本文介绍两大内容:
1:Unity5 资源管理架构设计(2017.4.22版本)
2:Android 热更新(不考虑IOS)根据C#反射实现的代码全更新方案(网上一大坨,我重新整理一下)。
一:Unity资源管理架构设计
注意:我配置的Bundle资源文件都放在Assets/ResourceABs文件夹下,并且此文件夹下每个文件夹都对应一个Bundle文件,最终这些文件都打包到StreamingAssets流文件夹下。
1:设计一个资源信息管理类,能够反映Assets/ResourceABs文件夹下的全部的资源信息。
生成工具放在Editor文件下, 代码如下:
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEditor;
using xk_System.AssetPackage;
public class ExportAssetInfoEditor : MonoBehaviour
{
static string extention = AssetBundlePath.ABExtention;
static string BuildAssetPath = "Assets/ResourceABs";
static string CsOutPath = "Assets/Scripts/auto";
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~创建AB文件所有的信息~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[MenuItem("UnityEditor/GenerationPackage/Generation AssetInfo Cs File")]
public static void GenericAssetCSInfo()
{
Debug.Log("Start Generation AssetInfo Cs Info");
CreateABCSFile();
Debug.Log("Finish Generation AssetInfo Cs Info");
}
private static void CreateABCSFile()
{
string m = "";
m += "namespace xk_System.AssetPackage\n{\n";
DirectoryInfo mDir = new DirectoryInfo(BuildAssetPath);
m += "\tpublic class " + mDir.Name + "Folder : Singleton<" + mDir.Name + "Folder>\n\t{\n";
string s = "";
foreach (var v in mDir.GetDirectories())
{
FileInfo[] mFileInfos1 = v.GetFiles();
int mFilesLength1 = 0;
foreach (var v1 in mFileInfos1)
{
if (v1.Extension != ".meta")
{
mFilesLength1++;
break;
}
}
if (mFilesLength1 > 0 || v.GetDirectories().Length > 0)
{
string fieldName = v.Name + "Folder";
m += "\t\t public " + fieldName + " " + v.Name + "=new " + fieldName + "();\n";
// s += CreateDirClass(v, v.Name.ToLower());
}
}
foreach (var v in mDir.GetDirectories())
{
m += CreateDirClass(v, v.Name.ToLower());
}
m += "\t}\n";
// m += s;
m += "}\n";
string fileName = CsOutPath + "/" + mDir.Name + ".cs";
StreamWriter mSw = new StreamWriter(fileName, false);
mSw.Write(m);
mSw.Close();
}
private static string CreateDirClass(DirectoryInfo mDir, string bundleName)
{
string tStr = GetTStr(mDir);
string m = "";
string s = "";
FileInfo[] mFileInfos = mDir.GetFiles();
int mFilesLength = 0;
foreach (var v in mFileInfos)
{
if (v.Extension != ".meta")
{
mFilesLength++;
break;
}
}
if (mFilesLength > 0)
{
string bundleName1 = bundleName+ extention;
m = tStr+"public class " + mDir.Name + "Folder\n"+tStr+"{\n";
foreach (var v in mFileInfos)
{
if (v.Extension != ".meta")
{
string assetPath = GetAssetPath(v.FullName);
string fileName = v.Name.Substring(0, v.Name.LastIndexOf(v.Extension));
m += tStr+"\t public AssetInfo m" + fileName + "=new AssetInfo(\""+assetPath+"\",\"" + bundleName1 + "\",\"" + v.Name + "\");\n";
}
}
m += tStr+"}\n";
}
else
{
if (mDir.GetDirectories().Length > 0)
{
m = tStr+"public class " + mDir.Name + "Folder\n"+tStr+"{\n";
foreach (var v in mDir.GetDirectories())
{
FileInfo[] mFileInfos1 = v.GetFiles();
int mFilesLength1 = 0;
foreach (var v1 in mFileInfos1)
{
if (v1.Extension != ".meta")
{
mFilesLength1++;
break;
}
}
if (mFilesLength1 > 0 || v.GetDirectories().Length > 0)
{
string fieldName = v.Name + "Folder";
m += tStr+"\t public " + fieldName + " " + v.Name + "=new " + fieldName + "();\n";
}
}
foreach (var v in mDir.GetDirectories())
{
m += CreateDirClass(v, bundleName + "_" + v.Name.ToLower());
}
m += tStr+"}\n";
// m += s;
}
}
return m;
}
public static string GetTStr(DirectoryInfo mDir)
{
int coutT = 0;
int index = mDir.FullName.IndexOf(@"ResourceABs\");
if (index >= 0)
{
for(int j=0;j<mDir.FullName.Length;j++)
{
if (j > index)
{
var v = mDir.FullName[j];
if (v.Equals('\\'))
{
coutT++;
}
}
}
}
coutT++;
string tStr = "";
int i = 0;
while(i<coutT)
{
tStr += "\t";
i++;
}
return tStr;
}
public static string GetAssetPath(string filePath)
{
string assetPath = "";
int index = filePath.IndexOf(@"Assets\");
if (index >= 0)
{
assetPath = filePath.Remove(0, index);
assetPath = assetPath.Replace(@"\","/");
}
return assetPath;
}
}
到这里,这个资源基本信息管理类就处理好了。
2:我们就正式开始写资源管理架构类了
我们首先写一个AssetBundleManager类,这个类的目的专门用来更新完毕后,充当资源加载管理器。代码如下
2:我们就正式开始写资源管理架构类了
我们首先写一个AssetBundleManager类,这个类的目的专门用来更新完毕后,充当资源加载管理器。代码如下
using UnityEngine;
using System.Collections;
using xk_System.Debug;
using System.Collections.Generic;
using System.Xml;
namespace xk_System.AssetPackage
{
/// <summary>
/// 此类的目的就是加载本地的Bundle进行资源读取操作的
/// </summary>
public class AssetBundleManager : SingleTonMonoBehaviour<AssetBundleManager>
{
private ResourcesABManager mResourcesABManager = new ResourcesABManager();
private Dictionary<string, AssetBundle> mBundleDic = new Dictionary<string, AssetBundle>();
private Dictionary<string, Dictionary<string, UnityEngine.Object>> mAssetDic = new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
private List<string> mBundleLockList = new List<string>();
/// <summary>
/// 加载Assetbundle方案1:初始化时,全部加载
/// </summary>
/// <returns></returns>
public IEnumerator InitLoadAllBundleFromLocal()
{
yield return mResourcesABManager.InitLoadMainifestFile();
List<AssetBundleInfo> bundleList = mResourcesABManager.mNeedLoadBundleList;
List<AssetBundleInfo>.Enumerator mIter = bundleList.GetEnumerator();
while (mIter.MoveNext())
{
yield return AsyncLoadFromLoaclSingleBundle(mIter.Current);
}
}
public IEnumerator InitAssetBundleManager()
{
yield return mResourcesABManager.InitLoadMainifestFile();
}
private IEnumerator CheckBundleDependentBundle(AssetBundleInfo mBundle)
{
if (mBundle != null)
{
string[] mdependentBundles = mBundle.mDependentBundleList;
foreach (string s in mdependentBundles)
{
AssetBundleInfo mBundleInfo = mResourcesABManager.GetBundleInfo(s);
if (mBundleInfo != null)
{
AssetBundle mAB = null;
if (!mBundleDic.TryGetValue(mBundleInfo.bundleName, out mAB))
{
yield return AsyncLoadFromLoaclSingleBundle(mBundleInfo);
}
else
{
if (mAB == null)
{
yield return AsyncLoadFromLoaclSingleBundle(mBundleInfo);
}
}
}
}
}
}
/// <summary>
/// 从本地外部存储位置加载单个Bundle资源,全部加载
/// </summary>
/// <param name="BaseBundleInfo"></param>
/// <returns></returns>
private IEnumerator AsyncLoadFromLoaclSingleBundle1(AssetBundleInfo BaseBundleInfo)
{
if(mBundleLockList.Contains(BaseBundleInfo.bundleName))
{
while(mBundleLockList.Contains(BaseBundleInfo.bundleName))
{
yield return null;
}
yield break;
}
mBundleLockList.Add(BaseBundleInfo.bundleName);
yield return CheckBundleDependentBundle(BaseBundleInfo);
string path = AssetBundlePath.Instance.ExternalStorePathUrl;
string url = path + "/" + BaseBundleInfo.bundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
mBundleLockList.Remove(BaseBundleInfo.bundleName);
yield break;
}
}
AssetBundle asset = www.assetBundle;
SaveBundleToDic(BaseBundleInfo.bundleName, asset);
mBundleLockList.Remove(BaseBundleInfo.bundleName);
www.Dispose();
}
/// <summary>
/// 从本地外部存储位置加载单个Bundle资源,全部加载
/// </summary>
/// <param name="BaseBundleInfo"></param>
/// <returns></returns>
private IEnumerator AsyncLoadFromLoaclSingleBundle(AssetBundleInfo BaseBundleInfo)
{
if (mBundleLockList.Contains(BaseBundleInfo.bundleName))
{
while (mBundleLockList.Contains(BaseBundleInfo.bundleName))
{
yield return null;
}
yield break;
}
mBundleLockList.Add(BaseBundleInfo.bundleName);
yield return CheckBundleDependentBundle(BaseBundleInfo);
string path = AssetBundlePath.Instance.ExternalStorePath+"/"+BaseBundleInfo.bundleName;
AssetBundleCreateRequest www= AssetBundle.LoadFromFileAsync(path);
www.allowSceneActivation = true;
yield return www;
AssetBundle asset = www.assetBundle;
SaveBundleToDic(BaseBundleInfo.bundleName, asset);
mBundleLockList.Remove(BaseBundleInfo.bundleName);
}
/// <summary>
/// 异步从本地外部存储加载单个Asset文件,只加载Bundle中的单个资源
/// </summary>
/// <param name="bundle"></param>
/// <returns></returns>
private IEnumerator AsyncLoadFromLocalSingleAsset(AssetBundleInfo bundle, string assetName)
{
if (bundle != null)
{
yield return AsyncLoadFromLoaclSingleBundle(bundle);
UnityEngine.Object Obj = mBundleDic[bundle.bundleName].LoadAsset(assetName);
if (Obj != null)
{
DebugSystem.Log("Async Load Asset Success:" + Obj.name);
SaveAssetToDic(bundle.bundleName, assetName, Obj);
}
}
}
/// <summary>
/// 同步从本地外部存储加载单个Bundle文件
/// </summary>
/// <param name="BaseBundleInfo"></param>
/// <param name="assetName"></param>
/// <returns></returns>
private void SyncLoadFromLocalSingleBundle(string bundleName)
{
if (!JudegeOrExistBundle(bundleName))
{
string path = AssetBundlePath.Instance.ExternalStorePath + "/" + bundleName;
AssetBundle asset = AssetBundle.LoadFromFile(path);
SaveBundleToDic(bundleName, asset);
}else
{
DebugSystem.LogError("Bundle 已存在:"+bundleName);
}
}
/// <summary>
/// 同步从本地外部存储加载单个资源文件
/// </summary>
/// <param name="BaseBundleInfo"></param>
/// <param name="assetName"></param>
/// <returns></returns>
public UnityEngine.Object SyncLoadFromLocalSingleAsset(AssetInfo mAssetInfo)
{
if (!JudgeOrExistAsset(mAssetInfo.bundleName, mAssetInfo.assetName))
{
string path = AssetBundlePath.Instance.ExternalStorePath+"/"+mAssetInfo.bundleName;
AssetBundle asset = AssetBundle.LoadFromFile(path);
SaveBundleToDic(mAssetInfo.bundleName,asset);
}
return GetAssetFromDic(mAssetInfo.bundleName,mAssetInfo.assetName);
}
private void SaveBundleToDic(string bundleName, AssetBundle bundle)
{
if (bundle == null)
{
DebugSystem.LogError("未保存的Bundle为空:"+bundleName);
return;
}
if (!mBundleDic.ContainsKey(bundleName))
{
mBundleDic[bundleName] = bundle;
}else
{
DebugSystem.LogError("Bundle资源 重复:"+bundleName);
}
}
private void SaveAssetToDic(string bundleName, string assetName, UnityEngine.Object asset)
{
if (asset == null)
{
DebugSystem.LogError("未保存的资源为空:"+assetName);
return;
}
if(asset is GameObject)
{
GameObject obj = asset as GameObject;
obj.SetActive(false);
}
if (!mAssetDic.ContainsKey(bundleName))
{
Dictionary<string, UnityEngine.Object> mDic = new Dictionary<string, UnityEngine.Object>();
mAssetDic.Add(bundleName, mDic);
}
mAssetDic[bundleName][assetName] = asset;
}
private bool JudgeOrBundelIsLoading(string bundleName)
{
if (mBundleLockList.Contains(bundleName))
{
return true;
}else
{
return false;
}
}
private bool JudegeOrExistBundle(string bundleName)
{
if (mBundleDic.ContainsKey(bundleName) && mBundleDic[bundleName] != null)
{
return true;
}
else
{
return false;
}
}
private bool JudgeOrExistAsset(string bundleName, string asstName)
{
if (JudegeOrExistBundle(bundleName))
{
if (!mAssetDic.ContainsKey(bundleName) || mAssetDic[bundleName] == null || !mAssetDic[bundleName].ContainsKey(asstName) || mAssetDic[bundleName][asstName] == null)
{
UnityEngine.Object mm = mBundleDic[bundleName].LoadAsset(asstName);
if (mm != null)
{
SaveAssetToDic(bundleName, asstName, mm);
return true;
}
else
{
return false;
}
}
else
{
return true;
}
}
else
{
return false;
}
}
private UnityEngine.Object GetAssetFromDic(string bundleName, string asstName)
{
if (JudgeOrExistAsset(bundleName, asstName))
{
UnityEngine.Object mAsset1 = mAssetDic[bundleName][asstName];
if (mAsset1 is GameObject)
{
GameObject obj = Instantiate(mAsset1) as GameObject;
return obj;
}
else
{
return mAsset1;
}
}
else
{
DebugSystem.LogError("Asset is NUll:" + asstName);
}
return null;
}
#if UNITY_EDITOR
private Dictionary<string, UnityEngine.Object> mEditorAssetDic = new Dictionary<string, UnityEngine.Object>();
private UnityEngine.Object GetAssetFromEditorDic(string assetPath)
{
if (string.IsNullOrEmpty(assetPath))
{
DebugSystem.LogError("Editor AssetPath is Empty");
return null;
}
UnityEngine.Object asset = null;
if (!mEditorAssetDic.TryGetValue(assetPath, out asset))
{
asset = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetPath);
if (asset != null)
{
if (asset is GameObject)
{
GameObject obj = asset as GameObject;
obj.SetActive(false);
}
mEditorAssetDic.Add(assetPath, asset);
}
else
{
DebugSystem.LogError("找不到资源:" + assetPath);
}
}
if (asset is GameObject)
{
GameObject obj = Instantiate(asset) as GameObject;
return obj;
}
else
{
return asset;
}
}
#endif
public IEnumerator AsyncLoadBundle(string bundleName)
{
if (!JudegeOrExistBundle(bundleName))
{
string path = AssetBundlePath.Instance.ExternalStorePath + "/" + bundleName;
AssetBundle asset = AssetBundle.LoadFromFile(path);
SaveBundleToDic(bundleName, asset);
yield return null;
}
}
/// <summary>
/// 这个东西用来在顶层使用
/// </summary>
/// <param name="type"></param>
/// <param name="assetName"></param>
/// <returns></returns>
public UnityEngine.Object LoadAsset(AssetInfo mAssetInfo)
{
if (GameConfig.Instance.orUseAssetBundle)
{
return GetAssetFromDic(mAssetInfo.bundleName, mAssetInfo.assetName);
}
else
{
return GetAssetFromEditorDic(mAssetInfo.assetPath);
}
}
/// <summary>
/// 这个东西用来在专门的管理器中使用(底层封装一下),禁止在顶层使用
/// </summary>
/// <param name="type"></param>
/// <param name="assetName"></param>
/// <returns></returns>
public IEnumerator AsyncLoadAsset(AssetInfo mAssetInfo)
{
if (GameConfig.Instance.orUseAssetBundle)
{
string bundleName = mAssetInfo.bundleName;
string asstName = mAssetInfo.assetPath;
if (!JudgeOrExistAsset(bundleName, asstName))
{
yield return AsyncLoadFromLocalSingleAsset(mResourcesABManager.GetBundleInfo(bundleName), asstName);
}
}
}
}
public class ResourcesABManager
{
public int VersionId = -1;
public List<AssetBundleInfo> mNeedLoadBundleList = new List<AssetBundleInfo>();
public AssetBundleInfo GetBundleInfo(string bundleName)
{
AssetBundleInfo mBundleInfo = mNeedLoadBundleList.Find((x) =>
{
return x.bundleName == bundleName;
});
return mBundleInfo;
}
public IEnumerator InitLoadMainifestFile()
{
if (mNeedLoadBundleList.Count == 0)
{
string path = AssetBundlePath.Instance.ExternalStorePathUrl;
string url = path + "/" + AssetBundlePath.AssetDependentFileBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("初始化 MainifestFile 失败:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle asset = www.assetBundle;
www.Dispose();
if (asset == null)
{
DebugSystem.LogError("MainifestFile Bundle is Null");
www.Dispose();
yield break;
}
AssetBundleManifest mAllBundleMainifest = asset.LoadAsset<AssetBundleManifest>(AssetBundlePath.AssetDependentFileAssetName);
if (mAllBundleMainifest == null)
{
DebugSystem.LogError("Mainifest is Null");
www.Dispose();
yield break;
}
string[] mAssetNames = mAllBundleMainifest.GetAllAssetBundles();
if (mAssetNames != null)
{
foreach (var v in mAssetNames)
{
string bundleName = v;
string[] bundleDependentList = mAllBundleMainifest.GetAllDependencies(v);
Hash128 mHash = mAllBundleMainifest.GetAssetBundleHash(v);
AssetBundleInfo mABInfo = new AssetBundleInfo(bundleName, mHash, bundleDependentList);
mNeedLoadBundleList.Add(mABInfo);
}
}
else
{
DebugSystem.Log("初始化资源依赖文件: Null");
}
asset.Unload(false);
DebugSystem.Log("初始化资源管理器全局Bundle信息成功");
www.Dispose();
yield return InitLoadExternalStoreVersionConfig();
}
}
private IEnumerator InitLoadExternalStoreVersionConfig()
{
string url = AssetBundlePath.Instance.ExternalStorePathUrl + "/" + AssetBundlePath.versionConfigBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
TextAsset mVersionConfig = mConfigBundle.LoadAsset<TextAsset>(AssetBundlePath.versionConfigAssetName);
VersionId = GetVersionIdByParseXML(mVersionConfig);
DebugSystem.Log("当前版本号:"+VersionId);
mConfigBundle.Unload(false);
www.Dispose();
}
private int GetVersionIdByParseXML(TextAsset mTextAsset)
{
XmlDocument mdoc = new XmlDocument();
mdoc.LoadXml(mTextAsset.text);
foreach (XmlNode v in mdoc.ChildNodes)
{
if (v.Name == "root")
{
foreach (XmlNode x in v.ChildNodes)
{
if (x.Name.Contains("versionId"))
{
return int.Parse(x.InnerText);
}
}
}
}
return 0;
}
}
public class AssetBundleInfo
{
public string bundleName;
public Hash128 mHash;
public string[] mDependentBundleList;
public AssetBundleInfo(string bundleName, Hash128 mHash128, string[] mDependentBundleList)
{
this.bundleName = bundleName;
this.mHash = mHash128;
this.mDependentBundleList = mDependentBundleList;
}
}
public class AssetInfo
{
public string bundleName;
public string assetName;
public string assetPath;
public AssetInfo(string assetPath,string bundleName, string assetName)
{
this.assetPath = assetPath;
this.bundleName = bundleName;
this.assetName = assetName;
}
public AssetInfo(string bundleName, string assetName)
{
this.bundleName = bundleName;
this.assetName = assetName;
}
}
public class AssetBundlePath : Singleton<AssetBundlePath>
{
public const string versionConfigBundleName = "version.xk_unity3d";
public const string versionConfigAssetName = "version.xml";
public const string AssetDependentFileBundleName = "StreamingAssets";
public const string AssetDependentFileAssetName = "AssetBundleManifest";
public const string ABExtention = ".xk_unity3d";
public readonly string StreamingAssetPathUrl;
public readonly string ExternalStorePathUrl;
public readonly string WebServerPathUrl;
public readonly string ExternalStorePath;
public AssetBundlePath()
{
if (Application.platform == RuntimePlatform.WindowsEditor)
{
WebServerPathUrl = "file:///F:/WebServer";
StreamingAssetPathUrl = "file:///" + Application.streamingAssetsPath;
ExternalStorePathUrl = "file:///" + Application.persistentDataPath;
ExternalStorePath = Application.persistentDataPath;
} else if (Application.platform == RuntimePlatform.WindowsPlayer)
{
WebServerPathUrl = "file:///F:/WebServer";
StreamingAssetPathUrl = "file:///" + Application.streamingAssetsPath;
ExternalStorePathUrl = "file:///" + Application.persistentDataPath;
ExternalStorePath = Application.persistentDataPath;
}else if(Application.platform == RuntimePlatform.Android)
{
WebServerPathUrl = "file:///F:/WebServer";
StreamingAssetPathUrl = "jar:file://" + Application.dataPath + "!/assets";
ExternalStorePathUrl = "file://" + Application.persistentDataPath;
ExternalStorePath = Application.persistentDataPath;
}
DebugSystem.LogError("www server path: " + WebServerPathUrl);
DebugSystem.LogError("www local Stream Path: " + StreamingAssetPathUrl);
DebugSystem.LogError("www local external Path: " + ExternalStorePathUrl);
}
}
}
3:加载完本地的Bundle文件,那么现在我们开始下载Web服务器上的Bundle文件:
注意:本来我是自己定义一个md5配置文件专门用来比对资源,后来发现,Unity已经帮我们实现了这个功能。这个关键点就在于AssetBundleManifest类,具体请参考这篇文章末尾所讲的资源依赖配置文件:http://liweizhaolili.blog.163.com/blog/static/16230744201541410275298/
下载Web服务器资源代码如下:
using UnityEngine;
using System.Collections;
using xk_System.Debug;
using System.Collections.Generic;
using xk_System.AssetPackage;
using System.IO;
using System.Xml;
namespace xk_System.HotUpdate
{
public class AssetBundleHotUpdateManager : Singleton<AssetBundleHotUpdateManager>
{
private int mStreamFolderVersionId=-1;
private int mExternalStoreVersionId=-1;
private int mWebServerVersionId=-1;
private List<AssetBundleInfo> mExternalStoreABInfoList = new List<AssetBundleInfo>();
private List<AssetBundleInfo> mWebServerABInfoList = new List<AssetBundleInfo>();
private List<AssetBundleInfo> mStreamFolderABInfoList = new List<AssetBundleInfo>();
private DownLoadAssetInfo mDownLoadAssetInfo = new DownLoadAssetInfo();
public LoadProgressInfo mTask = new LoadProgressInfo();
public IEnumerator CheckUpdate()
{
mTask.progress = 0;
mTask.Des = "正在检查资源";
yield return CheckVersionConfig();
if (mDownLoadAssetInfo.mAssetNameList.Count > 0)
{
mTask.progress += 10;
mTask.Des = "正在下载资源";
yield return DownLoadAllNeedUpdateBundle();
}
else
{
mTask.progress = 100;
}
}
/// <summary>
/// 检查版本配置文件
/// </summary>
/// <returns></returns>
private IEnumerator CheckVersionConfig()
{
yield return InitLoadExternalStoreVersionConfig();
yield return InitLoadStreamFolderVersionConfig();
yield return InitLoadWebServerVersionConfig();
DebugSystem.Log("本地版本号:" + mExternalStoreVersionId);
DebugSystem.Log("WebServer版本号:" + mWebServerVersionId);
DebugSystem.Log("StreamFolder版本号:" + mStreamFolderVersionId);
if (mWebServerVersionId > mExternalStoreVersionId)
{
yield return InitLoadExternalStoreABConfig();
if (mWebServerVersionId > mStreamFolderVersionId)
{
yield return InitLoadWebServerABConfig();
CheckAssetInfo(AssetBundlePath.Instance.WebServerPathUrl, mWebServerABInfoList);
}
else
{
yield return InitLoadStreamFolderABConfig();
CheckAssetInfo(AssetBundlePath.Instance.StreamingAssetPathUrl, mStreamFolderABInfoList);
}
}
else if (mStreamFolderVersionId > mExternalStoreVersionId)
{
yield return InitLoadExternalStoreABConfig();
yield return InitLoadStreamFolderABConfig();
CheckAssetInfo(AssetBundlePath.Instance.StreamingAssetPathUrl, mStreamFolderABInfoList);
}
}
/// <summary>
/// 检查资源配置文件
/// </summary>
/// <returns></returns>
private void CheckAssetInfo(string url, List<AssetBundleInfo> mUpdateABInfoList)
{
mDownLoadAssetInfo.url = url;
foreach (AssetBundleInfo k in mUpdateABInfoList)
{
AssetBundleInfo mBundleInfo = mExternalStoreABInfoList.Find((x) =>
{
if (x.mHash.isValid && k.mHash.isValid)
{
return x.mHash.Equals(k.mHash);
}
else
{
DebugSystem.LogError("Hash is no Valid");
return false;
}
});
if (mBundleInfo == null)
{
mDownLoadAssetInfo.mAssetNameList.Add(k.bundleName);
}
}
if (mDownLoadAssetInfo.mAssetNameList.Count > 0)
{
mDownLoadAssetInfo.mAssetNameList.Add(AssetBundlePath.AssetDependentFileBundleName);
}
DebugSystem.Log("需要下载更新的个数:" + mDownLoadAssetInfo.mAssetNameList.Count);
}
private IEnumerator InitLoadWebServerVersionConfig()
{
string url = AssetBundlePath.Instance.WebServerPathUrl + "/" + AssetBundlePath.versionConfigBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
TextAsset mVersionConfig = mConfigBundle.LoadAsset<TextAsset>(AssetBundlePath.versionConfigAssetName);
mWebServerVersionId = ParseXML(mVersionConfig);
mConfigBundle.Unload(false);
www.Dispose();
}
private IEnumerator InitLoadExternalStoreVersionConfig()
{
string url = AssetBundlePath.Instance.ExternalStorePathUrl + "/" + AssetBundlePath.versionConfigBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
TextAsset mVersionConfig = mConfigBundle.LoadAsset<TextAsset>(AssetBundlePath.versionConfigAssetName);
mExternalStoreVersionId = ParseXML(mVersionConfig);
mConfigBundle.Unload(false);
www.Dispose();
}
private IEnumerator InitLoadStreamFolderVersionConfig()
{
string url = AssetBundlePath.Instance.StreamingAssetPathUrl + "/" + AssetBundlePath.versionConfigBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
TextAsset mVersionConfig = mConfigBundle.LoadAsset<TextAsset>(AssetBundlePath.versionConfigAssetName);
mStreamFolderVersionId = ParseXML(mVersionConfig);
mConfigBundle.Unload(false);
www.Dispose();
}
private IEnumerator InitLoadWebServerABConfig()
{
string url = AssetBundlePath.Instance.WebServerPathUrl + "/" + AssetBundlePath.AssetDependentFileBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
AssetBundleManifest mAllBundleMainifest = mConfigBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
if (mAllBundleMainifest == null)
{
DebugSystem.LogError("Mainifest is Null");
www.Dispose();
yield break;
}
string[] mAssetNames = mAllBundleMainifest.GetAllAssetBundles();
if (mAssetNames != null)
{
foreach (var v in mAssetNames)
{
string bundleName = v;
string[] bundleDependentList = mAllBundleMainifest.GetAllDependencies(v);
Hash128 mHash = mAllBundleMainifest.GetAssetBundleHash(v);
AssetBundleInfo mABInfo = new AssetBundleInfo(bundleName, mHash, bundleDependentList);
mWebServerABInfoList.Add(mABInfo);
}
}
else
{
DebugSystem.Log("初始化资源依赖文件: Null");
}
mConfigBundle.Unload(false);
www.Dispose();
}
private IEnumerator InitLoadExternalStoreABConfig()
{
string url = AssetBundlePath.Instance.ExternalStorePathUrl + "/" + AssetBundlePath.AssetDependentFileBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
AssetBundleManifest mAllBundleMainifest = mConfigBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
if (mAllBundleMainifest == null)
{
DebugSystem.LogError("Mainifest is Null");
www.Dispose();
yield break;
}
string[] mAssetNames = mAllBundleMainifest.GetAllAssetBundles();
if (mAssetNames != null)
{
foreach (var v in mAssetNames)
{
string bundleName = v;
string[] bundleDependentList = mAllBundleMainifest.GetAllDependencies(v);
Hash128 mHash = mAllBundleMainifest.GetAssetBundleHash(v);
AssetBundleInfo mABInfo = new AssetBundleInfo(bundleName, mHash, bundleDependentList);
mExternalStoreABInfoList.Add(mABInfo);
}
}
else
{
DebugSystem.Log("初始化资源依赖文件: Null");
}
mConfigBundle.Unload(false);
www.Dispose();
}
private IEnumerator InitLoadStreamFolderABConfig()
{
string url = AssetBundlePath.Instance.StreamingAssetPathUrl + "/" + AssetBundlePath.AssetDependentFileBundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
AssetBundleManifest mAllBundleMainifest = mConfigBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
if (mAllBundleMainifest == null)
{
DebugSystem.LogError("Mainifest is Null");
www.Dispose();
yield break;
}
string[] mAssetNames = mAllBundleMainifest.GetAllAssetBundles();
if (mAssetNames != null)
{
foreach (var v in mAssetNames)
{
string bundleName = v;
string[] bundleDependentList = mAllBundleMainifest.GetAllDependencies(v);
Hash128 mHash = mAllBundleMainifest.GetAssetBundleHash(v);
AssetBundleInfo mABInfo = new AssetBundleInfo(bundleName, mHash, bundleDependentList);
mStreamFolderABInfoList.Add(mABInfo);
}
}
else
{
DebugSystem.Log("初始化资源依赖文件: Null");
}
mConfigBundle.Unload(false);
www.Dispose();
}
/// <summary>
/// 得到版本号
/// </summary>
/// <param name="mbytes"></param>
/// <returns></returns>
public int ParseXML(TextAsset mTextAsset)
{
XmlDocument mdoc = new XmlDocument();
mdoc.LoadXml(mTextAsset.text);
foreach (XmlNode v in mdoc.ChildNodes)
{
if (v.Name == "root")
{
foreach (XmlNode x in v.ChildNodes)
{
if (x.Name.Contains("versionId"))
{
return int.Parse(x.InnerText);
}
}
}
}
return 0;
}
private IEnumerator DownLoadAllNeedUpdateBundle()
{
List<string> bundleList = mDownLoadAssetInfo.mAssetNameList;
List<string>.Enumerator mIter = bundleList.GetEnumerator();
uint addPro = (uint)Mathf.CeilToInt((LoadProgressInfo.MaxProgress - mTask.progress)/(float)bundleList.Count);
while (mIter.MoveNext())
{
DebugSystem.LogError("下载的文件:" + mDownLoadAssetInfo.url + " | " + mIter.Current);
yield return DownLoadSingleBundle(mDownLoadAssetInfo.url, mIter.Current);
mTask.progress+=addPro;
}
}
private IEnumerator DownLoadSingleBundle(string path, string bundleName)
{
string url = path + "/" + bundleName;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
www.Dispose();
yield break;
}
}
string savePath = AssetBundlePath.Instance.ExternalStorePath + "/" + bundleName;
SaveDownLoadedFile(savePath, www.bytes);
www.Dispose();
}
private void SaveDownLoadedFile(string path, byte[] mdata)
{
if (File.Exists(path))
{
File.Delete(path);
}
FileInfo mFileInfo = new FileInfo(path);
FileStream mFileStream = mFileInfo.OpenWrite();
mFileStream.Write(mdata, 0, mdata.Length);
mFileStream.Flush();
mFileStream.Close();
}
private class DownLoadAssetInfo
{
public string url;
public List<string> mAssetNameList = new List<string>();
}
}
}
现在 资源管理架构设计就完了。
二: C#反射热更新(网上热更新的传说,多数资料都是简单一笔带过)
1:如何编译Unity代码,生成程序集:
Unity工程本身编译的程序集会放在Project\Library\ScriptAssemblies文件夹下,所以刚开始我是直接拿这个去加载程序集的,后来发现不行。
因为加载的程序集,与本地程序集重名,Unity会认为加载的程序集,还是本地程序集。(测过结果就是这样)
所以后来,通过VS2015编译Unity工程,但遇到一个问题:build的时候报了一大堆错误,错误的原因在于,Proto 生成的cs文件 所用的.net版本过高导致的。
你可以重新新build Protobuf 源码,然后生成.net低版本的程序集,这样做是可以的。
2:加载程序集,代码如下
using UnityEngine;
using System.Collections;
using System.Reflection;
using xk_System.Debug;
using System;
namespace xk_System.AssetPackage
{
public class AssemblyManager : Singleton<AssemblyManager>
{
private Assembly mHotUpdateAssembly;
private Assembly mCurrentAssembly;
/// <summary>
/// 加载程序集
/// </summary>
/// <returns></returns>
public IEnumerator LoadAssembly()
{
AssetInfo mAssetInfo = ResourceABsFolder.Instance.scripts.mtest;
string path = AssetBundlePath.Instance.ExternalStorePathUrl;
string bundleName1 = mAssetInfo.bundleName;
string url = path + "/" + bundleName1;
WWW www = new WWW(url);
yield return www;
if (www.isDone)
{
if (!string.IsNullOrEmpty(www.error))
{
DebugSystem.LogError("www Load Error:" + www.error);
yield break;
}
}
AssetBundle mConfigBundle = www.assetBundle;
TextAsset mAsset = mConfigBundle.LoadAsset<TextAsset>(mAssetInfo.assetName);
mHotUpdateAssembly = Assembly.Load(mAsset.bytes);
if (mHotUpdateAssembly != null)
{
DebugSystem.Log("加载程序集:" + mHotUpdateAssembly.FullName);
}
else
{
DebugSystem.Log("加载程序集: null");
}
mCurrentAssembly = this.GetType().Assembly;
DebugSystem.Log("当前程序集:" + mCurrentAssembly.FullName);
if (mCurrentAssembly.FullName.Equals(mHotUpdateAssembly.FullName))
{
DebugSystem.LogError("加载程序集名字有误");
}
mConfigBundle.Unload(false);
}
public object CreateInstance(string typeFullName)
{
if (mHotUpdateAssembly != null)
{
return mHotUpdateAssembly.CreateInstance(typeFullName);
}
else
{
return mCurrentAssembly.CreateInstance(typeFullName);
}
}
/// <summary>
/// 仅仅写入口时,调用。(否则,会使程序变得混乱,反正我是搞乱了)
/// </summary>
/// <param name="obj"></param>
/// <param name="typeFullName"></param>
/// <returns></returns>
public Component AddComponent(GameObject obj, string typeFullName)
{
DebugSystem.Log("Type: " + typeFullName);
if (mHotUpdateAssembly != null)
{
Type mType = mHotUpdateAssembly.GetType(typeFullName);
return obj.AddComponent(mType);
}
else
{
Type mType = typeFullName.GetType();
return obj.AddComponent(mType);
}
}
}
}
刚开始想这个问题的时候感觉无非反射了这么简单的问题,后来越想感觉越复杂,幸好,崩溃完了之后,发现其实,你只要遵守2点即可实现游戏代码全部更新。(1):我们前面已经做完了,加载资源和加载程序集的工作,那么我们现在要做的工作,就是实现这个新加载的程序集的入口。切记,这个入口要通过动态添加组件的方式出现。如:
Type mType = mHotUpdateAssembly.GetType(typeFullName);obj.AddComponent(mType);
(2):要注意所有的预制件上要动态添加脚本,否则,预制件会去寻找【本地程序集】的脚本添加上去,并且还会导致【本地程序集】与【热更新程序集】相互访问的问题。
在这里要注意一点:因为我们已经提供了【热更新程序集】的入口,所以,接下来程序动态添加脚本就会使用【热更新程序集】里脚本。千万不要再去反射程序集里某某个脚本了,加载脚本,还和以前一样写就好了。如:
(2):要注意所有的预制件上要动态添加脚本,否则,预制件会去寻找【本地程序集】的脚本添加上去,并且还会导致【本地程序集】与【热更新程序集】相互访问的问题。
在这里要注意一点:因为我们已经提供了【热更新程序集】的入口,所以,接下来程序动态添加脚本就会使用【热更新程序集】里脚本。千万不要再去反射程序集里某某个脚本了,加载脚本,还和以前一样写就好了。如:
obj.AddComponent<T>(); 这里与入口动态添加的方式可不一样啊。(没有反射的)。