游戏热更新之 场景打包

场景打包和普通的资源打包和加载有点不一样

  /// <summary>
    /// 打包普通资源
    /// </summary>
[MenuItem("Bundle/BuildMyBundle")]
	public static void BuildMyBundle()
    {

        //当在硬盘目录结构里不存在该路径时,创建文件夹
        if (!Directory.Exists(outAbPath))
        {
            Directory.CreateDirectory(outAbPath);
        }

        BuildPipeline.BuildAssetBundles(outAbPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
    }
    /// <summary>
    /// 打包场景
    /// </summary>
    [MenuItem("Bundle/BuildMySceneBundle")]
    public static void CreateSceneAssetBundle_BuildPlayer()
    {
        if (!Directory.Exists(outAbPath))
        {
            Directory.CreateDirectory(outAbPath);
        }
        string[] path = {"Assets/Scene/PlayMusic.unity"};
        BuildPipeline.BuildPlayer(path, outAbPath, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
    }

加载场景和其他资源的AB包

 /// <summary>
    /// 加载场景
    /// </summary>
    /// <param name="abPath"></param>
    /// <param name="sceneName"></param>
    /// <returns></returns>
    public IEnumerator IE_LoadABScene(string abPath,string sceneName)
    {
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(abPath));
        yield return request;
        var bundle = request.assetBundle; //这句话一定要加
     
        AsyncOperation asy = SceneManager.LoadSceneAsync(sceneName); //sceneName不能加后缀,只是场景名称
            yield return asy;
        
    }
    /// <summary>
    /// 加载异步资源加入AB包缓存
    /// </summary>
    /// <returns></returns>
    public IEnumerator IE_LoadAssetBundleByPathInSceneLoad()
    {
        if (m_listSceneLoadAB.Count > 0)
        {
            for (int i = 0; i < m_listSceneLoadAB.Count; i++)
            {
                if (!m_dicObjABRequest.ContainsKey(m_listSceneLoadAB[i]))
                {
                    AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(m_listSceneLoadAB[i]));
                    yield return request;
                    m_dicObjABRequest.Add(m_listSceneLoadAB[i], request);
                }
            }
            Debug.Log("加载AB完成");
            m_listSceneLoadAB.Clear();
        }
    }
    /// <summary>
    ///  加载AB包实例化对象
    /// </summary>
    /// <param name="path"></param>
    /// <param name="name"></param>
    /// <param name="p"></param>
    /// <param name="r"></param>
    /// <returns></returns>
    public GameObject LoadGameObjectAssetBundleByPathAndName(string path, string name, Vector3 p, Quaternion r)
    {
        GameObject go = null;
        if (m_dicObjABRequest.ContainsKey(path))
        {
            AssetBundle asBundle;
            asBundle = m_dicObjABRequest[path].assetBundle; //对象名字
            GameObject obj = asBundle.LoadAsset<GameObject>(name);
             go = Instantiate(obj, p, r);
        }
        return go;
    }
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