UnityEngine.Networking 中的类
/
继承自:Networking.DownloadHandler
/
实现于:UnityEngine.UnityWebRequestModule
一个通用的 DownloadHandler 实现,它将接收到的数据存储在本地字节缓冲区中。
这是一个通用的 DownloadHandler 子类。它将接收到的数据存储在本地内存中。它将根据任何接收到的 Content-Length
标头预先分配一个数据缓冲区,但如果实际下载大小超过 Content-Length
标头的值(或未收到 Content-Length
标头),则会扩展其缓冲区。
注意: 当访问此子类的 DownloadHandler.data 或 DownloadHandler.text 时,每次访问该属性时都会分配一个新的字节数组或字符串。
DownloadHandlerBuffer | 默认构造函数。 |
GetContent | 返回本地内存缓冲区的副本,该缓冲区被解释为 UTF8 字符串。 |
data | 返回从远程服务器下载的原始字节,或者为 null。(只读) |
error | 描述在下载处理程序内部发生的故障的错误消息。 |
isDone | 如果此 DownloadHandler 已被其父 UnityWebRequest 通知已接收所有数据,并且此 DownloadHandler 已完成任何必要的下载后处理,则返回 true。(只读) |
nativeData | 提供对下载数据的直接访问。 |
text | 便捷属性。返回从数据解释为 UTF8 字符串的字节。(只读) |
Dispose | 发出信号,表明此 DownloadHandler 不再使用,应该清理它正在使用的任何资源。 |
CompleteContent | 回调,在从远程服务器接收所有数据时调用。 |
GetData | 回调,在访问 data 属性时调用。 |
GetNativeData | 提供对下载数据作为 NativeArray 的无分配访问。 |
GetProgress | 回调,在访问 UnityWebRequest.downloadProgress 时调用。 |
GetText | 回调,在访问 text 属性时调用。 |
ReceiveContentLengthHeader | 回调,在收到 Content-Length 标头时调用。 |
ReceiveData | 回调,在从远程服务器接收数据时调用。 |
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