unity AssetBundle 加载资源 笔记

Android:
string path = Application.dataPath + "/assets/lua/lua.unity3d";
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/Android");
AssetBundle assetbundle = AssetBundle.LoadFromFile(path);
Sprite sprite = assetbundle.LoadAsset<Sprite>("tupian");
spriteRenderer.sprite = sprite;


IOS:
AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/lua/lua.unity3d");
Sprite sprite = assetbundle.LoadAsset<Sprite>("tupian");
spriteRenderer.sprite = sprite;


AssetBundle android = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "Android/Android");
AssetBundleManifest  main = (AssetBundleManifest)android.LoadAsset("AssetBundleManifest");
List<string> list = new List<string>(main.GetAllAssetBundles());
Dictionary<string,AssetBundle> BundleMap = new Dictionary<string,AssetBundle>();
for( int i = 0 ; i < list.Count ; i++ )
{
string[] depends = main.GetAllDependencies(list[i]);
AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
//先加载依赖关系
for( int index = 0 ; index < depends.Length ; index++ )
{
dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/" + depends[index]);
BundleMap.Add(depends[index],dependsAssetbundle[index]);
}
AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/" + list[i]);
BundleMap.Add(list[i],assetbundle);


}
TextAsset sprite = assetbundle.LoadAsset<TextAsset>("Require.lua.bytes");
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值