Unity中有自帶的判斷是否連接網絡的方法如下:
if (Application.internetReachability == NetworkReachability.NotReachable)
{
text1.text = "Unity自帶判斷,沒有聯網";
Debug.Log("Unity自帶判斷,沒有聯網");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
Debug.Log("Unity自帶,連接的移動網絡");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork)
{
Debug.Log("Unity自帶,連接的wifi");
}
else
{
text1.text = "Unity自帶判斷,已經聯網";
Debug.Log("Unity自帶判斷,已經聯網");
}
但是這個方法在Unity編譯器中測試着是沒有問題的,但是將改程序打包成exe文件後就會發現,他無法判斷沒有聯網的狀態,
這時就需要使用C#中的方法去檢測是否聯網。
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class Test1 : MonoBehaviour {
[DllImport("wininet")]
private extern static bool InternetGetConnectedState(out int connectionDescription, int reservedValue);
public Text text1;
public Text text2;
void Start () {
StartCoroutine("delayPrint");
}
IEnumerator delayPrint()
{
yield return new WaitForSeconds(1f);
if (Application.internetReachability == NetworkReachability.NotReachable)
{
text1.text = "Unity自帶判斷,沒有聯網";
Debug.Log("Unity自帶判斷,沒有聯網");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
text1.text = "Unity自帶,連接的移動網絡";
Debug.Log("Unity自帶,連接的移動網絡");
}
else if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork)
{
text1.text = "Unity自帶,連接的wifi";
Debug.Log("Unity自帶,連接的wifi");
}
else
{
text1.text = "Unity自帶判斷,已經聯網";
Debug.Log("Unity自帶判斷,已經聯網");
}
if (IsConnectedInternet())
{
text2.text = "C#中判斷,聯網";
Debug.Log("C#中判斷,聯網");
}
else
{
text2.text = "C#中判斷,沒有聯網";
Debug.Log("C#中判斷,沒有聯網");
}
StartCoroutine("delayPrint");
}
/// <summary>
/// C#判斷是否聯網
/// </summary>
/// <returns></returns>
public bool IsConnectedInternet()
{
int i = 0;
if (InternetGetConnectedState(out i,0))
{
return true;
}
else
{
return false;
}
}
}
這是在聯網狀態下的顯示:
這是在斷網情況下的顯示: