Unity加载AssetBundle方式大全,Bundle动态加载

最近整理了Unity中关于AssetBundle加载方式的整理,代码如下
 

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;

public class LoadBundle : MonoBehaviour
{
    /// <summary>
    /// 下载assetbundle
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    /// <returns></returns>
    public static IEnumerator GetAssetBoundle(string url, Action<AssetBundle> callBack)
    {
        UnityWebRequest webRequest = new UnityWebRequest(url);
        DownloadHandlerAssetBundle handler = new DownloadHandlerAssetBundle(webRequest.url, uint.MinValue);
        webRequest.downloadHandler = handler;
        if (!string.IsNullOrEmpty("UserToken"))
            webRequest.SetRequestHeader("Authorization", "UserToken");
        yield return webRequest.SendWebRequest();
        if (webRequest.isNetworkError || webRequest.isHttpError)
        {
            Debug.LogError(webRequest.responseCode + webRequest.error + ":" + url);
        }
        else
        {
            callBack(handler.assetBundle);
        }
       // AssetBundle ab = DownloadHandlerAssetBundle.GetContent(webRequest);
    }

    /// <summary>
    /// path=  @"file://" + FolderPath+@"\"+ fol.Name;本地资源路径
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    /// <returns></returns>
    public static IEnumerator GetAssetBoundle02(string url, Action<AssetBundle> callBack)
    {
        while (Caching.ready == false)
            yield return null;

        WWW www = WWW.LoadFromCacheOrDownload(url, 1);
        yield return www;

        if (!string.IsNullOrEmpty(www.error))
        {
            Debug.Log(www.error);
            yield break;
        }
        AssetBundle ab = www.assetBundle;
        callBack(ab);
    }

    /// <summary>
    /// 异步进行加载从二进制文件中
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    /// <returns></returns>
    IEnumerator GetAssetBoundle03(string url, Action<AssetBundle> callBack)
    {
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(url));
        yield return request;
        AssetBundle ab = request.assetBundle;
        callBack(ab);
    }
    /// <summary>
    /// 进行资源加载,同步加载
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    void GetAssetBoundle04(string url, Action<AssetBundle> callBack)
    {

      AssetBundle ab= AssetBundle.LoadFromMemory(File.ReadAllBytes(url));
        callBack(ab);
    }
    /// <summary>
    /// LoadFromFile【从文件进行加载】
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    void GetAssetBoundle05(string url, Action<AssetBundle> callBack)
    {
        AssetBundle ab = AssetBundle.LoadFromFile(url);
        callBack(ab);
    }
    /// <summary>
    /// LoadFromFileAsync【从文件进行异步加载】
    /// </summary>
    /// <param name="url"></param>
    /// <param name="callBack"></param>
    /// <returns></returns>
    IEnumerator GetAssetBoundle06(string url, Action<AssetBundle> callBack)
    {
        AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(url);
        yield return request;
        AssetBundle ab = request.assetBundle;
        callBack(ab);
    }


    public void HandleBundle(AssetBundle assetBundle)
    {
        var obj = assetBundle.LoadAllAssets();
        GameObject go = assetBundle.LoadAsset<GameObject>(obj[0].name);
        Instantiate(go);
    }


}

 

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