WebGL 용 코드 추가
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@@ -108,12 +108,23 @@ namespace UVC.Util
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{
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//getFileInfo zip 내의 콘텐츠의 총 압축되지 않은 바이트를 반환한다.
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ulong totalBytes = lzip.getFileInfo(zipFilePath);
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#if UNITY_WEBGL && !UNITY_EDITOR
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// WebGL: ThreadPool 사용 불가 → 동기 처리
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OnProgress?.Invoke(0, (long)totalBytes, 0f);
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int result = lzip.decompress_File(zipFilePath, decompressFolderPath, progress, null, progress2);
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isComplete = true;
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percent = 1f;
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OnProgress?.Invoke((long)totalBytes, (long)totalBytes, 1f);
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#else
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CountPercentZipAsync(totalBytes).Forget();
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int result = await UniTask.RunOnThreadPool(() =>
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{
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return lzip.decompress_File(zipFilePath, decompressFolderPath, progress, null, progress2);
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});
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isComplete = true;
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#endif
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if (result == 1) //success
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{
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return null;
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@@ -193,12 +204,23 @@ namespace UVC.Util
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//fsecurity.AddAccessRule(new FileSystemAccessRule(new NTAccount(name[1]), FileSystemRights.FullControl, InheritanceFlags.ObjectInherit | InheritanceFlags.ContainerInherit, PropagationFlags.None, AccessControlType.Allow));
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//fileInfo.SetAccessControl(fsecurity);
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long totalBytes = lzma.getFileSize(zipFilePath);
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#if UNITY_WEBGL && !UNITY_EDITOR
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// WebGL: ThreadPool 미사용, 동기 처리
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OnProgress?.Invoke(0, totalBytes, 0f);
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int result = lzma.doDecompress7zip(zipFilePath, decompressFolderPath, progress, true, true);
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isComplete = true;
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percent = 1f;
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OnProgress?.Invoke(totalBytes, totalBytes, 1f);
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#else
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CountPercent7ZipAsync(totalBytes, true).Forget();
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int result = await UniTask.RunOnThreadPool(() =>
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{
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return lzma.doDecompress7zip(zipFilePath, decompressFolderPath, progress, true, true);
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});
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isComplete = true;
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#endif
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if (result == 1) //success
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{
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return null;
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