本文主要是介绍unity AssetBundle 使用方法2,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
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 initializationvoid Start(){ReadXml();}// Update is called once per framevoid 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);}}}}
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