Unity:商业游戏底层资源加载框架学习 (二)

本文是学习Siki学院Ocean老师的《Unity商业游戏底层资源加载框架(Unity2018.1)》视频课程的学习笔记和总结

AssetBundle打包策略

自定义打包配置表

基于Assets序列化生成编辑器打包配置表,表里的设置主要分为两种:

      1,基于文件夹下所有单个文件进行打包。(Prefab

      2,基于文件夹进行打包。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName ="ABConfig",menuName ="CreateABConfig",order = 0)]
public class ABConfig : ScriptableObject
{
    // 单个文件夹所在文件夹路径,会遍历这个文件夹下面的所有Prefab,所有的Prefab的名字不能重复,必须保证名字的唯一性
    public List<string> m_AllPrefabPath = new List<string>();
    public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>();

    [System.Serializable]
    public struct FileDirABName
    {
        public string ABName;
        public string Path;
    }
}

配置表数据结构: 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization;

[System.Serializable]
public class AssetBundleConfig
{
    [XmlElement("ABList")]
    public List<ABBase> ABList { get; set; }

}

[System.Serializable]
public class ABBase
{
    [XmlAttribute("Path")]
    public string Path { get; set; }

    [XmlAttribute("Crc")]
    public uint Crc { get; set; }

    [XmlAttribute("ABName")]
    public string ABName { get; set; }

    [XmlAttribute("AssetName")]
    public string AssetName { get; set; }

     [XmlElement("ABDependce")]
    public List<string> ABDependce { get; set; }
}

CRC32 工具类:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

public class CRC32
{
    private static UInt32[] crcTable =
    {
          0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,
          0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,
          0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,
          0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,
          0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,
          0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,
          0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,
          0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,
          0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,
          0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,
          0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,
          0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,
          0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,
          0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,
          0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,
          0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,
          0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,
          0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,
          0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,
          0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,
          0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,
          0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,
          0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,
          0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,
          0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,
          0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,
          0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,
          0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,
          0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,
          0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,
          0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,
          0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4
        };

    public static uint GetCRC32(string msg)
    {
        byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
        uint iCount = (uint)bytes.Length;
        uint crc = 0xFFFFFFFF;

        for (uint i = 0; i < iCount; i++)
        {
            crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]];
        }

        return crc;
    }
}

打包工具 :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary;

public class BundleEditor
{
    // AB包路径
    private static readonly string BUNDLE_TARGET_PATH = Application.streamingAssetsPath;

    // 二进制AB包配置表文件路径
    private static readonly string BYTES_ABCONFIG_PATH = "Assets/GameData/Data/ABData/AssetBundleConfig.bytes";

    // AB包的打包配置表路径
    private static readonly string ABCONFIG_PATH = "Assets/Editor/ABConfig.asset";

    // key是ab包名,value是路径,所有文件夹ab包dic
    private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>();

    // 过滤列表
    private static List<string> m_AllFileAB = new List<string>();

    // 单个Prafab的AB包
    private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();

    // 储存所有的有效路径
    private static List<string> m_ConfigFile = new List<string>();

    /// <summary>
    /// 打包AssetBundle包
    /// </summary>
    [MenuItem("Tools/Build Bundle")]
    public static void Build()
    {
        m_AllFileAB.Clear();
        m_AllFileDir.Clear();
        m_AllPrefabDir.Clear();
        m_ConfigFile.Clear();

        // 获取AB包的打包配置表
        ABConfig abConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIG_PATH);

        // 遍历文件夹AB包配置
        foreach (var fileDir in abConfig.m_AllFileDirAB)
        {
            if (m_AllFileDir.ContainsKey(fileDir.ABName))
            {
                Debug.LogErrorFormat("AB包配置名字重复,请检查! ABName={0}", fileDir.ABName);
            }
            else
            {
                m_AllFileDir.Add(fileDir.ABName, fileDir.Path);
                m_AllFileAB.Add(fileDir.Path);
                m_ConfigFile.Add(fileDir.Path);
            }
        }

        string[] allStr = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabPath.ToArray());
        for (int i = 0; i < allStr.Length; i++)
        {
            string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
            // 显示进度条
            EditorUtility.DisplayProgressBar("查找Prefab", string.Format("Prafab:{0}", path), i * 1.0f / allStr.Length);

            m_ConfigFile.Add(path);

            // 如果没有包含到AB包配置中
            if (!ContainAllFileAB(path))
            {
                // 加载Prefab并获取依赖
                GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
                string[] allDepend = AssetDatabase.GetDependencies(path);

                List<string> allDependPath = new List<string>();
                for (int j = 0; j < allDepend.Length; j++)
                {
                    //Debug.Log(allDepend[j]);

                    // 过滤掉已包含的依赖和脚本
                    if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
                    {
                        m_AllFileAB.Add(allDepend[j]);
                        allDependPath.Add(allDepend[j]);
                    }
                }
                if (m_AllPrefabDir.ContainsKey(obj.name))
                {
                    Debug.LogErrorFormat("存在相同名字的Prefab! Prefab Name: {0}", obj.name);
                }
                else
                {
                    m_AllPrefabDir.Add(obj.name, allDependPath);
                }
            }
        }

        foreach (string name in m_AllFileDir.Keys)
        {
            SetABName(name, m_AllFileDir[name]);
        }

        foreach (string name in m_AllPrefabDir.Keys)
        {
            SetABName(name, m_AllPrefabDir[name]);
        }

        // 编辑器的刷新和保存,会重新生成meta文件并加载,会耗时很长,所以设置期间不要使用编辑器的刷新和保存
        //AssetDatabase.SaveAssets();
        //AssetDatabase.Refresh();

        BuildAssetBundle();

        // 清除旧的AB包名
        string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
        for (int i = 0; i < oldABNames.Length; i++)
        {
            AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
            EditorUtility.DisplayProgressBar("清除AB包名", string.Format("名字: " + oldABNames[i]), i * 1.0f / oldABNames.Length);
        }

        AssetDatabase.Refresh();
        // 清除进度条
        EditorUtility.ClearProgressBar();
    }

    // 打包AssetBundle
    private static void BuildAssetBundle()
    {
        // 获取所有AB包的名字
        string[] allBundles = AssetDatabase.GetAllAssetBundleNames();

        // key: 全路径,value: AB包的名字
        Dictionary<string, string> resPathDic = new Dictionary<string, string>();
        for (int i = 0; i < allBundles.Length; i++)
        {
            string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
            for (int j = 0; j < allBundlePath.Length; j++)
            {
                if (allBundlePath[j].EndsWith(".cs"))
                    continue;
                //Debug.Log("AB包:"+allBundles[i]+" 包含的资源文件路径:"+allBundlePath[j]);
                if (ValidPath(allBundlePath[j]))
                    resPathDic.Add(allBundlePath[j], allBundles[i]);
            }
        }

        // 删除没用的AB包
        DeleteAB();

        // 生成自己的配置表
        WriteData(resPathDic);

        // 打包
        BuildPipeline.BuildAssetBundles(BUNDLE_TARGET_PATH, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
        AssetDatabase.Refresh();
    }

    // 写入数据
    private static void WriteData(Dictionary<string, string> resPathDic)
    {
        AssetBundleConfig config = new AssetBundleConfig();
        config.ABList = new List<ABBase>();
        foreach (string path in resPathDic.Keys)
        {
            ABBase abBase = new ABBase();
            abBase.Path = path;
            abBase.Crc = CRC32.GetCRC32(path);
            abBase.ABName = resPathDic[path];
            abBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1);
            abBase.ABDependce = new List<string>();
            string[] resDeapendce = AssetDatabase.GetDependencies(path);
            for (int i = 0; i < resDeapendce.Length; i++)
            {
                string tempPath = resDeapendce[i];
                if (tempPath == path || path.EndsWith(".cs"))
                    continue;

                string abName = "";
                if (resPathDic.TryGetValue(tempPath, out abName))
                {
                    if (abName == resPathDic[path])
                        continue;
                    if (!abBase.ABDependce.Contains(abName))
                    {
                        abBase.ABDependce.Add(abName);
                    }
                }
            }
            config.ABList.Add(abBase);
        }

        // 写入xml
        string xmlPath = Application.dataPath + "/AssetBundleConfig.xml";
        if (File.Exists(xmlPath)) File.Delete(xmlPath);
        FileStream fileStream = null;
        StreamWriter sw = null;
        try
        {
            fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
            sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8);
            XmlSerializer xmlSerializer = new XmlSerializer(config.GetType());
            xmlSerializer.Serialize(sw, config);
        }
        catch (System.Exception e)
        {
            Debug.LogError(e);
        }
        finally
        {
            if (sw != null) sw.Close();
            if (fileStream != null) fileStream.Close();
        }

        // 清空config中的Path,因为path只是为了xml中能够查看到路径,没有必要写入二进制文件中
        foreach (ABBase abBase in config.ABList)
        {
            abBase.Path = string.Empty;
        }

        // 写入二进制
        if (File.Exists(BYTES_ABCONFIG_PATH)) File.Delete(BYTES_ABCONFIG_PATH);
        FileStream fs = null;
        try
        {
            fs = new FileStream(BYTES_ABCONFIG_PATH, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
            BinaryFormatter bf = new BinaryFormatter();
            bf.Serialize(fs, config);
        }
        catch (System.Exception e)
        {
            Debug.LogError(e);
        }
        finally
        {
            if (fs != null) fs.Close();
        }
    }

    // 删除无用的AB包
    private static void DeleteAB()
    {
        string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();
        DirectoryInfo directory = new DirectoryInfo(BUNDLE_TARGET_PATH);
        FileInfo[] files = directory.GetFiles("*", SearchOption.AllDirectories);
        for (int i = 0; i < files.Length; i++)
        {
            if (ContainABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta"))
            {
                continue;
            }
            else
            {
                //Debug.LogFormat("此AB包已经被删或者改名了: {0}", files[i].Name);
                if (File.Exists(files[i].FullName))
                {
                    File.Delete(files[i].FullName);
                }
            }
        }
    }

    // 设置AB包名称
    private static void SetABName(string name, string path)
    {
        AssetImporter assetImporter = AssetImporter.GetAtPath(path);
        if (assetImporter == null)
        {
            Debug.LogErrorFormat("不存在此文件路径!Path: {0}", path);
        }
        else
        {
            assetImporter.assetBundleName = name;
        }
    }

    private static void SetABName(string name, List<string> paths)
    {
        for (int i = 0; i < paths.Count; i++)
        {
            SetABName(name, paths[i]);
        }
    }

    // 是否包含在已经有的AB包里,用来做AB包冗余剔除
    private static bool ContainAllFileAB(string path)
    {
        for (int i = 0; i < m_AllFileAB.Count; i++)
        {
            if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i],"")[0] == '/')))
                return true;
        }
        return false;
    }

    // AB包名是否存在
    private static bool ContainABName(string name, string[] strs)
    {
        for (int i = 0; i < strs.Length; i++)
        {
            if (name == strs[i])
                return true;
        }
        return false;
    }

    // 是否是有效路径
    public static bool ValidPath(string path)
    {
        for (int i = 0; i < m_ConfigFile.Count; i++)
        {
            if (path.Contains(m_ConfigFile[i]))
            {
                return true;
            }

        }
        return false;
    }
}

使用: 

生成的配置表文件:

 

加载测试: 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;

public class ResourceTest : MonoBehaviour
{
    private void Start()
    {
        TestLoadAB();
    }

    private void TestLoadAB()
    {
        AssetBundle configAB = AssetBundle.LoadFromFile(string.Format("{0}/assetbundleconfig", Application.streamingAssetsPath));
        TextAsset textAsset = configAB.LoadAsset<TextAsset>("AssetBundleConfig");
        AssetBundleConfig config = null;
        using (MemoryStream ms = new MemoryStream(textAsset.bytes))
        {
            BinaryFormatter bf = new BinaryFormatter();
            config = bf.Deserialize(ms) as AssetBundleConfig;
        }
        string path = "Assets/GameData/Prefabs/Attack.prefab";
        uint crc = CRC32.GetCRC32(path);
        ABBase abBase = null;
        for (int i = 0; i < config.ABList.Count; i++)
        {
            if (config.ABList[i].Crc == crc)
            {
                abBase = config.ABList[i];
            }
        }

        for (int i = 0; i < abBase.ABDependce.Count; i++)
        {
            AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + abBase.ABDependce[i]);

        }

        AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath+"/"+abBase.ABName);
        GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(abBase.AssetName));
        

    }
}

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