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;
}