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  • Unity5 AssetBundle系列——资源加载卸载以及AssetBundleManifest的使用

      下面代码列出了对于assetbundle资源的常用操作,其中有针对bundle、asset、gameobject三种类型对象的操作,实际使用中尽量保证成对使用。

      这一块的操作比较繁琐,但只要使用正确,是可以保证资源完全没有泄露的。

    using UnityEngine;
    using System.Collections;
    
    public class TestAssetBundle : MonoBehaviour
    {
        public string AssetBundleName = "cube1.assetbundle";
    
        private string dir = "";
        private AssetBundle bundle = null;
        private UnityEngine.Object asset = null;
        private GameObject go = null;
    
        private void Start() { dir = Application.dataPath + "/StreamingAssets/"; }
    
        private void OnGUI()
        {
            // 这些操作一遍走下来,申请的资源是可以完全回收的
            if (GUILayout.Button("LoadAssetBundle", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundle(); }
            if (GUILayout.Button("LoadAsset", GUILayout.Width(200), GUILayout.Height(50))) { LoadAsset(); }
            if (GUILayout.Button("Instantiate", GUILayout.Width(200), GUILayout.Height(50))) { Instantiate(); }
            if (GUILayout.Button("Destroy", GUILayout.Width(200), GUILayout.Height(50))) { Destroy(); }
            if (GUILayout.Button("Unload", GUILayout.Width(200), GUILayout.Height(50))) { Unload(); }
            if (GUILayout.Button("UnloadForce", GUILayout.Width(200), GUILayout.Height(50))) { UnloadForce(); }
            if (GUILayout.Button("UnloadUnusedAssets", GUILayout.Width(200), GUILayout.Height(50))) { UnloadUnusedAssets(); }
        }
    
        // 加载AssetBundle
        private void LoadBundle()
        {
            bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, AssetBundleName));
            if (bundle == null) Debug.LogError("LoadBundle Failed");
        }
    
        // 从AssetBundle加载Asset
        private void LoadAsset()
        {
            if (bundle == null) return;
    
            asset = bundle.LoadAsset("Cube1");
            if (asset == null) Debug.LogError("LoadAsset Failed");
        }
    
        // 根据Asset实例化GameObject
        private void Instantiate()
        {
            if (asset == null) return;
    
            go = GameObject.Instantiate(asset) as GameObject;
            if (go == null) Debug.LogError("Instantiate Failed");
        }
    
        // 销毁GameObject
        private void Destroy()
        {
            if (go == null) return;
    
            GameObject.Destroy(go);
            go = null;
        }
    
        // 弱卸载,释放AssetBundle本身的内存
        private void Unload()
        {
            if (bundle == null) return;
    
            // unload完,bundle就不能再用了,记得要置空
            bundle.Unload(false);
            asset = null;
            bundle = null;
        }
    
        // 强卸载(无视引用的卸载),释放AssetBundle本身的内存,同时回收从AssetBundle抽取的Asset
        private void UnloadForce()
        {
            if (bundle == null) return;
    
            // unload完,bundle就不能再用了,记得要置空
            bundle.Unload(true);
            asset = null;
            bundle = null;
        }
    
        // 全局弱卸载,回收无引用Asset
        private void UnloadUnusedAssets()
        {
            Resources.UnloadUnusedAssets();
        }
    
    }

      由于bundle相互之前会有依赖,所以在使用一个bundle包之前,需要先加载其依赖的所有bundle包,这个过程需要借助全局manifest来实现,简单代码如下:

    using UnityEngine;
    using System.Collections;
    
    public class TestManifest : MonoBehaviour
    {
        private string dir = "";
        private GameObject go = null;
        private AssetBundleManifest manifest = null;
    
        private void Start() { dir = Application.dataPath + "/StreamingAssets/"; }
    
        private void OnGUI()
        {
            if (GUILayout.Button("LoadAssetBundleManifest", GUILayout.Width(200), GUILayout.Height(50))) { LoadAssetBundleManifest(); }
            if (GUILayout.Button("LoadBundle", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundle(); }
        }
    
        // 加载Manifest
        private void LoadAssetBundleManifest()
        {
            var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, "StreamingAssets"));
            manifest = bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
            // 压缩包释放掉
            bundle.Unload(false);
            bundle = null;
        }
    
        // 加载AssetBundle
        private void LoadBundle()
        {
            string bundleName = "assets.resources.test.cube1.prefab.assetbundle";
            // 注意:GetAllDependencies会返回直接和间接关联的AssetBundle
            //       加载依赖包没有顺序要求
            string[] dependence = manifest.GetAllDependencies(bundleName);
            for (int i = 0; i < dependence.Length; ++i )
            {
                AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, dependence[i]));
                // 注意:这里不需要手动LoadAsset
                //       只需要加载AssetBundle即可
                //       Asset会在加载其它关联Asset时自动加载
            }
    
            var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, bundleName));
            var asset = bundle.LoadAsset("Cube1");
            go = GameObject.Instantiate(asset) as GameObject;
        }
    }
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  • 原文地址:https://www.cnblogs.com/sifenkesi/p/6880203.html
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