打包加载 AssetBundle
1.先创建Asset序列化(单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性),配置好ConfigAB表
/* ######### ############ ############# ## ########### ### ###### ##### ### ####### #### ### ########## #### #### ########### #### #### ########### ##### ##### ### ######## ##### ##### ### ######## ###### ###### ### ########### ###### ###### #### ############## ###### ####### ##################### ###### ####### ###################### ###### ####### ###### ################# ###### ####### ###### ###### ######### ###### ####### ## ###### ###### ###### ####### ###### ##### ##### ###### ##### ##### #### ##### #### ##### ### ##### ### ### # ### ### ### ## ### ### __________#_______####_______####______________ 身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。 我们的未来没有BUG * ============================================================================== * Filename: ABConfig * Created: * Author: WYC * Purpose: * ============================================================================== */ using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "ABConfig",menuName = "CreateABConfig",order = 0)] public class ABConfig : ScriptableObject { //单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性 public List<string> m_AllPrefabPath = new List<string>(); public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>(); [System.Serializable] public struct FileDirABName { public string ABName; public string Path; } }
2. 打包加载 AssetBundle
/* ######### ############ ############# ## ########### ### ###### ##### ### ####### #### ### ########## #### #### ########### #### #### ########### ##### ##### ### ######## ##### ##### ### ######## ###### ###### ### ########### ###### ###### #### ############## ###### ####### ##################### ###### ####### ###################### ###### ####### ###### ################# ###### ####### ###### ###### ######### ###### ####### ## ###### ###### ###### ####### ###### ##### ##### ###### ##### ##### #### ##### #### ##### ### ##### ### ### # ### ### ### ## ### ### __________#_______####_______####______________ 身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。 我们的未来没有BUG * ============================================================================== * Filename: BundleEditor * Created: * Author: WYC * Purpose: 打包加载 AssetBundle * ============================================================================== */ using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; using System.Xml.Serialization; using System.Runtime.Serialization.Formatters.Binary; public class BundleEditor { private static string m_BunleTargetPath = Application.streamingAssetsPath; private static string ABCONGFIGPATH = "Assets/Editor/ABConfig.asset"; //key是AB包名,value是路径,所有文件AB包dic private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>(); //过滤的list private static List<string> m_AllFileAB = new List<string>(); //单个Prefab的AB包 private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>(); //存储所有有效路径 private static List<string> m_ConfigFile = new List<string>(); //标签 [MenuItem("Tools/AB打包")] public static void Build() { //AssetBundle打包设置 m_AllFileAB.Clear(); m_AllFileDir.Clear(); m_AllPrefabDir.Clear(); m_ConfigFile.Clear(); ABConfig abconfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONGFIGPATH); foreach (ABConfig.FileDirABName f in abconfig.m_AllFileDirAB) { if (m_AllFileDir.ContainsKey(f.ABName)) { Debug.LogError("AB包配置名字重复,请检查!"); } else { m_AllFileDir.Add(f.ABName, f.Path); m_AllFileAB.Add(f.Path); m_ConfigFile.Add(f.Path); } } string[] allStr = AssetDatabase.FindAssets("t:Prefab", abconfig.m_AllPrefabPath.ToArray());//加载预设体 for (int i = 0; i < allStr.Length; i++) { string path = AssetDatabase.GUIDToAssetPath(allStr[i]); //加载进度条 EditorUtility.DisplayProgressBar("查找Prefab", "Prefab" + path, i * 1.0f / allStr.Length); m_ConfigFile.Add(path); if (!ContainAllFileAB(path)) { GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path); string[] allDepend = AssetDatabase.GetDependencies(path); List<string> allDependPath = new List<string>(); for (int j = 0; j < allDepend.Length; j++) { //Debug.Log(allDepend[j]); if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs")) { m_AllFileAB.Add(allDepend[j]); allDependPath.Add(allDepend[j]); } } if (m_AllPrefabDir.ContainsKey(obj.name)) { Debug.LogError("存在相同名字的Prefab名字" + obj.name); } else { m_AllPrefabDir.Add(obj.name, allDependPath); } } } foreach (string name in m_AllFileDir.Keys) { SetABName(name, m_AllFileDir[name]); } foreach (string name in m_AllPrefabDir.Keys) { SetABName(name, m_AllPrefabDir[name]); } BunildAssetBunble(); //清除老的AB包设置 string[] oldNameAB = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < oldNameAB.Length; i++) { AssetDatabase.RemoveAssetBundleName(oldNameAB[i], true); EditorUtility.DisplayProgressBar("清除AB包名", "名字" + oldNameAB[i], i * 1.0f / oldNameAB.Length); } AssetDatabase.Refresh();//编辑器的刷新 EditorUtility.ClearProgressBar();//清除进度条 } //开始AB打包 static void BunildAssetBunble() { string[] allBundles = AssetDatabase.GetAllAssetBundleNames(); //key 为全路径 value为包名 Dictionary<string, string> resPathDic = new Dictionary<string, string>(); for (int i = 0; i < allBundles.Length; i++) { string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]); for (int j = 0; j < allBundlePath.Length; j++) { if (allBundlePath[j].EndsWith(".cs")) { continue; } Debug.Log("此AB包:" + allBundles[i] + "下面包含的资源文件路径:" + allBundlePath[j]); if (ValidPath(allBundlePath[j])) { resPathDic.Add(allBundlePath[j], allBundles[i]); } } } DeleteAB(); WriteDate(resPathDic); BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); } //生成自己的AB配置表 static void WriteDate(Dictionary<string, string> resPathDic) { AssetBundleConfig config = new AssetBundleConfig(); config.ABList = new List<ABBase>(); foreach (string s in resPathDic.Keys) { ABBase aBBase = new ABBase(); aBBase.Path = s; aBBase.Crc = CRC32.GetCRC32(s); aBBase.ABName = resPathDic[s]; aBBase.AssetName = s.Remove(0, s.LastIndexOf("/") + 1); aBBase.ABDependce = new List<string>(); string[] resDependce = AssetDatabase.GetDependencies(s); for (int i = 0; i < resDependce.Length; i++) { string tempPath = resDependce[i]; if (tempPath == s || s.EndsWith(".cs")) { continue; } string abName = ""; if (resPathDic.TryGetValue(tempPath, out abName)) { if (abName == resPathDic[s]) { continue; } if (!aBBase.ABDependce.Contains(abName)) { aBBase.ABDependce.Add(abName); } } } config.ABList.Add(aBBase); } //写入XML string xmlPath = Application.dataPath + "/Resources/XML/AssetBundleConfig.xml"; if (File.Exists(xmlPath)) { File.Delete(xmlPath); } using (FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite)) { using (StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8)) { XmlSerializer xml = new XmlSerializer(config.GetType()); xml.Serialize(sw, config); } } //写入二进制 foreach (ABBase a in config.ABList) { a.Path = ""; } string batysPath = Application.dataPath + "/Resources/Bytes/AssetBundleConfig.bytes"; if (File.Exists(batysPath)) { File.Delete(batysPath); } using (FileStream fileStream = new FileStream(batysPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite)) { BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(fileStream, config); } } //删除多余的AB包资源 static void DeleteAB() { string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames(); DirectoryInfo info = new DirectoryInfo(m_BunleTargetPath); FileInfo[] files = info.GetFiles("*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta")) { continue; } else { Debug.Log("此AB包已经改名字了: " + files[i].Name); if (File.Exists(files[i].FullName)) { File.Delete(files[i].FullName); } } } } static bool ConatinABName(string name, string[] strs) { for (int i = 0; i < strs.Length; i++) { if (name == strs[i]) { return true; } } return false; } //设置AB包名字 static void SetABName(string name, string path) { AssetImporter assetImporter = AssetImporter.GetAtPath(path); if (assetImporter == null) { Debug.LogError("不存在的路径文件" + path); } else { assetImporter.assetBundleName = name; } } static void SetABName(string name, List<string> paths) { for (int i = 0; i < paths.Count; i++) { SetABName(name, paths[i]); } } //过滤的list 有没有重复的路径 static bool ContainAllFileAB(string path) { for (int i = 0; i < m_AllFileAB.Count; i++) { if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i], "")[0] == '/'))) { return true; } } return false; } //是否有效路径 static bool ValidPath(string path) { for (int i = 0; i < m_ConfigFile.Count; i++) { if (path.Contains(m_ConfigFile[i])) { return true; } } return false; } }
(注意以上2个脚本需要放在Editor文件夹里面)
3、完善一下AB配置表类
/* ######### ############ ############# ## ########### ### ###### ##### ### ####### #### ### ########## #### #### ########### #### #### ########### ##### ##### ### ######## ##### ##### ### ######## ###### ###### ### ########### ###### ###### #### ############## ###### ####### ##################### ###### ####### ###################### ###### ####### ###### ################# ###### ####### ###### ###### ######### ###### ####### ## ###### ###### ###### ####### ###### ##### ##### ###### ##### ##### #### ##### #### ##### ### ##### ### ### # ### ### ### ## ### ### __________#_______####_______####______________ 身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。 我们的未来没有BUG * ============================================================================== * Filename: AssetBundleConfig * Created: * Author: WYC * Purpose: * ============================================================================== */ using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Xml.Serialization; [System.Serializable] public class AssetBundleConfig { [XmlElement("ABList")] public List<ABBase> ABList { get; set; } } [System.Serializable] public class ABBase { [XmlAttribute("Path")] public string Path { get; set; } [XmlAttribute("Crc")] public uint Crc { get; set; } [XmlAttribute("ABName")] public string ABName { get; set; } [XmlAttribute("AssetName")] public string AssetName { get; set; } [XmlElement("ABDependce")] public List<string> ABDependce { get; set; } }
/* ######### ############ ############# ## ########### ### ###### ##### ### ####### #### ### ########## #### #### ########### #### #### ########### ##### ##### ### ######## ##### ##### ### ######## ###### ###### ### ########### ###### ###### #### ############## ###### ####### ##################### ###### ####### ###################### ###### ####### ###### ################# ###### ####### ###### ###### ######### ###### ####### ## ###### ###### ###### ####### ###### ##### ##### ###### ##### ##### #### ##### #### ##### ### ##### ### ### # ### ### ### ## ### ### __________#_______####_______####______________ 身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。 我们的未来没有BUG * ============================================================================== * Filename: CRC32 * Created: * Author: WYC * Purpose: * ============================================================================== */ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CRC32 { //crc表 static UInt32[] crcTable = { 0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005, 0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd, 0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75, 0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd, 0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5, 0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d, 0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95, 0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d, 0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072, 0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca, 0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02, 0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba, 0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692, 0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a, 0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2, 0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a, 0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb, 0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53, 0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b, 0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623, 0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b, 0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3, 0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b, 0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3, 0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c, 0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24, 0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec, 0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654, 0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c, 0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4, 0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c, 0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4 }; //返回字符串的crc public static uint GetCRC32(string msg) { byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg); int iCount = bytes.Length; uint crc = 0xFFFFFFFF; for (int i = 0; i < iCount; i++) { crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]]; } return crc; } }
4.先工具栏初始化运行 Tool/AB打包 然后反序列化加载 测试代码如下
void TextLoadAB() { TextAsset textAsset = Resources.Load<TextAsset>("Bytes/AssetBundleConfig"); using (MemoryStream stream = new MemoryStream(textAsset.bytes)) { BinaryFormatter binaryFormatter = new BinaryFormatter(); AssetBundleConfig textSerilize = (AssetBundleConfig)binaryFormatter.Deserialize(stream); string path = "Assets/GameData/Prefabs/Attack.prefab"; uint crc = CRC32.GetCRC32(path); Debug.Log(textSerilize.ABList.Count); ABBase aBBase = null; for (int i = 0; i < textSerilize.ABList.Count; i++) { if (textSerilize.ABList[i].Crc == crc) { aBBase = textSerilize.ABList[i]; } Debug.Log(textSerilize.ABList[i].Path); } for (int i = 0; i < aBBase.ABDependce.Count; i++) { Debug.Log(aBBase.ABDependce[i]); AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABDependce[i]); } AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABName); GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(aBBase.ABName)); } }