Unity3d Assetbundle代码示例

最近看了比较多Assetbundle方面的东西,官网上有一段代码写的不错可以拿来参考一
using UnityEngine;
using System.Collections;

using System.Collections.Generic;
using System;

static public class AssetBundleManager 
{
    //定义一个字典来保持Assetbundle的引用
    static private Dictionary<string, AssetBundleRef> dictAssetBundleRefs;
    public static float progress;
    public static WWW www;
    static AssetBundleManager()
    {
        dictAssetBundleRefs = new Dictionary<string, AssetBundleRef>();
    }

    //AssetBundle的信息
    private class AssetBundleRef
    {
        public AssetBundle assetBundle = null;
        public int version;
        public string url;
        public AssetBundleRef(string ursStr, int VersionIn)
        {
           url=ursStr;
           version = VersionIn;
        }
    }
    //获得AssetBundle
    public static AssetBundle getAssetBundle(string url, int version)
    {
        string keyName = url + version.ToString();
        AssetBundleRef abRef;
        if (dictAssetBundleRefs.TryGetValue(keyName, out abRef))
            return abRef.assetBundle;
        else
            return null;
    }
    //下载AssetBudle
    public static IEnumerator downloadAssetBundle(string url, int version)
    {
        string keyName = url + version.ToString();
        Debug.Log(url);
        if (dictAssetBundleRefs.ContainsKey(keyName))
            yield return null;
        else
        {
            using ( www = WWW.LoadFromCacheOrDownload(url, version))
            {
                yield return www;
                progress = www.progress;
                if (www.error != null)
                    throw new Exception("WWW download:"+www.error);
                AssetBundleRef abref = new AssetBundleRef(url,version);
                abref.assetBundle = www.assetBundle;
                dictAssetBundleRefs.Add(keyName,abref);
            }
        }
    }
    //完成之后卸载AssetBundle
    public static void Unload(string url, int version, bool allObjects)
    {
        string keyName = url + version.ToString();
        AssetBundleRef abRef;
        if (dictAssetBundleRefs.TryGetValue(keyName, out abRef))
        {
            abRef.assetBundle.Unload(allObjects);
            abRef.assetBundle = null;
            dictAssetBundleRefs.Remove(keyName);
        }
    }
}







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