AssetBundle 打包加载

很好用的 打包插件

git地址:https://github.com/Unity-Technologies/AssetBundles-Browser

也可以自己写打包的代码

using UnityEditor;
using System.IO;
public class CreatAssetBundles  {
	[MenuItem("Assets/BuildAssetBundles")]
	static void BuildAllAssetBundles()
	{
		string dir = "AssetBundles";
		if (Directory.Exists (dir) == false) {
			Directory.CreateDirectory (dir);
		}
		BuildPipeline.BuildAssetBundles (dir, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
	}
}
AssetBundle的几种加载方式

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Networking;

public class LoadFromFile : MonoBehaviour {

	// Use this for initialization
	void Start () {
		/*
		//如果一个物体有依赖关系 先加载他的依赖
		AssetBundle shall = AssetBundle.LoadFromFile ("AssetBundles/shall.unity3d");
		AssetBundle ab = AssetBundle.LoadFromFile ("AssetBundles/scene/wall.unity3d");
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);

//		Object[] objs =	ab.LoadAllAssets ();
//		foreach (Object obj in objs) {
//			Instantiate (obj);
//		}
//		AssetBundle.LoadFromMemoryAsync   内存中加载
//		AssetBundle.LoadFromFile          文件中加载
//		WWW.LoadFromCacheOrDownload       网络加载
//		UnityWebRequest                   unity 2017 推荐使用
		//file:///Applications/Unity2017.2/Documentation/en/Manual/AssetBundles-Native.html
		*/



		//StartCoroutine("LoadFromMemoryAsync");
		//LoadFromMemory();
		StartCoroutine("LoadFromFileAsync");
		//StartCoroutine("LoadFromCacheOrDownload");
		//StartCoroutine("UnityWebRequest");
		Debug.Log("Start");
		ManifestAB();
	}


	//第一种加载AB的方式 LoadFromMemoryAsync
	IEnumerator LoadFromMemoryAsync()
	{
		string path = "AssetBundles/scene/wall.unity3d";
//		异步
		AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
		yield return request;
		AssetBundle ab = request.assetBundle;
		//使用里面的资源
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);
	}


	//第一种加载AB的方式 LoadFromMemory
	void LoadFromMemory()
	{
		string path = "AssetBundles/scene/wall.unity3d";
		//同步
		AssetBundle ab = AssetBundle.LoadFromMemory(File.ReadAllBytes(path));
		//使用里面的资源
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);
	}

	//第二种加载AB的方式  LoadFromFileAsync
	IEnumerator LoadFromFileAsync()
	{
		string path = "AssetBundles/scene/wall.unity3d";
		AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync (path);
		yield return request;
		AssetBundle ab = request.assetBundle;
		//使用里面的资源
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);
	}

	//第三种加载AB的方式
	IEnumerator LoadFromCacheOrDownload ()
	{
		Debug.Log ("捡来了");
		while (Caching.ready == false)
		{
			yield return null;
		}
	//奇怪 这个路径怎么就不对呢
//		string path = @"/Users/Scarlett/Documents/MyProject/Scarlett_TestTec/AssetBundle/AssetBundles/scene/wall.unity3d";
		string path = @"http://locahost/AssetBundle/AssetBundles/scene/wall.unity3d";
		WWW www = WWW.LoadFromCacheOrDownload(path,1);
		yield return www;
		if(string.IsNullOrEmpty(www.error))
		{
			Debug.Log(www.error);
			yield break;
		}
		Debug.Log ("没有错");
		AssetBundle ab = www.assetBundle;
		//使用里面的资源
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);
	}

	//远程服务器加载

	IEnumerator MyUnityWebRequest()
	{
		string url = @"/Users/Scarlett/Documents/MyProject/Scarlett_TestTec/AssetBundle/AssetBundles/scene/wall.unity3d";

		UnityWebRequest request = UnityWebRequest.GetAssetBundle (url);
		yield return request.SendWebRequest ();
		//AssetBundle ab =	DownloadHandlerAssetBundle.GetContent (request);
		AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
		//使用里面的资源
		GameObject wall =	ab.LoadAsset<GameObject> ("wall");
		Instantiate (wall);
	}


	//通过Manifest 得到当前依赖的包
	void ManifestAB()
	{
		Debug.Log ("进来了");
		AssetBundle manifestAB = AssetBundle.LoadFromFile ("AssetBundles/AssetBundles");
		AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest> ("AssetBundleManifest");
		//取得所有AssetBundle包的名字
		foreach (string name in manifest.GetAllAssetBundles()) {
			print (name);
		}
		string[] strs =	manifest.GetAllDependencies ("scene/wall.unity3d");
		foreach (string str in strs) {
			Debug.Log ("------" + str);
			AssetBundle.LoadFromFile ("AssetBundles/" + str);
		}
	}


	/* AssetBundle的卸载
	 * 卸载有两个方面
	 * 1.减少内存使用
	 * 2.有可能导致丢失
	 * 
	 * 什么时候卸载资源
	 * AssetBundle.Unload(true) 卸载所有资源.即使有资源被使用
	 * (1.在关卡切换/场景切换 2.资源没用的时候调用)
	 * AssetBundle.Unload(false) 卸载所有没用被使用的资源
	 * 个别资源怎么卸载
	 * 1.通过Resources.UnloadUnusedAssets
	 * 2.场景切换的时候
	 * 
	 * 关于文件效验
	 * CRC  MD5  SHA1(Hash)
	 * 不同点
	 * 算法不同
	 * 长度不同
	 * 称呼不同
	 * SHA1安全性最高 效率比较慢
	 */
}



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