Unity AB包资源加载

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Experimental.GlobalIllumination;

public class ABManager : MonoBehaviour
{
    public static ABManager Instace;

    private void Awake()
    {
        Instace = this;
    }
    //ab包管理器目的是
    //让外部更方便进行资源加载

    //ab包不能重复加载  用字典存储已加载的ab包
    private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();

    //主包
    private AssetBundle mainAB = null;

    //依赖包
    private AssetBundleManifest mainfest = null;

    //ab包存放路径方便修改
    private string PathUrl
    {
        get { return Application.streamingAssetsPath + "/"; }
    }

    private string MainABName
    {
        get
        {
            return "ABTest";
        }
    }

    /// <summary>
    /// 加载ab包
    /// </summary>
    /// <param name="abName"></param>
    private void LoadAB(string abName)
    {
        //加载AB包
        if (mainAB == null)
        {
            mainAB = AssetBundle.LoadFromFile(PathUrl + MainABName);
            mainfest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        }

        AssetBundle ab = null;
        //获取依赖包的相关信息
        string[] strs = mainfest.GetAllDependencies(abName);
        for (int i = 0; i < strs.Length; i++)
        {
            if (!abDic.ContainsKey(strs[i]))
            {
                ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
                abDic.Add(strs[i], ab);
            }
        }

        //加载主包来获取资源
        if (!abDic.ContainsKey(abName))
        {
            ab = AssetBundle.LoadFromFile(PathUrl + abName);
            abDic.Add(abName, ab);
        }
    }

 
    /// <summary>
    /// 同步加载
    /// </summary>
    /// <param name="abName"></param>
    /// <param name="resName"></param>
    /// <returns></returns>
    public Object LoadRes(string abName, string resName)
    {
       LoadAB(abName);
        
        //加载资源
        //为了方便 判断是不是gameobject 则直接返回gameobject
        Object obj= abDic[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  XLua会用到
    /// </summary>
    /// <param name="abName"></param>
    /// <param name="resName"></param>
    /// <param name="type"></param>
    /// <returns></returns>
    public Object LoadRes(string abName, string resName,System.Type type)
    {
      
        LoadAB(abName);
        //加载资源
        //为了方便 判断是不是gameobject 则直接返回gameobject
        Object obj= abDic[abName].LoadAsset(resName,type);
        if (obj is GameObject)
            return Instantiate(obj);
        else
            return obj;
    }
    
    /// <summary>
    /// 根据泛型指定类型 加载资源
    /// </summary>
    /// <param name="abName"></param>
    /// <param name="resName"></param>
    /// <typeparam name="T"></typeparam>
    /// <returns></returns>
    public T LoadRes<T>(string abName, string resName) where T:Object
    {
      
        LoadAB(abName);
        //加载资源
        //为了方便 判断是不是gameobject 则直接返回gameobject
        T obj= abDic[abName].LoadAsset<T>(resName);
        if (obj is GameObject)
            return Instantiate(obj);
        else
            return obj;
    }
    
    
    /// <summary>
    /// 通过标签异步加载ab包资源
    /// </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(ReallyLoadResAsyns(abName, resName,type, callBack));
    }
    /// <summary>
    /// 通过 泛型 异步加载ab包资源
    /// </summary>
    /// <param name="abName"></param>
    /// <param name="resName"></param>
    /// <param name="type"></param>
    /// <param name="callBack"></param>
    public void LoadResAsync<T>(string abName, string resName,UnityAction<object> callBack)
    {
        StartCoroutine(ReallyLoadResAsyns<T>(abName, resName, callBack));
    }
    
    
    private IEnumerator ReallyLoadResAsyns<T>(string abName, string resName, UnityAction<object> callBack)
    {
        LoadAB(abName);
        //加载资源
        //为了方便 判断是不是gameobject 则直接返回gameobject
        AssetBundleRequest abr= abDic[abName].LoadAssetAsync(resName);

        yield return abr;
        if (abr is GameObject)
            callBack(Instantiate(abr.asset));
        else
            callBack(abr.asset);
    }
    
    private IEnumerator ReallyLoadResAsyns(string abName, string resName, System.Type type, UnityAction<object> callBack)
    {
        LoadAB(abName);
        //加载资源
        //为了方便 判断是不是gameobject 则直接返回gameobject
        AssetBundleRequest abr= abDic[abName].LoadAssetAsync(resName,type);

        yield return abr;
        if (abr is GameObject)
            callBack(Instantiate(abr.asset));
        else
            callBack(abr.asset);
    }

    //单个包卸载
    public void UnLoad(string abName)
    {
        if (abDic.ContainsKey(abName))
        {
            abDic[abName].Unload(false);
            abDic.Remove(abName);
        }
    }

    //所有包的卸载
    public void ClearAB()
    {
        AssetBundle.UnloadAllAssetBundles(false);
        abDic.Clear();
        mainAB = null;
        mainfest = null;
    }

}

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