之前我们已经讲过如何通过AssetBundle 对文件进行打包,现在我们看一下如何将打包的文件添加到我们的unity场景中。
AssetBundle 加载
下载远端服务器的AB
1、通过构建www类进行下载,www类的下载操作最好放在协同程序中异步执行。
string url = "http://127.0.0.1/GoldenFish.unity3d";
WWW www = new WWW(url);
yield return www;
AssetBundle ab = www.assetBundle;
2、从服务端或者缓存中获取资源
WWW.LoadFromCacheOrDownload(string url, int version)
如果本地缓存中没有该资源,则从服务器下载,否则直接加载本地缓存资源
参数:url 资源所在连接,version 版本(服务端同一资源更新之后,需要更换版本,否则加载内容不变)
string url = "http://127.0.0.1/scenes.scene.assetbundle";
WWW www = WWW.LoadFromCacheOrDownload(url, 1);
yield return www;
AssetBundle ab = www.assetBundle;
Application.LoadLevel("http-login");//加载场景
加载本地的AB
AssetBundle.CreateFromMemory(byte[] data) 从内存数据流动态创建AB
AssetBundle.CreateFromFile(string path) 从磁盘文件动态创建AB,仅支持非压缩的AB
加载AB中的Assets
AssetBundle.Load() 加载AB中指定名字的Object
AssetBundle.LoadAsync() 异步加载AB中指定名字的Object
AssetBundle.LoadAll() 加载AB中的所有Objects
释放Asset Bundle & Assets
AssetBundle.Unload(false) 仅释放Asset Bundle本身
AssetBundle.Unload(true) 释放Asset Bundle以及从它加载的Assets
Resource.UnloadUnusedAssets() 仅释放没有引用的Assets
示例程序
从服务器下载模型显示在客户端
IEnumerator httpTest3()//从服务器下载模型显示在客户端
{
string url = "http://127.0.0.1/GoldenFish.unity3d";
WWW www = new WWW(url);
yield return www;
AssetBundle ab = www.assetBundle;
Object obj = ab.Load("GoldenFish", typeof(GameObject));
Instantiate(obj);
Object[] objs = ab.LoadAll();
foreach (var item in objs)
{
Debug.Log(item.name + " " + item.GetType());
if (item.name == "GoldenFish" && item.GetType().ToString() == "UnityEngine.GameObject")
{
Instantiate(item);
}
}
Resources.UnloadUnusedAssets();
}
从服务器下载场景文件
IEnumerator httpTest4()//从服务器下载场景文件
{
string url = "http://127.0.0.1/scenes.scene.assetbundle";
WWW www = WWW.LoadFromCacheOrDownload(url, 1);
yield return www;
AssetBundle ab = www.assetBundle;
Application.LoadLevel("http-login");//加载场景
}
从服务器下载依赖文件,被依赖的资源需要下载并加载
IEnumerator httpTest5()//从服务器下载依赖文件
{
string url = "http://127.0.0.1/model/texture1.assetbundle";//加载被依赖文件
WWW www = new WWW(url);
yield return www;
AssetBundle ab = www.assetBundle;
Object[] obj0 = ab.LoadAll();
//foreach (var item in obj0)
//{
// Debug.Log(item.name + " " + item.GetType());
//}
string url2 = "http://127.0.0.1/model/objB1.assetbundle";//加载文件
WWW www2 = new WWW(url2);
yield return www2;
AssetBundle ab2 = www2.assetBundle;
//Object[] obj1= ab2.LoadAll();
//foreach (var item in obj1)
//{
// Debug.Log(item.name + "---" + item.GetType());
//}
Object gobj= ab2.Load("Cube2",typeof(GameObject));
//Debug.Log(gobj.name);
Instantiate(gobj);
//Material ma2 = ab2.Load("ma1") as Material;
//Renderer re = go.transform.GetComponent<Renderer>();
//re.material = ma2;
}
将资源打包,同时将信息保存在XML文件中,并通过本机加载显示
打包
[MenuItem("Tools/打包")]
public static void ABFolder()
{
string folderPath = EditorUtility.OpenFolderPanel("保存路径", "", "");
Object[] objs = Selection.GetFiltered(typeof(object), SelectionMode.Deep);
BuildAssetBundleOptions option = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle;
XmlDocument doc = new XmlDocument();
XmlDeclaration dec = doc.CreateXmlDeclaration("1.0", "utf-8", null);
doc.AppendChild(dec);
XmlElement root = doc.CreateElement("root");
doc.AppendChild(root);
XmlElement scene = doc.CreateElement("scene");
scene.SetAttribute("name", "level1");
root.AppendChild(scene);
Debug.Log("leng=" + objs.Length);
foreach (var item in objs)
{
if (item is GameObject)
{
GameObject gob = (GameObject) item;
XmlElement gamObj = doc.CreateElement("gameObject");
gamObj.SetAttribute("name", item.name);
scene.AppendChild(gamObj);
Object[] data = { item };
BuildPipeline.BuildAssetBundle(item, data, folderPath + "/" + item.name + ".u3d", option);
XmlElement pos = doc.CreateElement("position");
pos.SetAttribute("x", gob.transform.position.x.ToString());
pos.SetAttribute("y", gob.transform.position.y.ToString());
pos.SetAttribute("z", gob.transform.position.z.ToString());
gamObj.AppendChild(pos);
XmlElement rot = doc.CreateElement("rotation");
rot.SetAttribute("x", gob.transform.eulerAngles.x.ToString());
rot.SetAttribute("y", gob.transform.eulerAngles.y.ToString());
rot.SetAttribute("z", gob.transform.eulerAngles.z.ToString());
gamObj.AppendChild(rot);
XmlElement scal = doc.CreateElement("scale");
scal.SetAttribute("x", gob.transform.localScale.x.ToString());
scal.SetAttribute("y", gob.transform.localScale.y.ToString());
scal.SetAttribute("z", gob.transform.localScale.z.ToString());
gamObj.AppendChild(scal);
}
}
doc.Save(Application.dataPath + "/myXml.xml");
Debug.Log(Application.dataPath);
}
加载资源,核心方法是读取XML和加载资源,其他方法与加载打包无关,是项目的其他内容,这里就懒得分离了
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
public class LoadAssets : MonoBehaviour
{
public Transform player;
GameObject currentPrefab;
Dictionary<string, Vector3[]> inifoDic = new Dictionary<string, Vector3[]>();
int pos = 0;
// Use this for initialization
void Start()
{
ReadXml();
}
// Update is called once per frame
void Update()
{
if (pos != getPos())
{
pos = getPos();
Destroy(currentPrefab);
switch (pos)
{
case 1:
StartCoroutine(CreatAsset("Capsule"));
break;
case 2:
StartCoroutine(CreatAsset("Cube"));
break;
case 3:
StartCoroutine(CreatAsset("Sphere"));
break;
case 4:
StartCoroutine(CreatAsset("Cylinder"));
break;
}
}
}
/// <summary>
/// 加载资源
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
IEnumerator CreatAsset(string name)
{
string path = "file://" + Application.dataPath + "/StreamingAssets/" + name + ".u3d";
WWW www = new WWW(path);
yield return www;
Object obj = www.assetBundle.Load(name, typeof(GameObject));
Vector3[] arr;
inifoDic.TryGetValue(name, out arr);
if (obj != null)
{
currentPrefab = Instantiate(obj) as GameObject;
currentPrefab.transform.position = arr[0];
currentPrefab.transform.eulerAngles = arr[1];
currentPrefab.transform.localScale = arr[2];
}
www.assetBundle.Unload(false);
}
int getPos()
{
if (player.position.x > 0 && player.position.z > 0)
{
return 1;
}
else if (player.position.x < 0 && player.position.z > 0)
{
return 2;
}
else if (player.position.x < 0 && player.position.z < 0)
{
return 3;
}
else if (player.position.x > 0 && player.position.z < 0)
{
return 4;
}
return 0;
}
/// <summary>
/// 读取XML文件
/// </summary>
private void ReadXml()
{
XmlDocument xml = new XmlDocument();
xml.Load(Application.dataPath + "/myXml.xml");
XmlNodeList objs = xml.SelectSingleNode("root").SelectSingleNode("scene").ChildNodes;
foreach (XmlElement gob in objs)
{
Vector3 pos = Vector3.zero, rot = Vector3.zero, scal = Vector3.one;
foreach (XmlElement item in gob)
{
float x, y, z;
if (item.Name == "position")
{
x = float.Parse(item.GetAttribute("x"));
y = float.Parse(item.GetAttribute("y"));
z = float.Parse(item.GetAttribute("z"));
pos = new Vector3(x, y, z);
}
else if (item.Name == "rotation")
{
x = float.Parse(item.GetAttribute("x"));
y = float.Parse(item.GetAttribute("y"));
z = float.Parse(item.GetAttribute("z"));
rot = new Vector3(x, y, z);
}
else if (item.Name == "scale")
{
x = float.Parse(item.GetAttribute("x"));
y = float.Parse(item.GetAttribute("y"));
z = float.Parse(item.GetAttribute("z"));
scal = new Vector3(x, y, z);
}
}
Vector3[] arr = { pos, rot, scal };
if (!inifoDic.ContainsKey(gob.Name))
{
inifoDic.Add(gob.Name, arr);
}
}
}
}