Unity-Adressable打包热更
Addressable是Unity推出的打ab包方案,自动依赖;
不需要手动写AB打包方案,不需要关心依赖;
提供本地远程服务异步加载;
打包粒度可调节;
1.Group
Addressable打包需要先将资源放入Group中,按group来打包,每个group对应一个ScriptableObject配置可调节;
Group可以调节包体是本地加载还是远程服务器加载;
可调节压缩方式,是否缓存,请求超时时间等;
打包粒度:
同一Group可选择一起打包,完全分开打包和按标签打包;
同一标签会打成一个ab包,一个资源可选择多个标签;
这里设置Group中的打包粒度;
2.Build
直接将资源拖进对应的分组;
或在资源Inspector界面勾选addressable,资源会自动根据路径生成一个Name(用于加载);
打包资源点击Build-NewBuild-Default Build;
Update是再打过包的基础上,更新资源,热更新时候用到;
Profiles界面设置本地远程加载资源的路径
Addressable提供了本地服务器hosting界面,设置好端口点enable即可,或者使用其他服务器测试也可;
3.Load
3.1加载方式
根据Name加载
Addressables加载需要上面Group中资源的Name=>参数path;
LoadAssetAsync加载完成后返回handle,可以用于释放资源;
因为异步加载资源无法及时返回加载后的资源,可以使用委托加载完成后,接收或操作资源;
public static AsyncOperationHandle<GameObject> LoadPrefab(string path, Action<GameObject> onComplete, bool isInstantiate = true)
{
var handle = Addressables.LoadAssetAsync<GameObject>(path);
handle.Completed += (obj) =>
{
GameObject go = obj.Result;
if (isInstantiate)
{
go = GameObject.Instantiate(go);
go.name = go.name.Substring(0, go.name.Length - 7);
}
onComplete(go);
};
return handle;
}
//提供直接实例化函数
Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Completed += (obj) =>
{
// 已实例化的物体
GameObject cubeObj = obj.Result;
};
可以使用async,await方式加载资源,可以直接接收结果;C#async&await&Task
但是webgl可能无法调用,js不支持多线程;
private async void InstantiateCube()
{
GameObject prefabObj = await Addressables.LoadAssetAsync<GameObject>("Assets/Prefabs/Cube.prefab").Task;
GameObject cubeObj = Instantiate(prefabObj);
// InstantiateAsync方法
// GameObject cubeObj = await Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Task;
}
根据AssetReference加载
在Inspector界面,将需要加载的文件拖动赋值给AssetReference;
public AssetReference spherePrefabRef;
void Start()
{
spherePrefabRef.LoadAssetAsync<GameObject>().Completed += (obj) =>
{
GameObject spherePrefab = obj.Result;
GameObject sphereObj = Instantiate(spherePrefab);
};
}
//通过标签引用,可以批量加载同标签所有资源
AssetLabelReference label;
Addressables.LoadAssetsAsync<Texture2D>(textureLabel, (t) =>
{
//每加载完一次会回调一次
Logger.Log(t.name);
});
3.2加载类型
上面Prefab加载已经写了;下面来加载图片,音频和场景;
//图片
Addressables.LoadAssetAsync<Texture2D>("Assets/Textures/a.jpg").Completed += (obj) =>
{
Texture2D tex2D = obj.Result;
img.texture = tex2D;
img.GetComponent<RectTransform>().sizeDelta = new Vector2(tex2D.width, tex2D.height);
};
//textrue2D转sprite
Texture2D tex;
Sprite sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
//场景
var handle = Addressables.LoadSceneAsync("Assets/Scenes/GameScene.unity");
if (handle.Status == AsyncOperationStatus.Failed)
{
Debug.LogError("ERROR: " + handle.OperationException.ToString());
yield break;
}
//加载百分比
while (!handle.IsDone)
{
float percentage = handle.PercentComplete;
yield return null;
}
//音频
Addressables.LoadAssetAsync<AudioClip>("Assets/Scenes/1.ogg");
3.3资源释放
加载的资源销毁组件后并不会销毁资源;(prefab不用如此释放)
直接释放资源,或者释放handle都可;
Addressables.Release(tex2D);
Addressables.Release(handle);
3.4PlayMode:
第一个不使用AB加载,开发时候用;
第二个模拟ab加载;
第三个会根据LoadPath去加载真实的AB包读取资源,必须先Build;
4.热更新
Addressables更新流程:
CheckForCatalogUpdates
->检测更新;
UpdateCatalogs
-> 下载Catalogs文件;
GetDownloadSizeAsync
->获取更新资源大小;
DownloadDependenciesAsync
->下载更新资源;
中途断网强退,使用AsyncOperationHandle
的Status判断;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
public class CheckUpdateAndDownload : MonoBehaviour
{
public Text updateText;
void Start()
{
StartCoroutine(UpdateAddressable());
}
private IEnumerator UpdateAddressable()
{
AsyncOperationHandle<IResourceLocator> initHandle = Addressables.InitializeAsync();
yield return initHandle;
// 检测更新
var checkHandle = Addressables.CheckForCatalogUpdates(true);
yield return checkHandle;
if (checkHandle.Status != AsyncOperationStatus.Succeeded)
{
Debug.LogError("CheckForCatalogUpdates Error\n" + checkHandle.OperationException.ToString());
yield break;
}
if (checkHandle.Result.Count > 0)
{
var updateHandle = Addressables.UpdateCatalogs(checkHandle.Result, true);
yield return updateHandle;
if (updateHandle.Status != AsyncOperationStatus.Succeeded)
{
Debug.LogError("UpdateCatalogs Error\n" + updateHandle.OperationException.ToString());
yield break;
}
// 更新列表迭代器
List<IResourceLocator> locators = updateHandle.Result;
foreach (var locator in locators)
{
List<object> keys = new List<object>();
keys.AddRange(locator.Keys);
// 获取待下载的文件总大小
var sizeHandle = Addressables.GetDownloadSizeAsync(keys.GetEnumerator());
yield return sizeHandle;
if (sizeHandle.Status != AsyncOperationStatus.Succeeded)
{
Debug.LogError("GetDownloadSizeAsync Error\n" + sizeHandle.OperationException.ToString());
yield break;
}
long totalDownloadSize = sizeHandle.Result;
updateText.text = updateText.text + "\ndownload size : " + totalDownloadSize;
Debug.Log("download size : " + totalDownloadSize);
if (totalDownloadSize > 0)
{
// 下载
var downloadHandle = Addressables.DownloadDependenciesAsync(keys, true);
while (!downloadHandle.IsDone)
{
if (downloadHandle.Status == AsyncOperationStatus.Failed)
{
Debug.LogError("DownloadDependenciesAsync Error\n" + downloadHandle.OperationException.ToString());
yield break;
}
// 下载进度
float percentage = downloadHandle.PercentComplete;
Debug.Log($"已下载: {percentage}");
updateText.text = updateText.text + $"\n已下载: {percentage}";
yield return null;
}
if (downloadHandle.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("下载完毕!");
updateText.text = updateText.text + "\n下载完毕";
}
}
}
}
else
{
updateText.text = updateText.text + "\n没有检测到更新";
}
}
}
Life is too short for so much sorrow.