using System.Collections; using System.IO; using System.Net; using Unity.VisualScripting.FullSerializer; using UnityEngine; using UnityEngine.Networking; using UnityEngine.SceneManagement; using static InterfaceManager; public class AddConfing : MonoBehaviour { private void Awake() { StartCoroutine(LoadConfig()); } public string ReadFromLocal(string fileName) { string path = GetPath(fileName); if (!File.Exists(path)) return "无"; string data = File.ReadAllText(path); return data; } public string GetPath(string fileName) { string path = Application.streamingAssetsPath + "/" + fileName; return path; } IEnumerator LoadConfig() { string filePath = Path.Combine(Application.streamingAssetsPath, "IPPort.txt"); UnityWebRequest request = UnityWebRequest.Get(filePath); request.SetRequestHeader("Cache-Control", "no-cache");//设置无缓存 yield return request.SendWebRequest(); if (request.result == UnityWebRequest.Result.ConnectionError || request.result == UnityWebRequest.Result.ProtocolError) { Debug.LogError("Error loading config: " + request.error); } else { string str = request.downloadHandler.text; string[] datas = str.Split(":"); IP = datas[0]; Port = datas[1]; Debug.Log(IP + " " + Port); } } public void Restart() { string currentSceneName = SceneManager.GetActiveScene().name; // // 加载当前场景,相当于重新启动 SceneManager.LoadScene(currentSceneName); // Debug.Log("重新运行场景"); } }