支持多平台的Assetbundle的应用示例,贴代码,供学习!
这里不同平台的StreamingAssets是不同的,所以我们要写预处理!
using UnityEngine;
using System.Collections;
public class RunScript : MonoBehaviour
{
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif
void OnGUI()
{
if(GUILayout.Button("Main Assetbundle"))
{
//StartCoroutine(LoadMainGameObject(PathURL + "Prefab0.assetbundle"));
//StartCoroutine(LoadMainGameObject(PathURL + "Prefab1.assetbundle"));
StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab0.assetbundle"));
StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab1.assetbundle"));
}
if(GUILayout.Button("ALL Assetbundle"))
{
StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle"));
}
if(GUILayout.Button("Open Scene"))
{
StartCoroutine(LoadScene());
}
}
//读取一个资源
private IEnumerator LoadMainGameObject(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
}
//读取全部资源
private IEnumerator LoadALLGameObject(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
//通过Prefab的名称把他们都读取出来
Object obj0 = bundle.assetBundle.Load("Prefab0");
Object obj1 = bundle.assetBundle.Load("Prefab1");
//加载到游戏中
yield return Instantiate(obj0);
yield return Instantiate(obj1);
bundle.assetBundle.Unload(false);
}
private IEnumerator LoadMainCacheGameObject(string path)
{
WWW bundle = WWW.LoadFromCacheOrDownload(path,5);
yield return bundle;
//加载到游戏中
yield return Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
}
private IEnumerator LoadScene()
{
WWW download = WWW.LoadFromCacheOrDownload ("file://"+Application.dataPath + "/MyScene.unity3d", 1);
yield return download;
var bundle = download.assetBundle;
Application.LoadLevel ("Level");
}
}
截图:
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