Unity—AssetBundle的打包及四种加载资源方式

转载地址:http://blog.sina.com.cn/s/blog_140bb6bd40102xajb.html

AssetBundle打包:脚本放在Editor文件夹内
具体代码如下:

using UnityEditor;
using System.IO;

public class CreateAssetBundles  {

    [MenuItem("自定义菜单/资源打包")]
    static void BuildAllAssetBundles()
    {
        //定义文件夹名字
        string dir = "AssetBundles";
        //文件夹不存在,则创建
        if(!Directory.Exists(dir))
        {
            Directory.CreateDirectory(dir);

        }

        //资源打包
        BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
    }

}

AssetBundle的四种方式资源加载,脚本绑在场景任意物体即可
具体代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Networking;

public class DownLoad : MonoBehaviour {

    IEnumerator Start () 
   {

        //资源包路径
        string path1 = "AssetBundles/cubewall.unity3d";
        //共享依赖资源包路径
        string path2 = "AssetBundles/share.unity3d";

        //第一种加载AB的方式 ,从内存中加载 LoadFromMemory
        #region
        //方法一:异步加载
        //加载资源
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path1));
        yield return request;
        //加载共同依赖资源,如贴图、材质
        AssetBundleCreateRequest request2 = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path2));
        yield return request2;
        AssetBundle ab = request.assetBundle;
        AssetBundle ab2 = request2.assetBundle;

        //使用里面的资源
        GameObject wallPrefab1 = ab.LoadAsset("CubeWall");
        Instantiate(wallPrefab1);

        //方法二:同步加载(无需用协程)
        //加载资源
        AssetBundle ab3 = AssetBundle.LoadFromMemory(File.ReadAllBytes(path1));
        //加载共同依赖资源,如贴图、材质
        AssetBundle ab4 = AssetBundle.LoadFromMemory(File.ReadAllBytes(path2));

        //使用里面的资源
        GameObject wallPrefab2 = ab.LoadAsset("CubeWall");
        Instantiate(wallPrefab2);
        #endregion


        //第二种加载AB的方式 ,从本地加载 LoadFromFile(无需用协程)
        #region
        AssetBundle ab5 = AssetBundle.LoadFromFile(path1);
        AssetBundle ab6 = AssetBundle.LoadFromFile(path2);

        GameObject wallPrefab3 = ab5.LoadAsset("CubeWall");
        Instantiate(wallPrefab3);
        #endregion

        //第三种加载AB的方式 ,从本地或服务器加载 WWW(将被弃用)
        #region
        //是否准备好
        while (Caching.ready == false)
        {
            yield return null;
        }
        //从本地加载
        //WWW www = WWW.LoadFromCacheOrDownload(@"file:/E:AssetBundleProject\AssetBundleProject\AssetBundles", 1);
        //从服务器加载
        WWW www = WWW.LoadFromCacheOrDownload(@"http://localhost/AssetBundles/cubewall.unity3d", 1);
        yield return www;
        //是否报错
        if (string.IsNullOrEmpty(www.error) == false)
        {
            Debug.Log(www.error); yield break;
        }
        AssetBundle ab7 = www.assetBundle;

        //使用里面的资源
        GameObject wallPrefab4 = ab7.LoadAsset("CubeWall");
        Instantiate(wallPrefab4);
        #endregion

        //第四种加载AB方式 从服务器端下载 UnityWebRequest(新版Unity使用)
        #region
        //服务器路径 localhost为IP
        string uri = @"http://localhost/AssetBundles/cubewall.unity3d";
        UnityWebRequest request3 = UnityWebRequest.GetAssetBundle(uri);
        yield return request3.Send();

        //AssetBundle ab8 = ((DownloadHandlerAssetBundle)request3.downloadHandler).assetBundle;
        AssetBundle ab8 = DownloadHandlerAssetBundle.GetContent(request3);

        //使用里面的资源
        GameObject wallPrefab5 = ab8.LoadAsset("CubeWall");
        Instantiate(wallPrefab5);

        //加载cubewall.unity3d资源包所依赖的资源包
        AssetBundle manifestAB =  AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
        AssetBundleManifest manifest = manifestAB.LoadAsset("AssetBundleManifest");

        //foreach(string name in manifest.GetAllAssetBundles())
        //{
        //    print(name);
        //}

        //cubewall.unity3d资源包所依赖的资源包的名字
        string[] strs =  manifest.GetAllDependencies("cubewall.unity3d");
        foreach (string name in strs)
        {
            AssetBundle.LoadFromFile("AssetBundles/" + name);
        }
        #endregion
    }
}
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