加载的类型有很多种,比如预设,图集,字体,shader,但是项目用中用到的只有预设和图集这两个,其实这两个完全可以写在一个方法里面,但是一开始就分开写了,所以就写了两个方法。我这里选择把加载过的bundle存入一个字典,下次需要加载的时候去直接获取(其实一个字典就足够了)。加载的步骤是先根据传入的bundle名字,通过主配置文件manifest去获取该bundle的依赖,然后把加载这些依赖之后,再去加载一开始需要加载的bundle,防止资源丢失,首先初始化字典,获取主mainfest数据:
public enum assetType
{
altas,
prefab,
font,
shader,
}
Dictionary<string, AssetBundle> altasHasLoadAssetLis;//key:name
Dictionary<string, AssetBundle> prefabHasLoadAssetList;//key:name
Dictionary<string, AssetBundle> fontHasLoadAssetList;//key:name
Dictionary<string, AssetBundle> shaderHasLoadAssetList;//key:name
AssetBundleManifest maniFest;
public void Init()
{
AssetBundle.UnloadAllAssetBundles(true);
AssetBundle.UnloadAllAssetBundles(false);
if (altasHasLoadAssetLis == null) altasHasLoadAssetLis = new Dictionary<string, AssetBundle>();
else altasHasLoadAssetLis.Clear();
if (prefabHasLoadAssetList == null) prefabHasLoadAssetList = new Dictionary<string, AssetBundle>();
else prefabHasLoadAssetList.Clear();
if (fontHasLoadAssetList == null) fontHasLoadAssetList = new Dictionary<string, AssetBundle>();
else fontHasLoadAssetList.Clear();
if (shaderHasLoadAssetList == null) shaderHasLoadAssetList = new Dictionary<string, AssetBundle>();
else shaderHasLoadAssetList.Clear();
AssetBundle asset = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "AssetbundleFile"));
maniFest = asset.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
然后加载图集,依赖,预设等,视情况而定,注意,加载图集的意思并不只是去加载这个图集bundle,而是像获取预设一样去获取这个图集,然后将这个图集赋值给需要的对象。
/// <summary>
/// 加载图集
/// </summary>
/// <param name="assetName">bundle名字 </param>
/// <returns></returns>
public UIAtlas loadAltasFile(string bundleName, string altasName)
{
if (bundleName.EndsWith("Avatar")) bundleName = bundleName.Replace("Avatar", "");
bundleName = bundleName.ToLower();
bundleName = assetType.altas.ToString() + "/" + bundleName + ".bundle";
string[] dependenciesArr = maniFest.GetAllDependencies(bundleName);
for (int i = 0; i < dependenciesArr.Length; i++)
loadDependenciesBundles(dependenciesArr[i]);
AssetBundle altasAsset;
if (altasHasLoadAssetLis.ContainsKey(bundleName))
{
altasAsset = altasHasLoadAssetLis[bundleName];
}
else
{
altasAsset = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, bundleName));
if (altasAsset != null) altasHasLoadAssetLis.Add(bundleName, altasAsset);
}
if (altasAsset != null)
{
var prefab = altasAsset.LoadAsset(altasName);
GameObject go = (GameObject)prefab;
return go.GetComponent<UIAtlas>();
}
else
{
Debug.LogError(string.Format("altas----{0}----not exist", bundleName));
return null;
}
}
public void loadDependenciesBundles(string assetName)
{
assetName = assetName.ToLower();
string[] arr = assetName.Split('/');
string[] dependenciesArr = maniFest.GetAllDependencies(assetName);
for (int i = 0; i < dependenciesArr.Length; i++)
loadDependenciesBundles(dependenciesArr[i]);
assetType type = (assetType)Enum.Parse(typeof(assetType), arr[0]);
Dictionary<string, AssetBundle> tempDic = new Dictionary<string, AssetBundle>();
switch (type)
{
case assetType.altas:
tempDic = altasHasLoadAssetLis;
break;
case assetType.prefab:
break;
case assetType.font:
tempDic = fontHasLoadAssetList;
break;
case assetType.shader:
tempDic = shaderHasLoadAssetList;
break;
default:
break;
}
if (tempDic.ContainsKey(assetName)) return;
else
{
AssetBundle altasAsset = null;
try
{
altasAsset = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, assetName));
}
catch (Exception)
{
}
if (altasAsset != null)
tempDic.Add(assetName, altasAsset);
else
Debug.LogError(string.Format("assetBundle----{0}----not exist or has Load", assetName));
}
}
/// <summary>
/// 加载预设
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="assetName">bundle 名字</param>
/// <param name="prefabName">预设名字</param>
/// <param name="parent">父物体</param>
/// <returns></returns>
public T loadPrefabFile<T>(string assetName, Transform parent, string prefabName)
{
string bundleName = assetType.prefab.ToString() + "/" + assetName + ".bundle";
bundleName = bundleName.ToLower();
AssetBundle preAsset;
if (prefabHasLoadAssetList.ContainsKey(assetName))
{
preAsset = prefabHasLoadAssetList[assetName];
}
else
{
preAsset = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, bundleName));
if (preAsset != null)
{
prefabHasLoadAssetList.Add(assetName, preAsset);
}
else
{
Debug.LogError(string.Format("prefab----{0}----not exist", assetName));
return default(T);
}
}
string[] dependenciesArr = maniFest.GetAllDependencies(bundleName);
for (int i = 0; i < dependenciesArr.Length; i++)
loadDependenciesBundles(dependenciesArr[i]);
var prefab = preAsset.LoadAsset(prefabName);
Debug.Log(prefabName + "---mainasset:" + preAsset.mainAsset);
GameObject go = GameObject.Instantiate(prefab) as GameObject;
if (parent != null)
{
go.transform.parent = parent;
}
go.name = prefabName;
go.transform.localPosition = Vector3.zero;
go.transform.localScale = Vector3.one;
return go.GetComponent<T>();
}
同bundle创建一样,规则根据自己的命名去修改。需要注意的是,我这边一个图集bundle包含五个文件,原图,透明通道图,材质,坐标文本,预制。而且这五个文件都是同名的,所以如果需要去加载获得某一个图集对象,注意命名要区分开来。
至此,assetbundle的创建,上传,下载,加载的过程就完成了,其实还有卸载这一步,但是这一块没怎么研究,我的想法是每次从其他玩法返回主页的时候卸载一次,并没有实验。
总结一下代码并没有讲太多,因为都是在调用系统的api,觉得也没什么好讲的,逻辑理清楚,语法总不是固定的。