using System.Collections.Generic;
using UnityEngine;
public class ABManager
{
//单例模式
private static ABManager instance = new ABManager();
public static ABManager Instance => instance;
private ABManager()
{
}
//根据名称存储目标包和所有依赖包
private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();
//存储主包数据
private AssetBundle mainAB = null;
//存储主包中的固定文件
private AssetBundleManifest mainfest = null;
//AB主包存放路径
private string PathURL
{
get
{
return Application.streamingAssetsPath + "/";
}
}
//主包名
private string MainABName
{
get
{
#if UNITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android"
#else
return "PC";
#endif
}
}
//加载目标包以及 目标包的依赖包
public void LoadAB(string abName)
{
if (mainAB == null)
{
//加载主包
mainAB = AssetBundle.LoadFromFile(PathURL + MainABName);
//加载主包中的固定文件
mainfest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
//获取所有依赖包名
string[] strs = mainfest.GetAllDependencies(abName);
//加载所有依赖包
AssetBundle ab = null;
for (int i = 0; i < strs.Length; i++)
{
//判断包是否加载过
if (!abDic.ContainsKey(strs[i]))
{
ab = AssetBundle.LoadFromFile(PathURL + strs[i]);
abDic.Add(strs[i], ab);
}
}
//加载目标包
if (!abDic.ContainsKey(abName))
{
ab = AssetBundle.LoadFromFile(PathURL + abName);
abDic.Add(abName, ab);
}
}
//三种重载
public object LoadResource(string abName, string resName)
{
LoadAB(abName);
//根据目标包 加载目标资源
return abDic[abName].LoadAsset(resName);
}
public object LoadResource(string abName, string resName,System.Type type)
{
LoadAB(abName);
//根据目标包 加载目标资源
return abDic[abName].LoadAsset(resName,type);
}
public T LoadResource<T>(string abName, string resName)where T:Object
{
LoadAB(abName);
//根据目标包 加载目标资源
return abDic[abName].LoadAsset<T>(resName);
}
//根据包名卸载某个包
public void UnLoad(string abName)
{
if (abDic.ContainsKey(abName))
{
abDic[abName].Unload(false);
abDic.Remove(abName);
}
}
//卸载所有包
public void ClearAB()
{
AssetBundle.UnloadAllAssetBundles(false);
abDic.Clear();
}
}
AB包资源加载管理器--同步加载(提供三种API)
最新推荐文章于 2024-03-16 13:34:03 发布