116 lines
4.3 KiB
C#
116 lines
4.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Stary.Evo
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{
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public class ZipTool
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{
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// 新增:带进度回调的下载解压方法
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public static async UniTask<string[]> DownloadAndUnzipAsync(string url, string extractPath,
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Action<float> downloadProgress = null, Action<float> unzipProgress = null)
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{
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string tempPath = Path.Combine(Application.persistentDataPath, "temp.zip");
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try
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{
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// 下载ZIP文件
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using( UnityWebRequest request =WebRequester(url))
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{
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request.downloadHandler = new DownloadHandlerFile(tempPath);
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var operation = request.SendWebRequest();
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while (!operation.isDone)
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{
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downloadProgress?.Invoke(request.downloadProgress);
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await UniTask.Yield();
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}
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if (request.result != UnityWebRequest.Result.Success)
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{
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throw new Exception($"下载失败:{request.error}");
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}
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}
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// 解压下载的文件
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return await UnzipAsync(tempPath, extractPath, unzipProgress);
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}
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finally
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{
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// 清理临时文件
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if (File.Exists(tempPath))
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{
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File.Delete(tempPath);
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}
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}
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}
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// 修改:添加进度回调参数
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public static async UniTask<string[]> UnzipAsync(string zipPath, string extractPath,
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Action<float> progressCallback = null)
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{
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try
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{
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List<string> pathList = new List<string>();
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using (ZipArchive archive = ZipFile.OpenRead(zipPath))
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{
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float totalEntries = archive.Entries.Count;
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float processed = 0;
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foreach (ZipArchiveEntry entry in archive.Entries)
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{
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string filePath = Path.Combine(extractPath, entry.FullName);
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Directory.CreateDirectory(Path.GetDirectoryName(filePath));
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if (!string.IsNullOrEmpty(entry.Name))
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{
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using (Stream inputStream = entry.Open())
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using (FileStream outputStream = File.Create(filePath))
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{
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await inputStream.CopyToAsync(outputStream);
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pathList.Add(outputStream.Name);
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}
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}
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processed++;
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float progress = processed / totalEntries;
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progressCallback?.Invoke(progress);
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Debug.Log($"解压进度: {progress:P0}");
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}
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}
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Debug.Log($"解压完成: {extractPath}");
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return pathList.ToArray();
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}
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catch (Exception ex)
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{
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Debug.LogError($"解压失败: {ex.Message}");
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throw;
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}
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}
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/// <summary>
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/// 自定义网络请求器需要登录
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/// </summary>
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/// <param name="url"></param>
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/// <returns></returns>
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private static UnityWebRequest WebRequester(string url)
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{
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var request = new UnityWebRequest(url, UnityWebRequest.kHttpVerbGET);
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var authorization = GetAuthorization(AppConfig.USERNAME, AppConfig.PASSWORD);
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request.SetRequestHeader("AUTHORIZATION", authorization);
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return request;
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}
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private static string GetAuthorization(string userName, string password)
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{
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string auth = userName + ":" + password;
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var bytes = System.Text.Encoding.GetEncoding("ISO-8859-1").GetBytes(auth);
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return "Basic " + System.Convert.ToBase64String(bytes);
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}
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}
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}
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