热更新之Assetbundle——加载

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。

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