aphla 测试 1
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This commit is contained in:
318
Assets/00.StaryEvoTools/Runtime/Tools/CrossPlatformUnzip.cs
Normal file
318
Assets/00.StaryEvoTools/Runtime/Tools/CrossPlatformUnzip.cs
Normal file
@@ -0,0 +1,318 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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#if WECHAT_MINIGAME
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using WeChatWASM;
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#else
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using System.IO; // 仅在非微信平台使用
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using ICSharpCode.SharpZipLib.Zip;
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#endif
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namespace Stary.Evo.Unzip
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{
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public static class CrossPlatformUnzip
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{
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public static async UniTask UnzipAsync(string zipPath, string extractPath,
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Action<float> progressCallback = null, bool deleteAfterExtract = true)
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{
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#if WECHAT_MINIGAME && UNITY_WEBGL
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// 微信小程序:使用原生 WX API,零 System.IO
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await UnzipWeChatNativeAsync(zipPath, extractPath, progressCallback, deleteAfterExtract);
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#elif UNITY_WEBGL && !WECHAT_MINIGAME
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// WebGL:使用 SharpZipLib(虚拟文件系统)
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await UnzipWebGLAsync(zipPath, extractPath, progressCallback, deleteAfterExtract);
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#else
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// PC/移动端:标准 System.IO
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await UnzipStandardAsync(zipPath, extractPath, progressCallback, deleteAfterExtract);
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#endif
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}
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#region 1. 微信小程序实现(零 System.IO)
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#if WECHAT_MINIGAME
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private static async UniTask UnzipWeChatNativeAsync(string zipPath, string extractPath,
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Action<float> progressCallback, bool deleteAfterExtract)
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{
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var tcs = new UniTaskCompletionSource();
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var fs = WX.GetFileSystemManager();
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// 检查 ZIP 存在(使用微信 API)
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bool fileExists = false;
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fs.Access(new AccessOption()
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{
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path = zipPath,
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success = (res) => fileExists = true,
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fail = (err) => { }
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});
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await UniTask.Delay(50); // 等待异步结果
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if (!fileExists)
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throw new Exception($"ZIP 不存在: {zipPath}");
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// 清理目标目录(递归删除)
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try
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{
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fs.RmdirSync(extractPath, true);
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}
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catch
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{
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// 目录不存在或已删除
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}
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// 创建目标目录
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fs.MkdirSync(extractPath, true);
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// 模拟进度(WX.Unzip 无细粒度进度)
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float reportedProgress = 0f;
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var progressTask = SimulateProgressAsync(progressCallback, () => reportedProgress >= 1f);
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// 微信原生解压(性能最佳,C++ 实现)
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WX.Unzip(new UnzipOption()
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{
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zipFilePath = zipPath,
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targetPath = extractPath,
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success = (res) =>
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{
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reportedProgress = 1f;
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progressCallback?.Invoke(1f);
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tcs.TrySetResult();
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},
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fail = (err) =>
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{
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tcs.TrySetException(new Exception($"微信解压失败: {err.errMsg}"));
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}
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});
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await tcs.Task;
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await progressTask;
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// 删除 ZIP 释放空间(微信 200MB 限制严格)
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if (deleteAfterExtract)
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{
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DeleteWeChatFileSafe(fs, zipPath);
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}
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}
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private static async UniTask SimulateProgressAsync(Action<float> callback, Func<bool> isCompleted)
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{
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if (callback == null) return;
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float progress = 0f;
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while (!isCompleted())
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{
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progress = Mathf.Min(progress + UnityEngine.Random.Range(0.02f, 0.08f), 0.95f);
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callback.Invoke(progress);
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await UniTask.Delay(200);
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}
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}
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private static void DeleteWeChatFileSafe(FileSystemManager fs, string path)
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{
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try
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{
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fs.UnlinkSync(path);
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Debug.Log($"[微信] 已删除 ZIP");
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[微信] 删除失败: {ex.Message}");
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}
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}
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/// <summary>
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/// 获取微信缓存路径(字符串拼接,不使用 Path.Combine)
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/// </summary>
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public static string GetWeChatPath(string relativePath)
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{
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// 手动拼接路径,避免使用 System.IO.Path
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string basePath = WX.env.USER_DATA_PATH;
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if (relativePath.StartsWith("/"))
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return basePath + relativePath;
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return basePath + "/" + relativePath;
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}
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#endif
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#endregion
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#region 2. WebGL 实现(SharpZipLib + 虚拟文件系统)
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#if UNITY_WEBGL && !WECHAT_MINIGAME
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private static async UniTask UnzipWebGLAsync(string zipPath, string extractPath,
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Action<float> progressCallback, bool deleteAfterExtract)
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{
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// WebGL 使用 Unity 的虚拟文件系统(基于 IndexedDB)
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// 注意:虽然是 FileStream,但在 WebGL 中实际是虚拟 IO
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if (!File.Exists(zipPath))
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throw new FileNotFoundException($"ZIP 不存在: {zipPath}");
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string fullExtractPath = Path.GetFullPath(extractPath);
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// 清理目录
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if (Directory.Exists(extractPath))
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Directory.Delete(extractPath, true);
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Directory.CreateDirectory(extractPath);
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using (FileStream fs = File.OpenRead(zipPath))
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using (ZipFile zipFile = new ZipFile(fs))
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{
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int total = 0;
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var validEntries = new List<ZipEntry>();
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foreach (ZipEntry entry in zipFile)
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{
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if (entry.IsFile && !string.IsNullOrEmpty(entry.Name))
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{
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validEntries.Add(entry);
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total++;
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}
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}
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// WebGL 分帧解压,避免卡死浏览器
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int processed = 0;
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const int FILES_PER_FRAME = 3;
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foreach (var entry in validEntries)
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{
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// 安全检查
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string fullPath = Path.GetFullPath(Path.Combine(extractPath, entry.Name));
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if (!fullPath.StartsWith(fullExtractPath))
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{
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Debug.LogWarning($"跳过非法路径: {entry.Name}");
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continue;
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}
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// 创建目录
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string dir = Path.GetDirectoryName(fullPath);
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if (!string.IsNullOrEmpty(dir))
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Directory.CreateDirectory(dir);
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// 解压单文件
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using (Stream input = zipFile.GetInputStream(entry))
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using (FileStream output = File.Create(fullPath))
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{
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byte[] buffer = new byte[4096]; // WebGL 使用更小缓冲区
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int read;
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while ((read = input.Read(buffer, 0, buffer.Length)) > 0)
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{
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output.Write(buffer, 0, read);
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}
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}
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processed++;
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// 每 N 个文件让出一帧,保持浏览器响应
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if (processed % FILES_PER_FRAME == 0)
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{
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progressCallback?.Invoke((float)processed / total);
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await UniTask.Yield();
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}
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}
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}
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if (deleteAfterExtract)
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{
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File.Delete(zipPath);
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}
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}
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#endif
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#endregion
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#region 3. PC/移动端实现(标准 System.IO)
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private static async UniTask UnzipStandardAsync(string zipPath, string extractPath,
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Action<float> progressCallback, bool deleteAfterExtract)
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{
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await UniTask.SwitchToThreadPool();
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try
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{
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if (!File.Exists(zipPath))
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throw new FileNotFoundException($"ZIP 不存在: {zipPath}");
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string fullExtractPath = Path.GetFullPath(extractPath);
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if (Directory.Exists(extractPath))
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Directory.Delete(extractPath, true);
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Directory.CreateDirectory(extractPath);
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using (FileStream fs = File.OpenRead(zipPath))
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using (ZipFile zipFile = new ZipFile(fs))
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{
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int total = 0;
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foreach (ZipEntry entry in zipFile)
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if (entry.IsFile) total++;
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int processed = 0;
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foreach (ZipEntry entry in zipFile)
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{
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if (!entry.IsFile) continue;
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string fullPath = Path.GetFullPath(Path.Combine(extractPath, entry.Name));
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if (!fullPath.StartsWith(fullExtractPath)) continue;
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Directory.CreateDirectory(Path.GetDirectoryName(fullPath));
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using (Stream input = zipFile.GetInputStream(entry))
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using (FileStream output = File.Create(fullPath))
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{
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await input.CopyToAsync(output);
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}
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processed++;
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await UniTask.SwitchToMainThread();
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progressCallback?.Invoke((float)processed / total);
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await UniTask.SwitchToThreadPool();
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}
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}
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}
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finally
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{
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await UniTask.SwitchToMainThread();
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if (deleteAfterExtract && File.Exists(zipPath))
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File.Delete(zipPath);
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}
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}
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#endregion
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#region 4. 公共工具(平台特定)
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/// <summary>
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/// 获取缓存路径(平台特定实现)
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/// </summary>
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public static string GetCachePath(string relativePath)
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{
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#if WECHAT_MINIGAME
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return GetWeChatPath(relativePath);
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#else
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return Path.Combine(Application.persistentDataPath, relativePath);
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#endif
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}
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/// <summary>
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/// 检查文件存在(平台特定)
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/// </summary>
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public static bool FileExists(string path)
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{
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#if WECHAT_MINIGAME
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bool exists = false;
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WX.GetFileSystemManager().Access(new AccessOption()
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{
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path = path,
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success = (res) => exists = true,
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fail = (err) => { }
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});
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return exists;
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#else
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return File.Exists(path);
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#endif
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}
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#endregion
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a27d5c7ab782498b90e6d3a8879410d0
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timeCreated: 1776267030
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@@ -19,8 +19,8 @@ namespace Stary.Evo
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{
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var initParameters = new OfflinePlayModeParameters();
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var buildinFileSystemParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters(null,
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$"{Application.temporaryCachePath}/DownloadedContent/{packageName}");
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Debug.Log($"UnityEvo:Host InitializeParameterPath: 【{Application.temporaryCachePath}/DownloadedContent/{packageName}】");
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$"{Application.persistentDataPath}/DownloadedContent/{packageName}");
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Debug.Log($"UnityEvo:Host InitializeParameterPath: 【{Application.persistentDataPath}/DownloadedContent/{packageName}】");
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buildinFileSystemParams.AddParameter(FileSystemParametersDefine.APPEND_FILE_EXTENSION, true);
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buildinFileSystemParams.AddParameter(FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST, true);
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initParameters.BuildinFileSystemParameters = buildinFileSystemParams;
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@@ -4,36 +4,86 @@ using System.IO;
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using System.IO.Compression;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using Stary.Evo.Unzip;
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using UnityEngine;
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using UnityEngine.Networking;
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using WeChatWASM;
|
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|
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namespace Stary.Evo
|
||||
{
|
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public class ZipTool
|
||||
{
|
||||
private static SemaphoreSlim unzipLock = new(1, 1);
|
||||
|
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// 新增:带进度回调的下载解压方法
|
||||
public static async UniTask DownloadAndUnzipAsync(string fildId, string extractPath,
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Action<float> downloadProgress = null, Action<float> unzipProgress = null)
|
||||
{
|
||||
string tempPath = Path.Combine(Application.persistentDataPath, "temp.zip");
|
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|
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try
|
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{
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||||
string url = $"{AppConfig.IpConfig}/FileLoad/Download/{fildId}";
|
||||
await WebRequestSystem.GetFile(url, tempPath,downloadProgress);
|
||||
|
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|
||||
#if !WEIXINMINIGAME
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string tempPath = Path.Combine(Application.persistentDataPath, "temp.zip");
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await WebRequestSystem.GetFile(url, tempPath, downloadProgress);
|
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#else
|
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bool isCompleted = false;
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||||
string tempPath = WX.env.USER_DATA_PATH + "/temp.zip"; // 指定保存路径
|
||||
var downloadTask = WX.DownloadFile(new DownloadFileOption()
|
||||
{
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url = url,
|
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filePath = WX.env.USER_DATA_PATH + "/temp.zip", // 指定保存路径
|
||||
success = (res) => {
|
||||
isCompleted = true;
|
||||
},
|
||||
fail = (err) => {
|
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Debug.LogError("下载失败:" + err.errMsg);
|
||||
isCompleted = true;
|
||||
}
|
||||
});
|
||||
// 注册进度回调(关键代码)
|
||||
downloadTask.OnProgressUpdate((res) =>
|
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{
|
||||
// res.progress: 下载进度 0-100
|
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// res.totalBytesExpectedToWrite: 预期总字节数
|
||||
// res.totalBytesWritten: 已下载字节数
|
||||
downloadProgress?.Invoke((float) res.progress);
|
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Debug.Log($"下载进度:{res.progress:F1}% | " +
|
||||
$"已下载:{res.totalBytesWritten / 1024}KB / " +
|
||||
$"总计:{res.totalBytesExpectedToWrite / 1024}KB");
|
||||
});
|
||||
// 等待完成或被取消
|
||||
await new WaitUntil(() => isCompleted);
|
||||
// 等待下载完成,同时可以更新 UI
|
||||
// while (!isCompleted)
|
||||
// {
|
||||
// // 在这里更新 Unity UI 进度条
|
||||
// UpdateProgressUI(currentProgress);
|
||||
// yield return null;
|
||||
// }
|
||||
// WX.GetFileSystemManager().Unzip(new UnzipOption()
|
||||
// {
|
||||
// zipFilePath = tempPath,
|
||||
// targetPath = extractPath,
|
||||
// success = (suc) =>
|
||||
// {
|
||||
// Debug.Log("解压成功");
|
||||
// File.Delete(tempPath);
|
||||
// },
|
||||
// fail = (err) =>
|
||||
// {
|
||||
// Debug.LogError($"解压失败:{err.errMsg}");
|
||||
// }
|
||||
// });
|
||||
#endif
|
||||
|
||||
// 解压下载的文件
|
||||
await UnzipAsync(tempPath, extractPath, unzipProgress);
|
||||
File.Delete(tempPath);
|
||||
await CrossPlatformUnzip.UnzipAsync(tempPath, extractPath, unzipProgress);
|
||||
}
|
||||
finally
|
||||
catch (Exception ex)
|
||||
{
|
||||
// 清理临时文件
|
||||
if (File.Exists(tempPath))
|
||||
{
|
||||
File.Delete(tempPath);
|
||||
}
|
||||
Debug.LogError($"解压失败: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,6 +110,7 @@ namespace Stary.Evo
|
||||
Debug.LogWarning($"跳过不安全的文件路径: {entry.FullName}");
|
||||
continue;
|
||||
}
|
||||
|
||||
Directory.CreateDirectory(Path.GetDirectoryName(filePath));
|
||||
|
||||
if (!string.IsNullOrEmpty(entry.Name))
|
||||
@@ -67,7 +118,7 @@ namespace Stary.Evo
|
||||
using (Stream inputStream = entry.Open())
|
||||
using (FileStream outputStream = File.Create(filePath))
|
||||
{
|
||||
await inputStream.CopyToAsync(outputStream,81920);
|
||||
await inputStream.CopyToAsync(outputStream, 81920);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,6 +127,7 @@ namespace Stary.Evo
|
||||
progressCallback?.Invoke(progress);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"解压完成: {extractPath}");
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -85,6 +137,7 @@ namespace Stary.Evo
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 自定义网络请求器需要登录
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user