private void ShowState(RealNetState state) { switch (state) { case RealNetState.NETWORK_NOT_REACH: text.text = "网络不可用"; break; case RealNetState.NETWORK_WIFI: text.text = "WIFI"; break; case RealNetState.NETWORK_CLASS_2_G: text.text = "2G"; break; case RealNetState.NETWORK_CLASS_3_G: text.text = "3G"; break; case RealNetState.NETWORK_CLASS_4_G: text.text = "4G"; break; case RealNetState.NETWORK_CLASS_UNKNOWN: text.text = "UnKown Network"; break; } }
/// <summary> /// IOS网络状态改变的回调 /// </summary> /// <param name="status"></param> void OnNetStatus(string status) { try { realNetState = (RealNetState)int.Parse(status); } catch (Exception e) { realNetState = RealNetState.NETWORK_CLASS_UNKNOWN; } }
void Awake() { inst = this; this.gameObject.name = "NetReachAbility"; DontDestroyOnLoad(this.gameObject); #if UNITY_ANDROID //通过该API来实例化导入的arr中对应的类 javaObj = new AndroidJavaObject("com.pub.myunitylib.Unity2Android"); #elif UNITY_IOS int netState = NetReachAbility.InitNetReachAbility(); realNetState = (RealNetState)netState; #endif }