资源打包脚本,放到AssetsEditor 文件夹下
using UnityEngine; using System.Collections; using UnityEditor; using System.IO; public class assetPack : Editor { /* [MenuItem("Custom Editor/Build AssetBundle From Selection - Track dependencies")] static void ExportResource2() { // 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; } } * */ /* [MenuItem("Custom Editor/Build AssetBundle Complited to bytes")] static void ExportResource5() { // 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, BuildTarget.StandaloneWindows); Selection.objects = selection; FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite); byte[] buff = new byte[fs.Length]; fs.Read(buff, 0, (int)fs.Length); string password = "shanghaichaolan"; packXor(buff,buff.Length,password); Debug.Log("filelength:"+ buff.Length); 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); Debug.Log("filelength:" + buff.Length); buff = null; cfs.Close(); } } */ [MenuItem("Custom Editor/Save Scene2")] 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; } } [MenuItem("Custom Editor/Make unity3d file to bytes file")] static void ExportResourceNoTrackSS() { string path = EditorUtility.SaveFilePanel("Save Resource", "", "New Resource", "unity3d"); if (path.Length != 0) { FileStream fs = new FileStream(path, FileMode.Open, FileAccess.ReadWrite); byte[] buff = new byte[fs.Length]; fs.Read(buff, 0, (int)fs.Length); string password = "shanghaichaolan"; packXor(buff, buff.Length, password); Debug.Log("filelength:" + buff.Length); 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); Debug.Log("filelength:" + buff.Length); buff = null; cfs.Close(); } } static void packXor(byte[] _data, int _len, string _pstr) { int length = _len; int strCount = 0; for (int i = 0; i < length; ++i) { if (strCount >= _pstr.Length) strCount = 0; _data[i] ^= (byte)_pstr[strCount++]; } } }
菜单上就会出现两个, 把要打包的资源做成Prefab,选中资源,然后菜单Custom Editor/Save Scene2 输入名字
新生成的文件,再选中新生成的文件,点击菜单Custom Editor/Make unity3d file to bytes file 输入名字
又生成了一个文件,再点击这个文件,菜单Custom Editor/Save Scene2 ,这样就打包加密好了
using UnityEngine; using System.Collections; public class loadnew : MonoBehaviour { public string filename; private string BundleURL; private string AssetName; void Start() { //StartCoroutine(loadScenee()); StartCoroutine(LoadResource()); } IEnumerator loadScenee() { string path; path = "file://" + Application.dataPath + "/" + filename + ".unity3d"; Debug.Log(path); WWW www = new WWW(path); yield return www; AssetBundle bundle = www.assetBundle; //GameObject go = bundle.Load("gCube",typeof(GameObject)) as GameObject; GameObject ObjScene = Instantiate(www.assetBundle.mainAsset) as GameObject; bundle.Unload(false); } IEnumerator LoadResource() { BundleURL = "file://" + Application.dataPath + "/" + filename + ".unity3d"; Debug.Log("path:" + BundleURL); WWW m_Download = new WWW(BundleURL); yield return m_Download; if (m_Download.error != null) { // Debug.LogError(m_Download.error); Debug.LogError("Warning errow: " + "NewScene"); yield break; } TextAsset txt = m_Download.assetBundle.Load(filename, typeof(TextAsset)) as TextAsset; byte[] data = txt.bytes; byte[] decryptedData = Decryption(data); Debug.Log("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.mainAsset); } byte[] Decryption(byte[] data) { byte[] tmp = new byte[data.Length]; for (int i = 0; i < data.Length; i++) { tmp[i] = data[i]; } // shanghaichaolan string password ="shanghaichaolan"; packXor(tmp,tmp.Length,password); return tmp; } static void packXor(byte[] _data, int _len, string _pstr) { int length = _len; int strCount = 0; for (int i = 0; i < length; ++i) { if (strCount >= _pstr.Length) strCount = 0; _data[i] ^= (byte)_pstr[strCount++]; } } void update() { } }
加载加密和不加密的资源