71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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public class WebGLUpDownExamples : MonoBehaviour
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{
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public static WebGLUpload _webGLUpload = null;
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public static WebGLDownload _webGLDownload = null;
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private void Awake()
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{
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_webGLUpload = GetComponent<WebGLUpload>();
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_webGLDownload = GetComponent<WebGLDownload>();
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}
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private void UploadZip()
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{
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//Upload a zip file
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_webGLUpload.UploadFile(WebGLUpload.FileExtension.zip);
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}
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private void UploadTexture(WebGLUpload.ImageFormat imageFormat)
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{
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//Upload a Texture and don't downsize the image (0)
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_webGLUpload.UploadTexture(imageFormat, 0, true, null, null);
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}
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private void UploadTextureToMaterial(WebGLUpload.ImageFormat imageFormat, Material mat)
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{
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//Upload a Texture and set the material texture
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_webGLUpload.UploadTexture(imageFormat, 1024, true, mat, null);
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}
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private void UploadTextureToImage(WebGLUpload.ImageFormat imageFormat, Image img)
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{
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//Upload a Texture and set the image sprite
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_webGLUpload.UploadTexture(imageFormat, 1024, true, null, img);
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}
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private void DownloadFile(byte[] bytes)
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{
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WebGLDownload.DownloadFile(bytes, "myFilename", "myExtension");
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}
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private void DownloadZip()
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{
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////Zip example(Zip / gzip Multiplatform Native Plugin from the asset store)
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////----
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//lzip.inMemory mZip = new lzip.inMemory();
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//string myText = "Some text";
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//byte[] bytes = System.Text.Encoding.ASCII.GetBytes(myText);
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//lzip.compress_Buf2Mem(mZip, 9, bytes, "data/" + "myData.dat", null, null);
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//Texture2D tex = null;
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//lzip.compress_Buf2Mem(mZip, 9, tex.EncodeToJPG(), "tex/" + "texName.jpg", null, null);
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//byte[] bZip = mZip.getZipBuffer();
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//_webGLDownload.DownloadFile(bZip, "myZipFilename", "zip");
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//bZip = null;
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//lzip.free_inmemory(mZip);
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}
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private void DownloadTexture(Texture2D tex, WebGLDownload.ImageFormat imageFormat)
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{
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byte[] texBytes;
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if (imageFormat == WebGLDownload.ImageFormat.png) texBytes = tex.EncodeToPNG();
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else texBytes = tex.EncodeToJPG();
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WebGLDownload.DownloadFile(texBytes, "texFileName", imageFormat.ToString());
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}
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private void DownloadScreenshot()
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{
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_webGLDownload.GetScreenshot(WebGLDownload.ImageFormat.jpg, 1, "");
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}
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} |