytes = 0; _latestDownloadRealtime = Time.realtimeSinceStartup; CreateWebRequest(); _steps = ESteps.Download; } if (_steps == ESteps.Download) { Progress = _requestOperation.progress; if (_requestOperation.isDone == false) { CheckRequestTimeout(); return; } if (CheckRequestResult()) { _steps = ESteps.Done; Result = _webRequest.downloadHandler.data; Status = EOperationStatus.Succeed; } else { _steps = ESteps.Done; Status = EOperationStatus.Failed; } // 注意:最终释放请求器 DisposeRequest(); } } internal override void InternalOnAbort() { _steps = ESteps.Done; DisposeRequest(); } private void CreateWebRequest() { _webRequest = DownloadSystemHelper.NewUnityWebRequestGet(_requestURL); DownloadHandlerBuffer handler = new DownloadHandlerBuffer(); _webRequest.downloadHandler = handler; _webRequest.disposeDownloadHandlerOnDispose = true; _requestOperation = _webRequest.SendWebRequest(); } } }