图像无法从ios设备中统一加载

时间:2015-07-02 04:23:14

标签: ios unity3d

我正在使用Unity加载保存在设备中的facebook个人资料图片。代码在Android中运行良好,但不适用于IOS。多年来我一直在遭遇这个问题。所以这是我的代码,请帮助我。

using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.UI;

public class UserProfilePicture : MonoBehaviour {
public RawImage profilePicture, testProfile;
private Texture2D texture,text;



void FixedUpdate(){
    if (FbSetup.userInfoLoaded) {
        if(SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.square) != null) {
            text = SPFacebook.instance.userInfo.GetProfileImage(FacebookProfileImageSize.square);
        }
    }

    testProfile.texture = text as Texture;

    byte[] textureByte = text.EncodeToPNG ();
    File.WriteAllBytes (Path.Combine(Application.persistentDataPath,"profilePicture.png"),textureByte);

    Debug.Log("Save path: " + Application.persistentDataPath + Path.DirectorySeparatorChar + "profilePicture.png");

    if(File.Exists(Application.persistentDataPath + Path.DirectorySeparatorChar + "profilePicture.png")){
        Debug.Log("Texture saved");
    }

}

void Update(){
    StartCoroutine (Control ());
    profilePicture.texture = texture as Texture;
}


IEnumerator Control(){
    WWW pictureUrl;
    pictureUrl = new WWW(System.Uri.EscapeUriString("file://" + Path.Combine(Application.persistentDataPath,"profilePicture.png")));

    yield return new WaitForEndOfFrame();
    texture = pictureUrl.texture;

    Debug.Log("Loaded path: " + Path.Combine(Application.persistentDataPath,"profilePicture.png"));
}


void OnEnable(){
    if (GLobal.playAsGuest) {
        this.gameObject.SetActive(false);
    }
    else{
        this.gameObject.SetActive(true);
    }
}

感谢您的帮助,谢谢!

1 个答案:

答案 0 :(得分:1)

事实证明,问题在于以下一行。

yield return new WaitForEndOfFrame();

显然,一帧不足以从磁盘加载文件。你很幸运,它足够你的Android设备。所以你应该将那一行改为

yield return pictureUrl;

所以它会等到它完成加载。