Unity—AssetBundle打包工具
Unity批量打AB包
为了资源热更新,Unity支持将所有资源打包成AssetBundle资源,存放在SteamingAssets文件夹中;
在项目发布之前,需要将所有资源打包成.ab文件,动态加载;
在项目更新时,替换.ab资源文件,即可完成热更新;
ab文件在加载时,会多一步解压缩的过程,会增加性能消耗;
打包操作属于编辑器拓展,所有脚本放在Eidtor文件夹下;
1.PathTool
根据不同平台,获取ab输出和输入路径;
不同平台的输入输出路径不相同,ios,android,windows;《Unity资源文件夹介绍》
public class PathTools
{
// 打包AB包根路径
public const string AB_RESOURCES = "StreamingAssets";
// 得到 AB 资源的输入目录
public static string GetABResourcesPath()
{
return Application.dataPath + "/" + AB_RESOURCES;
}
// 获得 AB 包输出路径
public static string GetABOutPath()
{
return GetPlatformPath() + "/" + GetPlatformName();
}
//获得平台路径
private static string GetPlatformPath()
{
string strReturenPlatformPath = string.Empty;
#if UNITY_STANDALONE_WIN
strReturenPlatformPath = Application.streamingAssetsPath;
#elif UNITY_IPHONE
strReturenPlatformPath = Application.persistentDataPath;
#elif UNITY_ANDROID
strReturenPlatformPath = Application.persistentDataPath;
#endif
return strReturenPlatformPath;
}
// 获得平台名称
public static string GetPlatformName()
{
string strReturenPlatformName = string.Empty;
#if UNITY_STANDALONE_WIN
strReturenPlatformName = "Windows";
#elif UNITY_IPHONE
strReturenPlatformName = "IPhone";
#elif UNITY_ANDROID
strReturenPlatformName = "Android";
#endif
return strReturenPlatformName;
}
// 返回 WWW 下载 AB 包加载路径
public static string GetWWWAssetBundlePath()
{
string strReturnWWWPath = string.Empty;
#if UNITY_STANDALONE_WIN
strReturnWWWPath = "file://" + GetABOutPath();
#elif UNITY_IPHONE
strReturnWWWPath = GetABOutPath() + "/Raw/";
#elif UNITY_ANDROID
strReturnWWWPath = "jar:file://" + GetABOutPath();
#endif
return strReturnWWWPath;
}
}
2.CreateAB
功能:选中一个文件夹,将该文件夹中所有资源文件打包成AB文件;
主要逻辑:遍历文件夹中所有文件,是文件的生成AssetBundleBuild存在链表中统一打包,是文件夹的递归上一步操作,将所有资源文件都放在listassets链表中;
官方Api:BuildPipeline.BuildAssetBundles统一打包所有资源;
public class CreateAB : MonoBehaviour
{
private static string abOutPath;
private static List<AssetBundleBuild> listassets = new List<AssetBundleBuild>();
private static List<DirectoryInfo> listfileinfo = new List<DirectoryInfo>();
private static bool isover = false; //是否检查完成,可以打包
static private string selectPath;
public static bool GetState()
{
return isover;
}
public static AssetBundleBuild[] GetAssetBundleBuilds()
{
return listassets.ToArray();
}
[MenuItem("ABTools/CreatAB &_Q", false)]
public static void CreateModelAB()
{
abOutPath = Application.streamingAssetsPath;
if (!Directory.Exists(abOutPath))
Directory.CreateDirectory(abOutPath);
UnityEngine.Object obj = Selection.activeObject;
selectPath = AssetDatabase.GetAssetPath(obj);
SearchFileAssetBundleBuild(selectPath);
BuildPipeline.BuildAssetBundles(abOutPath,
CreateAB.GetAssetBundleBuilds(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
Debug.Log("AssetBundle打包完毕");
}
[MenuItem("ABTools/CreatAB &_Q", true)]
public static bool CanCreatAB()
{
if (Selection.objects.Length > 0)
{
return true;
}
else
return false;
}
这里为什么会红我也不知道...
//是文件,继续向下
public static void SearchFileAssetBundleBuild(string path)
{
DirectoryInfo directory = new DirectoryInfo(@path);
FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();
listfileinfo.Clear();
//遍历所有文件夹中所有文件
foreach (var item in fileSystemInfos)
{
int idx = item.ToString().LastIndexOf(@"\");
string name = item.ToString().Substring(idx + 1);
//item为文件夹,添加进listfileinfo,递归调用
if ((item as DirectoryInfo) != null)
listfileinfo.Add(item as DirectoryInfo);
//剔除meta文件,其他文件都创建AssetBundleBuild,添加进listassets;
if (!name.Contains(".meta"))
{
CheckFileOrDirectoryReturnBundleName(item, path + "/" + name);
}
}
if (listfileinfo.Count == 0)
isover = true;
else
{
Debug.LogError(listfileinfo.Count);
}
}
//判断是文件还是文件夹
public static string CheckFileOrDirectoryReturnBundleName(FileSystemInfo fileSystemInfo, string path)
{
FileInfo fileInfo = fileSystemInfo as FileInfo;
if (fileInfo != null)
{
string[] strs = path.Split('.');
string[] dictors = strs[0].Split('/');
string name = "";
for (int i = 1; i < dictors.Length; i++)
{
if (i < dictors.Length - 1)
{
name += dictors[i] + "/";
}
else
{
name += dictors[i];
}
}
string[] strName = selectPath.Split('/');
AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
assetBundleBuild.assetBundleName = strName[strName.Length - 1];
assetBundleBuild.assetBundleVariant = "ab";
assetBundleBuild.assetNames = new string[] {path};
listassets.Add(assetBundleBuild);
return name;
}
else
{
//递归调用
SearchFileAssetBundleBuild(path);
return null;
}
}
}
3.ClearABLable
打包时每个资源会添加一个标签,如果重复打包,需要清空才可再次打包,否则会失败;
使用官方API:AssetDatabase.RemoveUnusedAssetBundleNames();
因为注释写的很详细,就不赘述了;
public class ClearABLable
{
[MenuItem("ABTools/Remove AB Label")]
public static void RemoveABLabel()
{
// 需要移除标记的根目录
string strNeedRemoveLabelRoot = string.Empty;
// 目录信息(场景目录信息数组,表示所有根目录下场景目录)
DirectoryInfo[] directoryDIRArray = null;
// 定义需要移除AB标签的资源的文件夹根目录
strNeedRemoveLabelRoot = PathTools.GetABResourcesPath();
DirectoryInfo dirTempInfo = new DirectoryInfo(strNeedRemoveLabelRoot);
directoryDIRArray = dirTempInfo.GetDirectories();
// 遍历本场景目录下所有的目录或者文件
foreach (DirectoryInfo currentDir in directoryDIRArray)
{
// 递归调用方法,找到文件,则使用 AssetImporter 类,标记“包名”与 “后缀名”
JudgeDirOrFileByRecursive(currentDir);
}
// 清空无用的 AB 标记
AssetDatabase.RemoveUnusedAssetBundleNames();
// 刷新
AssetDatabase.Refresh();
// 提示信息,标记包名完成
Debug.Log("AssetBundle 本次操作移除标记完成");
}
/// <summary>
/// 递归判断判断是否是目录或文件
/// 是文件,修改 Asset Bundle 标记
/// 是目录,则继续递归
/// </summary>
/// <param name="fileSystemInfo">当前文件信息(文件信息与目录信息可以相互转换)</param>
private static void JudgeDirOrFileByRecursive(FileSystemInfo fileSystemInfo)
{
// 参数检查
if (fileSystemInfo.Exists == false)
{
Debug.LogError("文件或者目录名称:" + fileSystemInfo + " 不存在,请检查");
return;
}
// 得到当前目录下一级的文件信息集合
DirectoryInfo directoryInfoObj = fileSystemInfo as DirectoryInfo;
// 文件信息转为目录信息
FileSystemInfo[] fileSystemInfoArray = directoryInfoObj.GetFileSystemInfos();
foreach (FileSystemInfo fileInfo in fileSystemInfoArray)
{
FileInfo fileInfoObj = fileInfo as FileInfo;
// 文件类型
if (fileInfoObj != null)
{
// 修改此文件的 AssetBundle 标签
RemoveFileABLabel(fileInfoObj);
}
// 目录类型
else
{
// 如果是目录,则递归调用
JudgeDirOrFileByRecursive(fileInfo);
}
}
}
/// <summary>
/// 给文件移除 Asset Bundle 标记
/// </summary>
/// <param name="fileInfoObj">文件(文件信息)</param>
static void RemoveFileABLabel(FileInfo fileInfoObj)
{
// AssetBundle 包名称
string strABName = string.Empty;
// 文件路径(相对路径)
string strAssetFilePath = string.Empty;
// 参数检查(*.meta 文件不做处理)
if (fileInfoObj.Extension == ".meta")
{
return;
}
// 得到 AB 包名称
strABName = string.Empty;
// 获取资源文件的相对路径
int tmpIndex = fileInfoObj.FullName.IndexOf("Assets");
// 得到文件相对路径
strAssetFilePath = fileInfoObj.FullName.Substring(tmpIndex);
// 给资源文件移除 AB 名称
AssetImporter tmpImportObj = AssetImporter.GetAtPath(strAssetFilePath);
tmpImportObj.assetBundleName = strABName;
}
}
4.拓展
更多的时候,我们打包需要一键打包,也可能需要多个文件打成一个ab包,只需要修改一下文件逻辑即可;
打ab包本身并不复杂,对文件路径字符串的处理比较多,多Debug调试;
Life is too short for so much sorrow.
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