Unity热更新学习(一) —— AssetBundle 打包和加载

理论不多说,网上,官方文档都有。  这里有一篇介绍很全面的文章:https://www.cnblogs.com/ybgame/p/3973177.html

示例和注意点记录一下,用到时以便查阅。

 

一、打包代码(Editor)

我所知道的,有两种打包方法:1、所有打包参数在代码里设置,完全代码控制;2、在编辑器中设置打包参数,代码简便

第一种:

在代码中指定bundle包名,指定包含在该bundle里的所有资源路径

 1 [MenuItem("AssetsBundle/Build Bundle -- 代码中设置参数")]
 2     static void BuildAB()
 3     {
 4         string path = Application.streamingAssetsPath + "/AssetsBundles/";
 5 
 6         if (Directory.Exists(path))
 7             Directory.Delete(path, true);
 8         Directory.CreateDirectory(path);
 9 
10         AssetBundleBuild[] buildMap = new AssetBundleBuild[2];
11 
12         //指定bundle包名
13         buildMap[0].assetBundleName = "prefab_bundle";
14 
15         string[] assets = new string[2];
16         assets[0] = "Assets/AssetsBundleObj/Cube.prefab"; // 必须是完整的文件名(包括后缀)
17         assets[1] = "Assets/AssetsBundleObj/Sphere.prefab";
18         //指定bundle包含的资源路径数组
19         buildMap[0].assetNames = assets;
20 
21         buildMap[1].assetBundleName = "scene_bundle";
22         string[] scenes = new string[1];
23         scenes[0] = "Assets/_Scenes/Scene.unity";
24         buildMap[1].assetNames = scenes;
25 
26         BuildPipeline.BuildAssetBundles(path, buildMap, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows);
27     }
代码中设置参数

第二种:

先在编辑器中设置参数,选中要打包的对象,设置好包名,后缀。

 

然后就直接打bundle包了,无需再在代码中处理包名之类的参数。

 1 [MenuItem("AssetsBundle/Build Bundle -- 编辑器中设置参数")]
 2     static void BuildAB2()
 3     {
 4         string path = Application.streamingAssetsPath + "/AssetsBundles/";
 5 
 6         if (Directory.Exists(path))
 7             Directory.Delete(path, true);
 8         Directory.CreateDirectory(path);
 9 
10         BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows);
11     }
编辑器中设置参数

 

二、加载代码(runtime)

通过www方法加载bundle,并把加载出来的资源实例化。

 1 void OnGUI()
 2     {
 3         if (GUILayout.Button("加载预制体Cube"))
 4         {
 5             StartCoroutine(LoadObj("prefab_bundle", "cube.prefab"));//有没有.prefab后缀都正常加载
 6         }
 7         if (GUILayout.Button("加载预制体Sphere"))
 8         {
 9             StartCoroutine(LoadObj("prefab_bundle", "sphere"));
10         }
11     }
12     /// <summary>
13     /// 加载预制体
14     /// </summary>
15     /// <param name="name"></param>
16     /// <returns></returns>
17     IEnumerator LoadObj(string bundle_name, string name)
18     {
19         string path = "file://" + Application.streamingAssetsPath + "/AssetsBundles/" + bundle_name;
20         //Debug.LogError(string.Format("obj  {0}", path));
21         WWW www = new WWW(path);
22         yield return www;
23         if (www.error == null)
24         {
25             AssetBundle bundle = www.assetBundle;
26             //这里LoadAsset第二个参数 有没有都能正常运行,这个类型到底什么用途还有待研究
27             GameObject go = Instantiate(bundle.LoadAsset(name, typeof(GameObject))) as GameObject;
28             //go.transform.parent = transform;
29             // 上一次加载完之后,下一次加载之前,必须卸载AssetBundle,不然再次加载报错:
30             //    The AssetBundle 'Memory' can't be loaded because another AssetBundle with the same files is already loaded
31             bundle.Unload(false);
32         }else
33         {
34             Debug.LogError(www.error);
35         }
36     }
加载预制体测试

 

 

posted @ 2018-10-10 21:20  吃斤欢乐豆  阅读(1243)  评论(0编辑  收藏  举报