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  • Unity 分场景打包

    分场景打包步骤:导入unity中AB包后

      1: 指定场景
      2: 指定abname
      3: 指定objinabname
      4: 协同
      5: 委托 void string

    unity

    先引入命名空间  using LLWHABFW;

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using LLWHABFW;
    using UnityEngine.SceneManagement;
    public class S3LoadAB : MonoBehaviour {
    
        private string _abScence = "scenes03";//指定场景 //小写s
        private string _aBName = "scenes03/scenes03.ab";  //指定abName
        private string _objInAB01 = "Plane.prefab";//指定objIn abName
        private string _objInAB02 = "RollerBall.prefab";//指定objInabName
        private List<GameObject> _list;
        // Use this for initialization
        void Start ()
        {
            _list = new List<GameObject>();
            StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePack(_abScence, _aBName, XXXX));//协同
        }
        // Update is called once per frame
        void Update ()
        {
            if (Input.GetKeyDown(KeyCode.Space))  //销毁资源
            {
                for (int i = 0; i < _list.Count; i++)
                {
                    Destroy(_list[i]);
                }
                _list.Clear();
                AssetBundleMgr.GetInstance().DisposeAllAssets(_abScence);
                SceneManager.LoadScene("1");
            }    
        }
        private void XXXX(string LLwh)   //void string
        {
            GameObject Plane, Ball;
            Plane = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB01, false) as GameObject;
            Ball = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB02, false) as GameObject;
            _list.Add(Instantiate(Plane));
           _list.Add(Instantiate(Ball));
        }
    }

     

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  • 原文地址:https://www.cnblogs.com/lk95/p/9929235.html
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