</pre><span style="font-size:18px;">一直一来都是用c++来写游戏,最近学lua主要是因为lua更新比较方便,cocos提供了AssetsManager类可以进行一些资源包的更新,但是不够灵活,AssetsManagerEx 是AssetsManager的增强版本,提供了比AssetsManager更加灵活的更新方式<strong>使用AssetsManagerEx的方法:</strong></span><p><span style="font-size:18px;color:#cc0000;"><strong>添加必要的头文件</strong></span></p><p><span style="font-size:18px;"></span><pre name="code" class="cpp">#include "extensions/cocos-ext.h"
USING_NS_CC_EXT;
创建AssetsManagerEx对象
AssetsManagerEx* HelloWorld::getAssetsManagerEx()
{
static AssetsManagerEx *amEx = nullptr;
if (!amEx)
{
amEx = AssetsManagerEx::create("project.manifest",m_pathToSaveEx);
amEx->retain();
if (amEx->getLocalManifest()->isLoaded())
{
log("Fail to update assets, step skipped.");
}
auto listener = EventListenerAssetsManagerEx::create(amEx,CC_CALLBACK_1(HelloWorld::onAssetsEvent,this));
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);
}
return amEx;
}
AssetsManagerEx在创建的时候需要传入两个参数: 清单文件 和 更新目录
清单文件project.manifest
下面一个清单文件的一些具体内容{
"packageUrl" : "<a target=_blank href="http://tools.itharbors.com/assets_manager/AMTestScene1/">http://tools.itharbors.com/assets_manager/AMTestScene1/</a>",
"remoteManifestUrl" : "<a target=_blank href="http://tools.itharbors.com/assets_manager/AMTestScene1/project_dev.manifest">http://tools.itharbors.com/assets_manager/AMTestScene1/project_dev.manifest</a>",
"remoteVersionUrl" : "<a target=_blank href="http://tools.itharbors.com/assets_manager/AMTestScene1/version_dev.manifest">http://tools.itharbors.com/assets_manager/AMTestScene1/version_dev.manifest</a>",
"version" : "1.2.0",
"engineVersion" : "3.x dev",</p><p> "assets" : {
"Images/assetMgrBackground1.jpg" : {
"md5" : "....."
},
"Images/ball.png" : {
"md5" : "..."
},
"Images/blocks.png" : {
"md5" : "..."
},
"compressed.zip" : {
"md5" : "...",
"compressed" : true
}
},
"searchPaths" : [
]
}
packageUrl是资源下载的地址remoteManifestUrl是获取远程清单文件的url
remoteVersionUrl是获取远程版本清单文件的url
assets 里面包含的则是文件的清单
另一个是资源的更新目录,下载好的资源就在该目录下
单独创建一个函数来获取更新目录
void HelloWorld::InitDownLoadDirEx()
{
m_pathToSaveEx = FileUtils::getInstance()->getWritablePath();
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
DIR *pDir = NULL;
pDir = opendir(m_pathToSaveEx.c_str());
if (!pDir)
{
mkdir(m_pathToSaveEx.c_str(), S_IRWXU | S_IRWXG | S_IRWXO);
}
#else
if ((GetFileAttributesA(m_pathToSaveEx.c_str())) == INVALID_FILE_ATTRIBUTES)
{
CreateDirectoryA(m_pathToSaveEx.c_str(), 0);
}
#endif
CCLOG("InitDownLoadDirEx end");
}
不同平台的目录创建方式有点不同
处理更新事件
AssetsManagerEx的监听处理比AssetsManager更简单,只需要注册一个监听,上面代码里面已经有了
下面是监听函数的内容
void HelloWorld::onAssetsEvent(EventAssetsManagerEx* pEvent)
{
switch (pEvent->getEventCode())
{
case EventAssetsManagerEx::EventCode::ERROR_NO_LOCAL_MANIFEST:
{
log("没有本地清单文件");
}
break;
case EventAssetsManagerEx::EventCode::ERROR_DOWNLOAD_MANIFEST:
{
log("下载远程清单文件失败");
}
break;
case EventAssetsManagerEx::EventCode::ERROR_PARSE_MANIFEST:
{
log("解析清单文件失败");
}
break;
case EventAssetsManagerEx::EventCode::NEW_VERSION_FOUND:
{
log("找到新版本");
}
break;
case EventAssetsManagerEx::EventCode::ALREADY_UP_TO_DATE:
{
log("更新完成");
}
break;
case EventAssetsManagerEx::EventCode::UPDATE_PROGRESSION:
{
log("更新中");
char szBuf[256] = "";
sprintf(szBuf,"%s,%0.2f,%0.2f",pEvent->getAssetId().c_str(),pEvent->getPercentByFile(),pEvent->getPercent());
m_pProcessLabel->setString(szBuf);
}
break;
case EventAssetsManagerEx::EventCode::ASSET_UPDATED:
{
log("检测更新");
}
break;
case EventAssetsManagerEx::EventCode::ERROR_UPDATING:
{
log("更新出错");
}
break;
case EventAssetsManagerEx::EventCode::UPDATE_FINISHED:
{
log("更新完成");
}
break;
case EventAssetsManagerEx::EventCode::UPDATE_FAILED:
{
log("更新失败");
}
break;
case EventAssetsManagerEx::EventCode::ERROR_DECOMPRESS:
{
log("解压出错");
}
break;
default:
break;
}
}
注意:pEvent->getPercentByFile()是获取的整个更新进度
pEvent->getPercent()是获取的当前文件的下载进度
很简单
InitDownLoadDirEx();
getAssetsManagerEx()->update();
AssetsManagerEx在更新文件的时候首先会访问本地的清单文件,获取其中的remoteManifestUrl和remoteVersionUrl,并且通过它们得到最新的清单文件和版本信息,将远程的清单内容与本地的清单做比较,如果远程的版本号大于本地版本号则比对assets项,将与本地清单不同的文件项都下载下来,然后覆盖本地的清单文件