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  • AssetBundle资源打包与加载

    AssetBundle资源打包

     1.AssetLabels资源标签

      文件名:资源打包成AssetBundle后的文件名,类似于压缩包的名字
      后缀:自定义
      文件名和后缀名都是小写格式(大写会自动转为小写)
    2. BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) 打包所有设置了AssetLabel的资源
      outputPath:路径,打包出来的AssetBunlde文件存放的位置
      BuildAssetBundleOptions:选项,设置AssetBundle打包过程中压缩方式

        BuildAssetBundleOptions枚举选项:

          None使用LZMA压缩算法进行压缩,打包后资源体积最小
          UncompressedAssetBundle不压缩,打包后的AssetBundle体积最大,但是加载速度最快
          ChunkBasedCompression使用LZ4压缩算法进行压缩,打包后的AssetBundle体积和加载速度介于上面二者之间
      BuildTarget:平台,AssetBundle是平台之间不兼容的,IOS,Android是两套资源

      
    在AssetLabels区域填写AssetBundle名称的时候,名称是可以分目录嵌套的:文件夹名/文件名

    AssetBundle打包后的资源包,分两部分组成:

      1.资源打包出来的AssetBundle文件
      2.AssetBundle文件配套的manifest文本文件

    manifest文件

    manifest文件用于专门存储打包后的AssetBundle文件的基本信息,主要包含:
      CRC校验码:类似于MD5,用于计算出该资源的一个特殊信息标示
      ClassTypes列表:当前资源关联使用到了Unity中的哪些类,这些类是以编号索引的形式存在的,每个编号都对应一个类文件
      Assets:AssetsBundle里包含了哪些资源文件
      Dependencies:依赖

     在打包出来的AssetBundle文件中,有一个特殊的manifest文件,和AssetBundle存放的文件夹同名,且只在根文件夹下有唯一的一个

    这个manifest文件可以称作"AssetBundle目录文件",它存储了打包出来的所有AssetBundle的文件的索引信息
    通过这个目录文件,可以找到所有的AssetBundle文件

    AssetBundle资源加载

    将项目资源打包成AssetBundle后,一般有两种操作

    一.将这些AssetBundle留着项目工程中,当成普通资源使用

      1.加载AssetBundle资源到内存

        AssetBundle ab =  AssetBundle.LoadFromFile("路径");加载AssetBundle资源到内存,返回一个AssetBundle对象

            2.从AssetBundle中获取资源

        T res = ab.LoadAsset<T>("资源名");

       3.实例化

    打包

    [MenuItem("xx/xxx")] 
    public static void Build_WINDOWS64()
    {
      string outputPath = Path.Combine(Application.streamingAssetsPath, "Data");
      if (!Directory.Exists(outputPath))
        Directory.CreateDirectory(outputPath);
    
      BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);//自己选择平台
      AssetDatabase.Refresh();
    }

    加载

    using System.Collections;
    using System.Collections.Generic;
    
    public class AssetBundleManager
    {
        private readonly string _path = UnityEngine.Application.streamingAssetsPath + "/Data/";
        private static AssetBundleManager _instance;
        private bool mIsLoadingEnd = false;
        public bool IsLoadingEnd { get { return mIsLoadingEnd; } }
        private List<string> mLoadingNames;
        private Dictionary<string, UnityEngine.Object> mAssets;
        private Dictionary<string, UnityEngine.Texture2D> mTexture2Ds;
    
        public static AssetBundleManager GetInstance()
        {
            if (_instance == null)
            {
                _instance = new AssetBundleManager();
            }
            return _instance;
        }
        
        private AssetBundleManager()
        {
            mLoadingNames = new List<string>(){
                //todo:要加载的资源名
            };
    
            mAssets = new Dictionary<string, UnityEngine.Object>();
            mTexture2Ds = new Dictionary<string, UnityEngine.Texture2D>();
        }
        
        /// <summary>
        /// 加载assetsbundle
       /// 记得先加载到内存StartCoroutine(AssetBundleManager.GetInstance().Loading());
    /// </summary> public IEnumerator Loading() { foreach (var nameAndType in mLoadingNames) { string filename = _path + nameAndType.ToLower(); UnityEngine.AssetBundleCreateRequest request = UnityEngine.AssetBundle.LoadFromFileAsync(filename); yield return request; LoadAsset(request.assetBundle); } mIsLoadingEnd = true; } private UnityEngine.AssetBundle LoadAssetBundle(string fileName) { UnityEngine.AssetBundle AB = UnityEngine.AssetBundle.LoadFromFile(_path + fileName); return AB; } private void LoadAsset(UnityEngine.AssetBundle ab) { UnityEngine.Object[] assets = ab.LoadAllAssets(); for (int i = 0; i < assets.Length; i++) { //一张图片的AssetsBundle包含自身Texture2D和它里面全部Sprite,有可能重名 if (!typeof(UnityEngine.Texture2D).Equals(assets[i].GetType())) mAssets.Add(assets[i].name, assets[i]); else mTexture2Ds.Add(assets[i].name, assets[i] as UnityEngine.Texture2D); } } /// <summary> /// 从assetbundle获取texture2d /// </summary> public UnityEngine.Texture2D GetTexture2D(string name) { UnityEngine.Texture2D obj; mTexture2Ds.TryGetValue(name, out obj); return obj; } /// <summary> /// 从assetbundle获取Object /// </summary> public UnityEngine.Object GetAsset(string name) { UnityEngine.Object obj; mAssets.TryGetValue(name, out obj); return obj; } }

    二.将这些AssetBundle上传服务器,客户端第一次运行时从服务器下载AssetBundle缓存到本地再使用(实现客户端的安装包与资源分离,降低客户端安装包的体积)

     1.服务器端下载主文件

        从服务器端下载AssetBundle需要web路径地址,每一个地址对应一个AssetBundle文件.我们不可能在代码中写几十上百个文件的web地址,所以我们需要先下载"目录AssetBundle文件",然后通过它来间接获取其他AssetBundle文件的下载路径地址.

    需要引入命名空间using UnityEngine.Networking;

    using System.Collections;
    using System.IO;
    using UnityEngine;
    using UnityEngine.Networking;
    
    public class TestAssetBundle : MonoBehaviour
    {
        private string mainAssetBundleURL = @"http://www.xxx.com.xxx/AssetBundleFile";
        private string allAssetBundleURL =  @"http://www.xxx.com.xxx/";
    
        void Start()
        {
            StartCoroutine(DownloadMainAssetBundle());
        }
    
        /// <summary>
        /// 下载目录AssetBundle文件
        /// </summary>
        IEnumerator DownloadMainAssetBundle()
        {
            //创建一个获取AssetBundle文件的web请求
            UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(mainAssetBundleURL);
    
            //发送web请求
            yield return request.SendWebRequest();
    
            //从请求中获取内容,返回AssetBundle类型的数据
            AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
    
            //从"目录AssetBundle"中获取manifest数据
            AssetBundleManifest manifest = ab.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
    
            //获取manifest文件中所有的AssetBundle的名称信息
            string[] names = manifest.GetAllAssetBundles();
    
            foreach (var name in names)
            {
                StartCoroutine(DownloadAssetBundleAndSave(allAssetBundleURL + name));
            }
        }
        
        /// <summary>
        /// 下载AssetBundle并保存到本地
        /// </summary>
        IEnumerator DownloadAssetBundleAndSave(string url)
        {
            UnityWebRequest request = UnityWebRequest.Get(url);
            yield return request.SendWebRequest();
            // 截取路径地址中的文件名(需要引入System.IO)
            string fileName = Path.GetFileName(url);
            SaveAssetBundle(fileName, request.downloadHandler.data);
        }
    
        /// <summary>
        /// 存储AssetBundle为本地文件
        /// </summary>
        private void SaveAssetBundle(string fileName, byte[] bytes)
        {
            //创建一个文件信息对象(System.IO)
            FileInfo fileInfo = new FileInfo(Application.streamingAssetsPath + "//" + fileName);
    
            //创建一个文件流对象
            FileStream fs = fileInfo.Create();
    
            //通过文件流对象,往文件内写入信息
            fs.Write(bytes, 0, bytes.Length);
    
            //文件写入存储到硬盘
            fs.Flush();
    
            //关闭文件流对象
            fs.Close();
    
            //销毁文件对象
            fs.Dispose();
        }
    }
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  • 原文地址:https://www.cnblogs.com/xianguoguo/p/11563893.html
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