unity5打包机制下,一种资源打ab和资源管理的方案
unity5打包机制下,一种资源打ab和资源管理的方案。
1.打ab:
1.设置平台
2.清楚所有资源的assetbundlename:
string[] abNameArr = AssetDatabase.GetAllAssetBundleNames();
AssetDatabase.RemoveAssetBundleName(abNameArr[i],true);
3.创建ab目录
4.根据配置把需要打包的资源找出来,对每一个setAbName
5.调用BuildPipeline.BuildAssetBundles(ab文件夹路径,BuildAssetBundleOptions.DeterministicAssetBundle,EditorUserBuildSettins.activeBuildTarget);
6.完成,但这里要对第4点做一些说明,因为依赖资源:
我们可以选择一种简单粗暴的方式处理依赖资源:搞几个公共依赖assetbundle,把一些公共资源打到这几个公共ab中,具体就是:
在第4步,我们设置一个资源的abName后,对其依赖进行:
string[] deps = AssetDatabase.GetDependencies(sourcePath);
if (deps[i] 需要打入公共依赖1)
AssetImporter aIt = AssetImporter.GetAtPath(deps[i]);
aIt.assetBundleName = 公共依赖1.assetBundle.
if (deps[i] 需要打入公共依赖2)
...
其他的依赖就不必继续分离了,即打到各个资源的ab里,虽然会增加ab的大小,但依赖资源管理会方便很多。
2.资源管理:
先加载各个公共依赖到内存,并且一直引用这不unload,其他正式资源加载时自己加载对应的ab即可,无需加载依赖了。
具体代码如下:(启动游戏先加载公共依赖,一样的加载方式)
//原始资源引用 UnityEngine.Object m_ResGameObj = null; //3个异步加载句柄: //资源包加载句柄,引用www加载ab时结果 WWW m_LoadHandle = null; //资源包加载请求,引用loadfromfileasync和loadfrommemoryasync的结果 AssetBundleCreateRequest m_Request = null; //资源加载请求,引用loadassetasync结果 AssetBundleRequest m_AssetRequest = null; //资源包,引用各种加载出来的资源包 AssetBundle m_AssetBundle = null; //资源相对路径且没有后缀,作为基础路径,方便后续的各种拼接 public string V_AssetPath = null;//是否采用异步 public bool V_UseAsync = true; //加载优先级 public int V_Priority = 0;
/// <summary> /// 加载图片只能用www方式 /// </summary> /// <param name="path">绝对路径</param> /// <returns></returns> IEnumerator LoadBundleImpImage(string path) { m_LoadHandle = new WWW(PathHelper.GetInstance().F_AddFilePro(path)); yield return m_LoadHandle; if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.assetBundle != null) { m_AssetBundle = m_LoadHandle.assetBundle; string[] assets = m_AssetBundle.GetAllAssetNames(); m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]); } else if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.texture != null) { m_ResGameObj = m_LoadHandle.texture; } if (m_LoadHandle != null) m_LoadHandle.Dispose(); m_LoadHandle = null; } /// <summary> /// 加载资源imp /// </summary> /// <returns></returns> IEnumerator LoadResImp() { ResourceRequest request = Resources.LoadAsync(V_AssetPath); yield return request; if (request != null && request.asset != null) { m_ResGameObj = request.asset; } m_AssetBundle = null; } /// <summary> /// 加载bundle /// </summary> /// <param name="path">绝对路径</param> /// <returns></returns> IEnumerator LoadBundleImp(string path) { m_Request = AssetBundle.LoadFromFileAsync(path); yield return m_Request; if (m_Request != null && m_Request.assetBundle != null) { m_AssetBundle = m_Request.assetBundle; string[] assets = m_AssetBundle.GetAllAssetNames(); m_AssetRequest = m_AssetBundle.LoadAssetAsync(assets[0]); yield return m_AssetRequest; m_ResGameObj = m_AssetRequest.asset; F_SendFinishEvent(); m_Request = null; m_AssetRequest = null; } }
//加载入口 public void StartLoadAsset() { string absolutePath = GetPersistentAssetPath(); if (V_UseAsync) { string abPath = string.Empty; if (PathHelper.GetInstance().F_CheckFileExists(absolutePath)) { abPath = absolutePath; } if (abPath.EndsWith(PathHelper.ABFile)) { AssetManager.GetInstance().StartCoroutine(LoadBundleImp(abPath)); } else if (abPath.EndsWith(".jpg") || abPath.EndsWith(".png")) { AssetManager.GetInstance().StartCoroutine(LoadBundleImpImage(abPath)); } else//加载安装包里的文件,或者编辑器下加载资源使用 { AssetManager.GetInstance().StartCoroutine(LoadResImp()); } } else { //同步加载 try { if (m_ResGameObj == null) { m_AssetBundle = null; if (AssetManager.GetInstance().F_IsLoadByAb() && absolutePath.EndsWith(PathHelper.ABFile)) { m_AssetBundle = AssetBundle.LoadFromFile(absolutePath); } if (m_AssetBundle != null) { string[] assets = m_AssetBundle.GetAllAssetNames(); m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]); } else { m_ResGameObj = Resources.Load(V_AssetPath); } } } catch { } } }