unity下载assetbundle 资源

using UnityEngine;
using System.Collections;


public class RunScript : MonoBehaviour
{

//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif

void OnGUI()
{
if(GUILayout.Button("Single Assetbundle"))
{
//StartCoroutine(LoadMainGameObject(PathURL + "Cube.assetbundle"));
//StartCoroutine(LoadMainGameObject(PathURL +  "Sphere.assetbundle"));
StartCoroutine(LoadMainCacheGameObject(PathURL +  "Sphere.assetbundle"));
StartCoroutine(LoadMainCacheGameObject(PathURL +  "Cube.assetbundle"));
}

if(GUILayout.Button("ALL Assetbundle"))
{
StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle"));
}





if(GUILayout.Button("Open Scene "))
{
StartCoroutine(LoadScene());
}

}

//读取一个资源

private IEnumerator LoadMainGameObject(string path)
{
WWW bundle = new WWW(path);

yield return bundle;

//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);

bundle.assetBundle.Unload(false);
}
读取一个资源
private IEnumerator LoadMainCacheGameObject(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path,5);

yield return bundle;

//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);

bundle.assetBundle.Unload(false);
}

//读取全部资源

private IEnumerator LoadALLGameObject(string path)
{
WWW bundle = new WWW(path);

yield return bundle;
//通过Prefab的名称把他们都读取出来
Object  obj0 =  bundle.assetBundle.LoadAsset("Cube");
Object  obj1 =  bundle.assetBundle.LoadAsset("Sphere");
Object  obj2 =  bundle.assetBundle.LoadAsset("Capsule");
//加载到游戏中
yield return Instantiate(obj0);
yield return Instantiate(obj1);
yield return Instantiate(obj2);
bundle.assetBundle.Unload(false);
}
//load场景
private IEnumerator LoadScene()
{
WWW download = WWW.LoadFromCacheOrDownload ("file://"+Application.dataPath + "/scene1.unity3d", 1);
yield return download;
var bundle = download.assetBundle;
Application.LoadLevel ("Level");
}




}
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