[Unity Asset]AssetBundle系列——游戏资源打包
转载:http://www.cnblogs.com/sifenkesi/p/3557231.html
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; } }
(1)将资源打包成assetbundle,并放到自定目录下:
using UnityEditor; using UnityEngine; using System.IO; using System.Collections; using System.Collections.Generic; public class CreateAssetBundle { public static void Execute(UnityEditor.BuildTarget target) { string SavePath = AssetBundleController.GetPlatformPath(target); // 当前选中的资源列表 foreach (Object o in Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets)) { string path = AssetDatabase.GetAssetPath(o); // 过滤掉meta文件和文件夹 if(path.Contains(".meta") || path.Contains(".") == false) continue; // 过滤掉UIAtlas目录下的贴图和材质(UI/Common目录下的所有资源都是UIAtlas) if (path.Contains("UI/Common")) { if ((o is Texture) || (o is Material)) continue; } path = SavePath + ConvertToAssetBundleName(path); path = path.Substring(0, path.LastIndexOf('.')); path += ".assetbundle"; BuildPipeline.BuildAssetBundle(o, null, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, target); } // scene目录下的资源 AssetDatabase.Refresh(); } static string ConvertToAssetBundleName(string ResName) { return ResName.Replace('/', '.'); } }
(2)为每个assetbund生成MD5码,用于检查资源是否有修改
using UnityEngine; using UnityEditor; using System.IO; using System.Xml; using System.Collections; using System.Collections.Generic; using System.Security.Cryptography; public class CreateMD5List { public static void Execute(UnityEditor.BuildTarget target) { string platform = AssetBundleController.GetPlatformName(target); Execute(platform); AssetDatabase.Refresh(); } public static void Execute(string platform) { Dictionary<string, string> DicFileMD5 = new Dictionary<string, string>(); MD5CryptoServiceProvider md5Generator = new MD5CryptoServiceProvider(); string dir = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform); foreach (string filePath in Directory.GetFiles(dir)) { if (filePath.Contains(".meta") || filePath.Contains("VersionMD5") || filePath.Contains(".xml")) continue; FileStream file = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.Read); byte[] hash = md5Generator.ComputeHash(file); string strMD5 = System.BitConverter.ToString(hash); file.Close(); string key = filePath.Substring(dir.Length + 1, filePath.Length - dir.Length - 1); if (DicFileMD5.ContainsKey(key) == false) DicFileMD5.Add(key, strMD5); else Debug.LogWarning("<Two File has the same name> name = " + filePath); } string savePath = System.IO.Path.Combine(Application.dataPath, "AssetBundle/") + platform + "/VersionNum"; if (Directory.Exists(savePath) == false) Directory.CreateDirectory(savePath); // 删除前一版的old数据 if (File.Exists(savePath + "/VersionMD5-old.xml")) { System.IO.File.Delete(savePath + "/VersionMD5-old.xml"); } // 如果之前的版本存在,则将其名字改为VersionMD5-old.xml if (File.Exists(savePath + "/VersionMD5.xml")) { System.IO.File.Move(savePath + "/VersionMD5.xml", savePath + "/VersionMD5-old.xml"); } XmlDocument XmlDoc = new XmlDocument(); XmlElement XmlRoot = XmlDoc.CreateElement("Files"); XmlDoc.AppendChild(XmlRoot); foreach (KeyValuePair<string, string> pair in DicFileMD5) { XmlElement xmlElem = XmlDoc.CreateElement("File"); XmlRoot.AppendChild(xmlElem); xmlElem.SetAttribute("FileName", pair.Key); xmlElem.SetAttribute("MD5", pair.Value); } // 读取旧版本的MD5 Dictionary<string, string> dicOldMD5 = ReadMD5File(savePath + "/VersionMD5-old.xml"); // VersionMD5-old中有,而VersionMD5中没有的信息,手动添加到VersionMD5 foreach (KeyValuePair<string, string> pair in dicOldMD5) { if (DicFileMD5.ContainsKey(pair.Key) == false) DicFileMD5.Add(pair.Key, pair.Value); } XmlDoc.Save(savePath + "/VersionMD5.xml"); XmlDoc = null; } static Dictionary<string, string> ReadMD5File(string fileName) { Dictionary<string, string> DicMD5 = new Dictionary<string, string>(); // 如果文件不存在,则直接返回 if (System.IO.File.Exists(fileName) == false) return DicMD5; XmlDocument XmlDoc = new XmlDocument(); XmlDoc.Load(fileName); XmlElement XmlRoot = XmlDoc.DocumentElement; foreach (XmlNode node in XmlRoot.ChildNodes) { if ((node is XmlElement) == false) continue; string file = (node as XmlElement).GetAttribute("FileName"); string md5 = (node as XmlElement).GetAttribute("MD5"); if (DicMD5.ContainsKey(file) == false) { DicMD5.Add(file, md5); } } XmlRoot = null; XmlDoc = null; return DicMD5; } }
MD5列表如下所示:
<Files> <File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" MD5="54-00-42-38-D5-86-43-A6-57-9D-7C-09-3A-F8-6E-10" /> <File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" MD5="A1-19-D4-04-17-94-18-61-60-99-35-25-3F-7C-39-93" /> <File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" MD5="CF-36-DA-C8-D2-DB-CE-FD-4A-BF-31-81-A1-D1-D2-21" /> <File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" MD5="EF-30-78-AE-F8-F4-A0-EC-5B-4E-45-3F-1E-EF-42-44" /> <File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" MD5="3D-5D-A7-01-D2-B1-20-5F-B9-89-C5-CB-40-96-EC-89" /> <File FileName="Assets.Resources.PetTexture.Empty.assetbundle" MD5="D9-AC-54-F8-EB-AA-1C-36-8C-2B-6C-12-37-AB-3B-48" /> </Files>
(3)比较新旧MD5码,生成资源变更列表
using UnityEngine; using UnityEditor; using System.IO; using System.Xml; using System.Collections; using System.Collections.Generic; public class CampareMD5ToGenerateVersionNum { public static void Execute(UnityEditor.BuildTarget target) { string platform = AssetBundleController.GetPlatformName(target); Execute(platform); AssetDatabase.Refresh(); } // 对比对应版本目录下的VersionMD5和VersionMD5-old,得到最新的版本号文件VersionNum.xml public static void Execute(string platform) { // 读取新旧MD5列表 string newVersionMD5 = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionMD5.xml"); string oldVersionMD5 = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionMD5-old.xml"); Dictionary<string, string> dicNewMD5Info = ReadMD5File(newVersionMD5); Dictionary<string, string> dicOldMD5Info = ReadMD5File(oldVersionMD5); // 读取版本号记录文件VersinNum.xml string oldVersionNum = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionNum.xml"); Dictionary<string, int> dicVersionNumInfo = ReadVersionNumFile(oldVersionNum); // 对比新旧MD5信息,并更新版本号,即对比dicNewMD5Info&&dicOldMD5Info来更新dicVersionNumInfo foreach (KeyValuePair<string, string> newPair in dicNewMD5Info) { // 旧版本中有 if (dicOldMD5Info.ContainsKey(newPair.Key)) { // MD5一样,则不变 // MD5不一样,则+1 // 容错:如果新旧MD5都有,但是还没有版本号记录的,则直接添加新纪录,并且将版本号设为1 if (dicVersionNumInfo.ContainsKey(newPair.Key) == false) { dicVersionNumInfo.Add(newPair.Key, 1); } else if (newPair.Value != dicOldMD5Info[newPair.Key]) { int num = dicVersionNumInfo[newPair.Key]; dicVersionNumInfo[newPair.Key] = num + 1; } } else // 旧版本中没有,则添加新纪录,并=1 { dicVersionNumInfo.Add(newPair.Key, 1); } } // 不可能出现旧版本中有,而新版本中没有的情况,原因见生成MD5List的处理逻辑 // 存储最新的VersionNum.xml SaveVersionNumFile(dicVersionNumInfo, oldVersionNum); } static Dictionary<string, string> ReadMD5File(string fileName) { Dictionary<string, string> DicMD5 = new Dictionary<string, string>(); // 如果文件不存在,则直接返回 if (System.IO.File.Exists(fileName) == false) return DicMD5; XmlDocument XmlDoc = new XmlDocument(); XmlDoc.Load(fileName); XmlElement XmlRoot = XmlDoc.DocumentElement; foreach (XmlNode node in XmlRoot.ChildNodes) { if ((node is XmlElement) == false) continue; string file = (node as XmlElement).GetAttribute("FileName"); string md5 = (node as XmlElement).GetAttribute("MD5"); if (DicMD5.ContainsKey(file) == false) { DicMD5.Add(file, md5); } } XmlRoot = null; XmlDoc = null; return DicMD5; } static Dictionary<string, int> ReadVersionNumFile(string fileName) { Dictionary<string, int> DicVersionNum = new Dictionary<string, int>(); // 如果文件不存在,则直接返回 if (System.IO.File.Exists(fileName) == false) return DicVersionNum; XmlDocument XmlDoc = new XmlDocument(); XmlDoc.Load(fileName); XmlElement XmlRoot = XmlDoc.DocumentElement; foreach (XmlNode node in XmlRoot.ChildNodes) { if ((node is XmlElement) == false) continue; string file = (node as XmlElement).GetAttribute("FileName"); int num = XmlConvert.ToInt32((node as XmlElement).GetAttribute("Num")); if (DicVersionNum.ContainsKey(file) == false) { DicVersionNum.Add(file, num); } } XmlRoot = null; XmlDoc = null; return DicVersionNum; } static void SaveVersionNumFile(Dictionary<string, int> data, string savePath) { XmlDocument XmlDoc = new XmlDocument(); XmlElement XmlRoot = XmlDoc.CreateElement("VersionNum"); XmlDoc.AppendChild(XmlRoot); foreach (KeyValuePair<string, int> pair in data) { XmlElement xmlElem = XmlDoc.CreateElement("File"); XmlRoot.AppendChild(xmlElem); xmlElem.SetAttribute("FileName", pair.Key); xmlElem.SetAttribute("Num", XmlConvert.ToString(pair.Value)); } XmlDoc.Save(savePath); XmlRoot = null; XmlDoc = null; } }
如下图所示,根据VersionMD5.xml和VersionMD5-old.xml对比产生VersionNum.xml:
(4)将变更列表文件也打包成assetbundle
也就是讲VersionNum.xml打包后供下载:
using UnityEditor; using UnityEngine; using System.IO; using System.Collections; using System.Collections.Generic; public class CreateAssetBundleForXmlVersion { public static void Execute(UnityEditor.BuildTarget target) { string SavePath = AssetBundleController.GetPlatformPath(target); Object obj = AssetDatabase.LoadAssetAtPath(SavePath + "VersionNum/VersionNum.xml", typeof(Object)); BuildPipeline.BuildAssetBundle(obj, null, SavePath + "VersionNum/VersionNum.assetbundle", BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, target); AssetDatabase.Refresh(); } static string ConvertToAssetBundleName(string ResName) { return ResName.Replace('/', '.'); } }