加载AB包
同步加载
//加载AB包
//加载AB资源
//同步加载
AssetBundle ab = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + "model");
// Image image = ab.LoadAsset<Image>("image");//泛型加载<Image>
GameObject cube = ab.LoadAsset("Cube", typeof(GameObject)) as GameObject;//由于Lua不支持泛型,故用此种
Instantiate(cube);//实例化
异步加载
StartCoroutine(LoadAB("img", "返回"));
IEnumerator LoadAB(string ABName, string resName)
{
AssetBundleCreateRequest ab = AssetBundle.LoadFromFileAsync(Application.streamingAssetsPath + "/" + ABName);
yield return ab;
AssetBundleRequest abq = ab.assetBundle.LoadAssetAsync(resName, typeof(Sprite));
yield return abq;
img.sprite = abq.asset as Sprite;
}
卸载AB包
AssetBundle.UnloadAllAssetBundles(false);//只卸载加载的AB包,false场景中的资源不卸载,true场景资源也卸载
//卸载单个AB包
ab.Unload(false);
AB包依赖
一个资源身上用到了别的AB包资源,需要把依赖包一起加载。
手动添加依赖资源包
AssetBundle ab = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + "ui");
AssetBundle ab2 = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + "image");
GameObject cube = ab2.LoadAsset("image", typeof(GameObject)) as GameObject;
Instantiate(cube);//实例化
利用主包获取依赖加载
//加载AB包
AssetBundle ab = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + "image");
//加载主包
AssetBundle abMain = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + "Win");
//加载主包中的固定文件
AssetBundleManifest abManifest = abMain.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
//从固定文件中得到依赖信息
string[] strs = abManifest.GetAllDependencies("image");
//得到了依赖包名字,并加载
for (int i = 0; i < strs.Length; i++)
{
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + strs[i]);
}
GameObject cube = ab.LoadAsset("image", typeof(GameObject)) as GameObject;
Instantiate(cube);//实例化
AB包资源管理器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// AB包管理器
/// </summary>
public class ABManager : SingletonAutoMono<ABManager>//继承单例
{
//创建字典存储加载过的AB包
private Dictionary<string, AssetBundle> abDir = new Dictionary<string, AssetBundle>();
//声名主包
private AssetBundle mainAB = null;
//声名依赖包
private AssetBundleManifest manifest = null;
/// <summary>
/// AB包存放路径,方便修改
/// </summary>
private string PathUrl
{
get
{
return Application.streamingAssetsPath + "/";
}
}
/// <summary>
/// 主包名,根据平台修改
/// </summary>
private string MainABName
{
get
{
#if UNITY_IOS
return "ios";
#elif UNITY_ANDROID
return "Android";
#else
return "Win";
#endif
}
}
/// <summary>
/// 加载AB包
/// </summary>
/// <param name="abName">AB包路径</param>
public void LoabAB(string abName)
{
//加载AB包
if (mainAB == null)
{
mainAB = AssetBundle.LoadFromFile(PathUrl + MainABName);
manifest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
AssetBundle ab = null;
//获取依赖包信息
string[] strs = manifest.GetDirectDependencies(abName);
for (int i = 0; i < strs.Length; i++)
{
//判断包是否加载过
if (!abDir.ContainsKey(strs[i]))
{
ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
abDir.Add(strs[i], ab);
}
}
//加载资源来源包,如果没有加载过则加载
if (!abDir.ContainsKey(abName))
{
ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDir.Add(abName, ab);
}
}
/// <summary>
/// 同步加载,不指定类型:Object obj = ABManager.GetInstance().LoadRes("image", "image");
/// </summary>
/// <param name="abName">包路径</param>
/// <param name="resName">加载的资源名</param>
public Object LoadRes(string abName, string resName)
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
Object obj = abDir[abName].LoadAsset(resName);
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 同步加载,根据type指定类型(Lua使用,因为不支持泛型):GameObject obj = ABManager.GetInstance().LoadRes("image", "image", typeof(GameObject)) as GameObject;
/// </summary>
/// <param name="abName">包路径</param>
/// <param name="resName">加载的资源名</param>
/// <param name="type">资源类型</param>
public Object LoadRes(string abName, string resName, System.Type type)
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
Object obj = abDir[abName].LoadAsset(resName, type);
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 同步加载,根据泛型指定类型:GameObject obj = ABManager.GetInstance().LoadRes<GameObject>("image", "image");
/// </summary>
/// <typeparam name="T">泛型类型</typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <returns></returns>
public T LoadRes<T>(string abName, string resName) where T : Object
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
T obj = abDir[abName].LoadAsset<T>(resName);
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
//AB包并没有异步加载,知识加载资源使用异步
/// <summary>
/// 根据名字异步加载资源: ABManager.GetInstance().LoadResAsync("image", "image", (obj) => { (obj as GameObject).transform.position = Vector3.zero; });
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
AssetBundleRequest abr = abDir[abName].LoadAssetAsync(resName);
yield return abr;
//异步加载结束后通过委托传递给外部使用
if (abr.asset is GameObject)
callBack(Instantiate(abr.asset));
else
callBack(abr.asset);
}
/// <summary>
/// 根据Type异步加载资源: ABManager.GetInstance().LoadResAsync("image", "image", typeof(GameObject),(obj) => { (obj as GameObject).transform.position = Vector3.zero; });
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="type"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
AssetBundleRequest abr = abDir[abName].LoadAssetAsync(resName, type);
yield return abr;
//异步加载结束后通过委托传递给外部使用
if (abr.asset is GameObject)
callBack(Instantiate(abr.asset));
else
callBack(abr.asset);
}
/// <summary>
/// 根据泛型异步加载: ABManager.GetInstance().LoadResAsync<GameObject>("image", "image", (obj) => { (obj as GameObject).transform.position = Vector3.zero; });
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync<T>(string abName, string resName, UnityAction<Object> callBack) where T : Object
{
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
}
private IEnumerator ReallyLoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
{
//加载AB包
LoabAB(abName);
//加载资源,在加载时直接实例化
AssetBundleRequest abr = abDir[abName].LoadAssetAsync<T>(resName);
yield return abr;
//异步加载结束后通过委托传递给外部使用
if (abr.asset is GameObject)
callBack(Instantiate(abr.asset) as T);
else
callBack(abr.asset as T);
}
/// <summary>
/// 单个包卸载
/// </summary>
/// <param name="abName">需要卸载的包名</param>
public void UnLoad(string abName)
{
if (abDir.ContainsKey(abName))
{
abDir[abName].Unload(false);
abDir.Remove(abName);
}
}
/// <summary>
/// 所有包卸载
/// </summary>
public void ClearAB()
{
AssetBundle.UnloadAllAssetBundles(false);
abDir.Clear();
mainAB = null;
manifest = null;
}
}