标签:取出 打包 文件 text www 不必要 undle mat str
先说一下为什么要使用AssetBundle吧,以前做东西一直忽略这个问题,现在认为这个步骤很重要,代码是次要的,决策和为什么这样搞才是关键。
一句话概括吧,AssetBundle实现了资源与服务分离,方便做热更新。
一、创建AssetBundle
两步:1.设置AssetBundleName;2.调用BuildPipeline.BuildAssetBundles。详细过程如下:
设置AssetBundleName有两种方式,分为手动和代码
先讲手动,找到你需要被打包的文件,然后如下图
方式2,代码设置这个AssetBundleName,代码如下,创建bundle的代码也一起贴上了:
using UnityEngine; using System.IO; #if UNITY_EDITOR using UnityEditor; #endif public class BuildBundleMenu : MonoBehaviour { public static string sourcePathPrefab = Application.dataPath + "/_Creepy_Cat/Realistic_Weather_Effects/_Prefabs/"; public static string sourcePathMater = Application.dataPath + "/_Creepy_Cat/Realistic_Weather_Effects/_Materials/"; #if UNITY_EDITOR [MenuItem( "Example/Build Asset Bundles" )] static void BuildABs( ) { ClearAssetBundlesName (); FindAllFile (sourcePathPrefab); FindAllFile (sourcePathMater); // Put the bundles in a folder called "ABs" within the Assets folder. BuildPipeline.BuildAssetBundles( "Assets/ABs", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneOSXIntel64); } /// <summary> /// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包 /// 之前说过,只要设置了AssetBundleName的,都会进行打包,不论在什么目录下 /// </summary> static void ClearAssetBundlesName() { int length = AssetDatabase.GetAllAssetBundleNames ().Length; Debug.Log (length); string[] oldAssetBundleNames = new string[length]; for (int i = 0; i < length; i++) { oldAssetBundleNames[i] = AssetDatabase.GetAllAssetBundleNames()[i]; } for (int j = 0; j < oldAssetBundleNames.Length; j++) { AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j],true); } length = AssetDatabase.GetAllAssetBundleNames ().Length; Debug.Log (length); } /// <summary> /// 遍历文件夹里面的所有文件夹和文件 /// </summary> /// <param name="source"></param> static void FindAllFile(string source) { DirectoryInfo folder = new DirectoryInfo (source); FileSystemInfo[] files = folder.GetFileSystemInfos (); int length = files.Length; for (int i = 0; i < length; i++) { if(files[i] is DirectoryInfo) { FindAllFile(files[i].FullName); } else { if(!files[i].Name.EndsWith(".meta")) { SetAssetName (files[i].FullName); } } } } /// <summary> /// 为需要打包的文件设置assetName. /// </summary> /// <param name="source"></param> static void SetAssetName(string source) { string _assetPath = "Assets" + source.Substring (Application.dataPath.Length); //string _assetPath2 = source.Substring (Application.dataPath.Length + 1); //在代码中给资源设置AssetBundleName AssetImporter assetImporter = AssetImporter.GetAtPath (_assetPath); //string assetName = _assetPath2.Substring (_assetPath2.IndexOf("/") + 1); //assetName = assetName.Replace(Path.GetExtension(assetName),".unity3d"); //assetImporter.assetBundleName = assetName; assetImporter.assetBundleName = "Weather.unity3d"; } #endif }
菜单栏会出现这个,点一下就可以了,bundle创建完成。注意打bundle前要现在Assets目录下新建一个ABs文件夹,打的bundle都在这个文件夹里面。
注:只要设置了AssetBundleName的,都会进行打包,不论在什么目录下。
二、bundle的加载
直接贴代码吧
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LoadAssetbundle : MonoBehaviour { private string pathurl = ""; // Use this for initialization void Start () { string pathPrefab = "file://" + Application.dataPath + "/ABs/weather.unity3d"; StartCoroutine (LoadALLGameObject(pathPrefab)); } //读取全部资源 private IEnumerator LoadALLGameObject(string path) { WWW bundle = new WWW(path); yield return bundle; //通过Prefab的名称把他们都读取出来 Object obj0 = bundle.assetBundle.LoadAsset("CloudStorm_02_8x8-64.prefab"); //加载到游戏中 yield return Instantiate(obj0); bundle.assetBundle.Unload(false); } }
标签:取出 打包 文件 text www 不必要 undle mat str
原文地址:http://www.cnblogs.com/leeplogs/p/7010760.html