AssetBundle

  • 添加一个AssetBundle按钮用来打包
using UnityEditor;
using System.IO;

public class CreateAssetBundles  {

    [MenuItem("Assets/Build AssetBundles")]
    static void BuildAllAssetBundles()
    {
        string dir = "AssetBundles";
        if( Directory.Exists(dir)==false)       //创建一个文件夹
        {
            Directory.CreateDirectory(dir);
        }
        BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64);
    }
	
}
  • 加载AB的方法
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System.IO;
    using UnityEngine.Networking;
    
    public class LoadFromFileExample : MonoBehaviour {
    
    	// Use this for initialization
    	IEnumerator Start () {
            string path = "AssetBundles/cubewall.unity3d";    //路径
            //AssetBundle ab = AssetBundle.LoadFromFile(path);
            //GameObject wallPrefab = ab.LoadAsset<GameObject>("CubeWall");
            //Instantiate(wallPrefab);
    
            //AssetBundle ab2 = AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
            //Object[] objs= ab.LoadAllAssets();
            //foreach(Object o in objs)
            //{
            //    Instantiate(o);
            //}
    
            //第一种加载AB的方式 LoadFromMemoryAsync
            //AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path));
            //yield return request;
            //AssetBundle ab = request.assetBundle;
            //AssetBundle ab = AssetBundle.LoadFromMemory(File.ReadAllBytes(path));
    
    
            //第二种加载AB的方式 LoadFromFile
            //AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
            //yield return request;
            //AssetBundle ab = request.assetBundle;
    
            //第三种加载AB的方式 WWW
            //while(Caching.ready == false)
            //{
            //    yield return null;
            //}
    
            file://  file:///
            WWW www = WWW.LoadFromCacheOrDownload(@"file:/E:\Unity Project Workspace\AssetBundleProject\AssetBundles\cubewall.unity3d", 1);
            //WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/cubewall.unity3d", 1);
            //yield return www;
            //if ( string.IsNullOrEmpty(www.error)==false )
            //{
            //    Debug.Log(www.error);yield break ;
            //}
            //AssetBundle ab = www.assetBundle;
    
            //第四种方式 使用UnityWebRequest
            //string uri = @"file:///E:\Unity Project Workspace\AssetBundleProject\AssetBundles\cubewall.unity3d";
            string uri = @"http://localhost/AssetBundles/cubewall.unity3d";
            UnityWebRequest request = UnityWebRequest.GetAssetBundle(uri);
            yield return request.Send();
            //AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
            AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
            
            //使用里面的资源
            GameObject wallPrefab = ab.LoadAsset<GameObject>("CubeWall");
            Instantiate(wallPrefab);
    
    
            AssetBundle manifestAB =  AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
            AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
    
            //foreach(string name in manifest.GetAllAssetBundles())
            //{
            //    print(name);
            //}
            string[] strs =  manifest.GetAllDependencies("cubewall.unity3d");
            foreach (string name in strs)
            {
                print(name);
                AssetBundle.LoadFromFile("AssetBundles/" + name);
            }
        }
        private void Update()
        {
            //if (Input.GetMouseButtonDown(0))
            //{
            //    AssetBundle.LoadFromFile("AssetBundles/share.unity3d");
            //}
        }
    
    }
    

     

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