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  • unity3d 加密资源并缓存加载

    首先要鄙视下unity3d的文档编写人员极度不负责任,到发帖为止依然没有更新正确的示例代码。

    // C# Example
        // Builds an asset bundle from the selected objects in the project view.
        // Once compiled go to "Menu" -> "Assets" and select one of the choices
        // to build the Asset Bundle
        
        using UnityEngine;
        using UnityEditor;
    	using System.IO;
        public class ExportAssetBundles {
            [MenuItem("Assets/Build AssetBundle Binary file From Selection - Track dependencies ")]
            static void ExportResource () {
                // Bring up save panel
                string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
                if (path.Length != 0) {
                    // Build the resource file from the active selection.
                    Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
                    BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
                    Selection.objects = selection;
                
    		
    				FileStream fs = new FileStream(path,FileMode.Open,FileAccess.ReadWrite);
    				byte[] buff = new byte[fs.Length+1];
    				fs.Read(buff,0,(int)fs.Length);
    				buff[buff.Length-1] = 0;
    				fs.Close();
    				File.Delete(path);
    			
    				string BinPath = path.Substring(0,path.LastIndexOf('.'))+".bytes";
     //				FileStream cfs = new FileStream(BinPath,FileMode.Create);
    				cfs.Write(buff,0,buff.Length);
    				buff =null;
    				cfs.Close();
    				
    //				string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets"));
    //				Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object));
    //              BuildPipeline.BuildAssetBundle(ta, null, path);
    			}
            }
            [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
            static void ExportResourceNoTrack () {
                // Bring up save panel
                string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
                if (path.Length != 0) {
                    // Build the resource file from the active selection.
                    BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
                }
            }
    		
    	
        }
    

      把打包的文件转换成了binary文件并多加了一个字节加密。

      当bytes文件生成好后再选中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

    using UnityEngine;
    using System.Collections;
    using System;
    
    public class WWWLoadTest : MonoBehaviour
    {
    
        public string BundleURL;
        public string AssetName;
        IEnumerator Start()
        {
              WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);
            
            yield return www;
            
            TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;
            
            byte[]  data = txt.bytes;
            
            byte[] decryptedData = Decryption(data);
            Debug.LogError("decryptedData length:"+decryptedData.Length);
            StartCoroutine(LoadBundle(decryptedData));
        }
        
        IEnumerator LoadBundle(byte[] decryptedData){        
            AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);            
            yield return acr;
            AssetBundle bundle = acr.assetBundle;        
            Instantiate(bundle.Load(AssetName));
            
        }
        
        byte[] Decryption(byte[] data){
            byte[] tmp = new byte[data.Length-1];
            for(int i=0;i<data.Length-1;i++){
                tmp[i] = data[i];    
            }
            return tmp;
            
        }
    
        
    }

    WWW.LoadFromCacheOrDownload的作用就是下载并缓存资源,要注意后面的版本号参数,如果替换了资源却没有更新版本号,客户端依然会加载缓存中的文件。

    www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset  //characters是加密文件的名字

    AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);           

    这句是官网最坑爹的,AssetBundle.CreateFromMemory明明返回的是AssetBundleCreateRequest官网却写得是AssetBundle,而且AssetBundleCreateRequest是一个异步加载,必须用协程的方式加载官网也没有提到。跟多兄弟就倒在了这里

    完。

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  • 原文地址:https://www.cnblogs.com/88999660/p/3011912.html
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