1. 为啥要有AB包?
因为资源需要更新,避免更新一次打包一次,动态修改
2. AB包注意啥?
依赖关系 找依赖关系应该找到对应的平台!!!
3. 打包策略是分场景打包 若文件被文件夹包含打包出来的就是文件夹的名字 否则是场景文件夹名称
4. 当我AB包从硬盘加载完成之后 是不是就该加载到内存 并实例化了? 带有缓存的ab加载机制
5. 在场景中新建物体挂载脚本
5.1: 指定场景
5.2: 指定abname
5.3: 指定objinabname
5.4: 协同
5.5: 委托 void string
5.6: 在委托里面进行物体的实例化操作
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using LLWHABFW;
public class S03Test : MonoBehaviour {
private string _ABScene = "scenes03";
private string _ABName = "scenes03/prefabs.ab";
private string _objAB01 = "Plane";
private string _objAB02 = "Sphere";
private List<GameObject> list;
void Start () {
list = new List<GameObject>();
StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePack(_ABScene, _ABName, Loading));
}
private void Loading(string name)
{
GameObject Plane, Sphere;
Plane = AssetBundleMgr.GetInstance().LoadAsset(_ABScene, _ABName, _objAB01, false) as GameObject;
Sphere = AssetBundleMgr.GetInstance().LoadAsset(_ABScene, _ABName, _objAB02, false) as GameObject;
list.Add(Instantiate(Plane));
list.Add(Instantiate(Sphere));
}
void Update () {
if (Input.GetKeyDown(KeyCode.Space))
{
for (int i = 0; i < list.Count; i++)
{
Destroy(list[i]);
}
list.Clear();
AssetBundleMgr.GetInstance().DisposeAllAssets(_ABScene);
SceneManager.LoadScene("1");
}
}