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  • AssetBundle系列——游戏资源打包(一)

    将本地资源打包,然后放到资源服务器上供游戏客户端下载或更新。服务器上包含以下资源列表:
    (1)游戏内容资源assetbundle
    (2)资源维护列表,包含每个资源的名字(完整路径名)和对应的版本号[资源名,版本号],如下表所示(VersionNum.xml):

    <VersionNum>
      <File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" Num="1" />
      <File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" Num="1" />
      <File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" Num="1" />
      <File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" Num="1" />
      <File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" Num="1" />
      <File FileName="Assets.Resources.PetTexture.Empty.assetbundle" Num="1" />
    </VersionNum>

    那么本地客户端的资源打包编辑器就需要完成以下工作:将资源打包、生成版本号。
    我们采用通过MD5码对比的方式来对版本号进行管理,如果某资源的MD5码变更了,则将其版本号+1,否则不变。那么,可以将编辑器的具体任务划分如下:
    (1)将资源打包成assetbundle,并放到指定目录下
    (2)为每个assetbund生成最新MD5码,用于检查资源是否有修改
    (3)比较新旧MD5码列表,产生资源变更列表,对于每个变更的资源,将其版本号+1
    (4)将变更列表文件也打包成assetbundle

    各个平台使用的资源包时各自独立的,打包资源代码时的选项不一样,编辑器界面如下,图2中的4个按钮每个对应上述的一步操作:

     

    最终生成的资源目录结构如下所示:

     编辑器代码如下所示(包括菜单项和窗口):

    using UnityEditor;
    using UnityEngine;
    using System.IO;
    using System.Collections;
    using System.Collections.Generic;
    
    public class AssetBundleController : EditorWindow
    {
        public static AssetBundleController window;
        public static UnityEditor.BuildTarget buildTarget = BuildTarget.StandaloneWindows;
    
        [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Windows32", false, 1)]
        public static void ExecuteWindows32()
        {
            if (window == null)
            {
                window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
            }
            buildTarget = UnityEditor.BuildTarget.StandaloneWindows;
            window.Show();
        }
    
        [MenuItem("XiYouEditor/AssetBundle/AssetBundle For IPhone", false, 2)]
        public static void ExecuteIPhone()
        {
            if (window == null)
            {
                window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
            }
            buildTarget = UnityEditor.BuildTarget.iPhone;
            window.Show();
        }
    
        [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Mac", false, 3)]
        public static void ExecuteMac()
        {
            if (window == null)
            {
                window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
            }
            buildTarget = UnityEditor.BuildTarget.StandaloneOSXUniversal;
            window.Show();
        }
    
        [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Android", false, 4)]
        public static void ExecuteAndroid()
        {
            if (window == null)
            {
                window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
            }
            buildTarget = UnityEditor.BuildTarget.Android;
            window.Show();
        }
    
        [MenuItem("XiYouEditor/AssetBundle/AssetBundle For WebPlayer", false, 5)]
        public static void ExecuteWebPlayer()
        {
            if (window == null)
            {
                window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
            }
            buildTarget = UnityEditor.BuildTarget.WebPlayer;
            window.Show();
        }
    
        void OnGUI()
        {
            if (GUI.Button(new Rect(10f, 10f, 200f, 50f), "(1)CreateAssetBundle"))
            {
                CreateAssetBundle.Execute(buildTarget);
                EditorUtility.DisplayDialog("", "Step (1) Completed", "OK");
            }
    
            if (GUI.Button(new Rect(10f, 80f, 200f, 50f), "(2)Generate MD5"))
            {
                CreateMD5List.Execute(buildTarget);
                EditorUtility.DisplayDialog("", "Step (2) Completed", "OK");
            }
    
            if (GUI.Button(new Rect(10f, 150f, 200f, 50f), "(3)Compare MD5"))
            {
                CampareMD5ToGenerateVersionNum.Execute(buildTarget);
                EditorUtility.DisplayDialog("", "Step (3) Completed", "OK");
            }
    
            if (GUI.Button(new Rect(10f, 220f, 200f, 50f), "(4)Build VersionNum.xml"))
            {
                CreateAssetBundleForXmlVersion.Execute(buildTarget);
                EditorUtility.DisplayDialog("", "Step (4) Completed", "OK");
            }
        }
    
        public static string GetPlatformPath(UnityEditor.BuildTarget target)
        {
            string SavePath = "";
            switch (target)
            {
                case BuildTarget.StandaloneWindows:
                    SavePath = "Assets/AssetBundle/Windows32/";
                    break;
                case BuildTarget.StandaloneWindows64:
                    SavePath = "Assets/AssetBundle/Windows64/";
                    break;
                case BuildTarget.iPhone:
                    SavePath = "Assets/AssetBundle/IOS/";
                    break;
                case BuildTarget.StandaloneOSXUniversal:
                    SavePath = "Assets/AssetBundle/Mac/";
                    break;
                case BuildTarget.Android:
                    SavePath = "Assets/AssetBundle/Android/";
                    break;
                case BuildTarget.WebPlayer:
                    SavePath = "Assets/AssetBundle/WebPlayer/";
                    break;
                default:
                    SavePath = "Assets/AssetBundle/";
                    break;
            }
    
            if (Directory.Exists(SavePath) == false)
                Directory.CreateDirectory(SavePath);
    
            return SavePath;
        }
    
        public static string GetPlatformName(UnityEditor.BuildTarget target)
        {
            string platform = "Windows32";
            switch (target)
            {
                case BuildTarget.StandaloneWindows:
                    platform = "Windows32";
                    break;
                case BuildTarget.StandaloneWindows64:
                    platform = "Windows64";
                    break;
                case BuildTarget.iPhone:
                    platform = "IOS";
                    break;
                case BuildTarget.StandaloneOSXUniversal:
                    platform = "Mac";
                    break;
                case BuildTarget.Android:
                    platform = "Android";
                    break;
                case BuildTarget.WebPlayer:
                    platform = "WebPlayer";
                    break;
                default:
                    break;
            }
            return platform;
        }
    
    }

     PS:每个操作的具体实现,见下一篇讲解...

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  • 原文地址:https://www.cnblogs.com/sifenkesi/p/3557231.html
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