话不多说,直接给代码。不会就百度,参考高手们给的例子 试用:
当你的模型打包完成后,可使用以下的代码进行加载到 本地,再进行到游戏。属于一次性下载到内存里面
using UnityEngine;
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System;
public class load : MonoBehaviour
{
//文本中每行的内容
ArrayList infoall;
//皮肤资源,这里用于显示中文
public GUISkin skin;
void Start()
{
print("当前文件路径:" + Application.persistentDataPath);
//删除文件
DeleteFile(Application.persistentDataPath, "FileName.txt");
//创建文件,共写入3次数据
CreateFile(Application.persistentDataPath, "FileName.txt", "dingxiaowei");
CreateFile(Application.persistentDataPath, "FileName.txt", "丁小未");
CreateFile(Application.persistentDataPath, "Filename.assetbundle", "丁小未");
//下载模型
// StartCoroutine(loadasset("http://192.168.1.180/3DShowResource/Products/AssetBundles/HX_DY02.assetbundle"));
StartCoroutine(loadasset("http://localhost/ceshi/source.assetbundle"));
//得到文本中每一行的内容
infoall = LoadFile(Application.persistentDataPath, "FileName.txt");
}
//写入模型到本地
IEnumerator loadasset(string url)
{
WWW w = new WWW(url);
yield return w;
if (w.isDone)
{
byte[] model = w.bytes;
int length = model.Length;
//写入模型到本地
CreateModelFile(Application.persistentDataPath, "Model.assetbundle", model, length);
}
}
void CreateModelFile(string path, string name, byte[] info, int length)
{
//文件流信息
//StreamWriter sw;
Stream sw;
FileInfo t = new FileInfo(path + "//" + name);
if (!t.Exists)
{
//如果此文件不存在则创建
sw = t.Create();
}
else
{
//如果此文件存在则打开
//sw = t.Append();
return;
}
//以行的形式写入信息
//sw.WriteLine(info);
sw.Write(info, 0, length);
//关闭流
sw.Close();
//销毁流
sw.Dispose();
}
/**
* path:文件创建目录
* name:文件的名称
* info:写入的内容
*/
void CreateFile(string path, string name, string info)
{
//文件流信息
StreamWriter sw;
FileInfo t = new FileInfo(path + "//" + name);
if (!t.Exists)
{
//如果此文件不存在则创建
sw = t.CreateText();
}
else
{
//如果此文件存在则打开
sw = t.AppendText();
}
//以行的形式写入信息
sw.WriteLine(info);
//关闭流
sw.Close();
//销毁流
sw.Dispose();
}
/**
* 读取文本文件
* path:读取文件的路径
* name:读取文件的名称
*/
ArrayList LoadFile(string path, string name)
{
//使用流的形式读取
StreamReader sr = null;
try
{
sr = File.OpenText(path + "//" + name);
}
catch (Exception e)
{
//路径与名称未找到文件则直接返回空
return null;
}
string line;
ArrayList arrlist = new ArrayList();
while ((line = sr.ReadLine()) != null)
{
//一行一行的读取
//将每一行的内容存入数组链表容器中
arrlist.Add(line);
}
//关闭流
sr.Close();
//销毁流
sr.Dispose();
//将数组链表容器返回
return arrlist;
}
//读取模型文件
IEnumerator LoadModelFromLocal(String path, String name)
{
print(path);
print(name);
string s = null;
#if UNITY_ANDROID
s = path + "/" + name;
#elif UNITY_IPHONE
s = path+"/"+name;
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
s = "file://" + path + "/" + name;
#endif
print(s);
WWW w = new WWW(s);
yield return w;
print(w);
if (w.isDone)
{
Instantiate(w.assetBundle.mainAsset);
}
}
/**
* path:删除文件的路径
* name:删除文件的名称
*/
void DeleteFile(string path, string name)
{
File.Delete(path + "//" + name);
}
void OnGUI()
{
//用新的皮肤资源,显示中文
GUI.skin = skin;
//读取文件中的所有内容
foreach (string str in infoall)
{
//绘制在屏幕当中
GUILayout.Label(str);
}
if (GUILayout.Button("加载模型"))
{
StartCoroutine(LoadModelFromLocal(Application.persistentDataPath, "Model.assetbundle"));
}
}
}