【发布时间】:2017-02-26 13:48:56
【问题描述】:
我需要检查我的游戏中是否可以使用互联网,以便我做出决定。当互联网工作和互联网不工作时,有两种不同类型的决定。我找到了一种方法,但它会为 CPU 带来开销。目前我正在使用这种类型的解决方案。有没有更好的方法来检查互联网是否可用?
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class DeviceConnected : MonoBehaviour
{
private const bool allowCarrierDataNetwork = false;
private const string pingAddress = "8.8.8.8"; // Google Public DNS server
private const float waitingTime = 2.0f;
public Text txtInternetConnectStatus;
private Ping ping;
private float pingStartTime;
private bool isInternetAvailable = false;
public void Start()
{
InvokeRepeating("OnStartCheck", 0f,3.0f);
}
public void OnStartCheck()
{
bool internetPossiblyAvailable;
switch (Application.internetReachability)
{
case NetworkReachability.ReachableViaLocalAreaNetwork:
internetPossiblyAvailable = true;
break;
case NetworkReachability.ReachableViaCarrierDataNetwork:
internetPossiblyAvailable = allowCarrierDataNetwork;
break;
default:
internetPossiblyAvailable = false;
break;
}
if (!internetPossiblyAvailable)
{
InternetIsNotAvailable();
return;
}
ping = new Ping(pingAddress);
pingStartTime = Time.time;
}
public void Update()
{
if (ping != null)
{
Debug.Log("Hi");
bool stopCheck = true;
if (ping.isDone)
{
if (ping.time >= 0)
InternetAvailable();
else
InternetIsNotAvailable();
}
else if (Time.time - pingStartTime < waitingTime)
stopCheck = false;
else
InternetIsNotAvailable();
if (stopCheck)
ping = null;
}
}
private void InternetIsNotAvailable()
{
if (isInternetAvailable == false)
{
Debug.Log("No Internet :(");
txtInternetConnectStatus.text = "No Internet :(";
isInternetAvailable = true;
}
}
private void InternetAvailable()
{
if (isInternetAvailable==true)
{
Debug.Log("Internet is available! ;)");
txtInternetConnectStatus.text = "Internet is available! ;)";
isInternetAvailable = false;
}
}
public void OnClickShowMediationSuite()
{
ShowAds.instance.ShowMediationSuite();
}
}
【问题讨论】:
-
没有开销?我很确定唯一不会产生开销的事情就是什么都不做。你必须更清楚地解释你的意思。
标签: user-interface unity3d internet-connection