AeestBundle打包总结
一、设置assetBundleName如果没有设置AssetBundleName会打包所有的Assets下的资源如果设置就只打包设置了名字的资源1、在unity编辑器界面手动设置输入所需的AssetBundle名称。请注意AssetBundle名称确实支持一种类型的文件夹结构这取决于您键入的内容。要添加子文件夹将文件夹名称以“/”分隔。例如:AssetBundle名称“environment / forest”将在environment子文件夹下创建一个名为forest的包2、遍历所有要打包的资源通过代码修改assetBundleName第一步先获取你要打包的资源的完整目录方法1先用Selection.objects返回场景中所有的对象然后用AssetDatabase.GetAssetPath(selected)获取对象完整目录方法2用AssetPostprocessor的OnPostprocessAllAssets方法方法3用IO流的DirectoryInfo.GetFileSystemInfos()和FileInfonfo获取完整目录这种方法要注意获取到的目录如果是”\”或者”//”要替换为“/”第二步用AssetImporterasset AssetImporter.GetAtPath(path);方法获取AssetImporter第三步用asset.assetBundleName “text”设置AssetBundleName有以下三种获取目录然后设置assetBundleName的方法方法1 //Selection.objects返回场景中所有的对象 Object[] selects Selection.objects; foreach (Object selected in selects) { //返回所有对象相对于工程目录的存储路径如Assets/_Scenes/Main.unity string path AssetDatabase.GetAssetPath(selected); //把一个目录的对象检索为AssetImporter AssetImporter asset AssetImporter.GetAtPath(path); asset.assetBundleName selected.name; //设置Bundle文件的名称 asset.assetBundleVariant unity3d;//设置Bundle文件的扩展名 asset.SaveAndReimport(); } AssetDatabase.Refresh(); 方法2 using UnityEngine; using System.Collections; using UnityEditor; //文件描述:自动设置Assetbundle名字为文件夹名_文件名.unity3d; public class AutoSetTextureUISprite : AssetPostprocessor { static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (var str in importedAssets) { if (!str.EndsWith(.cs)) { AssetImporter importer AssetImporter.GetAtPath(str); importer.assetBundleName str; } } foreach (var str in deletedAssets) { if (!str.EndsWith(.cs)) { AssetImporter importer AssetImporter.GetAtPath(str); importer.assetBundleName str; } } for (var i 0; i movedAssets.Length; i) { //Debug.Log(Moved Asset: movedAssets[i] from: movedFromAssetPaths[i]); } } } 方法3 using UnityEngine; using System.Collections; using UnityEditor; using System.IO; /// summary /// 把Resource下的资源打包成.unity3d 到StreamingAssets目录下 /// /summary public class Builder : Editor { public static string sourcePath Application.dataPath /Resources; const string AssetBundlesOutputPath Assets/StreamingAssets; //[MenuItem(Tools/AssetBundle/Build)] public static void BuildAssetBundle() { ClearAssetBundlesName(); Pack(sourcePath); string outputPath Path.Combine(AssetBundlesOutputPath, Platform.GetPlatformFolder(EditorUserBuildSettings.activeBuildTarget)); if (!Directory.Exists(outputPath)) { Directory.CreateDirectory(outputPath); } //根据BuildSetting里面所激活的平台进行打包 BuildPipeline.BuildAssetBundles(outputPath, 0, EditorUserBuildSettings.activeBuildTarget); AssetDatabase.Refresh(); Debug.Log(打包完成); } /// summary /// 清除之前设置过的AssetBundleName避免产生不必要的资源也打包 /// 之前说过只要设置了AssetBundleName的都会进行打包不论在什么目录下 /// /summary static void ClearAssetBundlesName() { int length AssetDatabase.GetAllAssetBundleNames().Length; Debug.Log(length); string[] oldAssetBundleNames new string[length]; for (int i 0; i length; i) { oldAssetBundleNames[i] AssetDatabase.GetAllAssetBundleNames()[i]; } for (int j 0; j oldAssetBundleNames.Length; j) { AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j], true); } length AssetDatabase.GetAllAssetBundleNames().Length; Debug.Log(length); } static void Pack(string source) { DirectoryInfo folder new DirectoryInfo(source); FileSystemInfo[] files folder.GetFileSystemInfos(); int length files.Length; for (int i 0; i length; i) { if (files[i] is DirectoryInfo) { Pack(files[i].FullName); } else { if (!files[i].Name.EndsWith(.meta)) { file(files[i].FullName); } } } } static void file(string source) { string _source Replace(source); string _assetPath Assets _source.Substring(Application.dataPath.Length); string _assetPath2 _source.Substring(Application.dataPath.Length 1); //Debug.Log (_assetPath); //在代码中给资源设置AssetBundleName AssetImporter assetImporter AssetImporter.GetAtPath(_assetPath); string assetName _assetPath2.Substring(_assetPath2.IndexOf(/) 1); assetName assetName.Replace(Path.GetExtension(assetName), .unity3d); //Debug.Log (assetName); assetImporter.assetBundleName assetName; } static string Replace(string s) { return s.Replace(\\, /); } } public class Platform { public static string GetPlatformFolder(BuildTarget target) { switch (target) { case BuildTarget.Android: return Android; case BuildTarget.iOS: return IOS; case BuildTarget.WebPlayer: return WebPlayer; case BuildTarget.StandaloneWindows: case BuildTarget.StandaloneWindows64: return Windows; case BuildTarget.StandaloneOSXIntel: case BuildTarget.StandaloneOSXIntel64: case BuildTarget.StandaloneOSXUniversal: return OSX; default: return null; } } }二、构建AssetBundle包1、在Assets中创建一个名为Editor的文件夹并将一个脚本放在文件夹中2、类要继承Editor引用命名空间using UnityEditor;3、创建菜单目录[MenuItem(Assets/Build AssetBundles)]4、调用打包方法用AssetBundleBuild类的方法BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);或者 BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform); 参数说明outputPath:打包Bundle后存储的目录如Assets/AssetBundles这个文件夹不会自动创建如果它不存在的话函数将会失败Directory.Exists(string path)判断目录是否存在Directory.CreateDirectory(string path)创建目录BuildAssetBundleOptionsBundle打包方式none没有任何特殊选项 UncompressedAssetBundle在构建Bundle时不要压缩数据等等BuildTarget构建平台如iphone,windows,android等AssetBundleBuild[]这个类与BuildAssetBundles一起使用。指定一个Bundle包的名称assetBundleName和它将包含的资源(如多张图片、音频等)的名称。被传递给函数的AssetBundleBuild[]元素数组被称为“构建映射”并作为指定编辑器包内容的替代方法。变量addressableNames返回所有的addressableName数组assetBundleNameAssetBundle的名字assetBundleVariantAssetBundle的扩展名如.unityAssetBundle指定属于一个addressableName名字的所有资源名字是一个数组也就是一个addressableName名字下包含的所有资源名字AssetBundleManifest包含所有创建Bundle包信息⑴公开方法GetAllAssetBundles返回所有的assetbundlenames是一个string[]数组GetAllAssetBundlesWithVariant返回所有使用给定扩展名的assetbundlenames是一个string[]数组GetAllDependencies(stringassetBundleName);获取所有与指定AssetBundle包存在依赖关系的AssetBundless。也就是给一个assetBundleName获取所有与他有关系的assetBundleName返回一个string[]数组GetDirectDependencies(stringassetBundleName)获取所有与指定AssetBundle包存在直接联系的AssetBundless。也就是给一个assetBundleName获取所有与他有直接关系的assetBundleName返回一个string[]数组第一个方法 // 创建一个Windows AssetBundle包 using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundlesExample : MonoBehaviour { //创建编辑器菜单目录 [MenuItem(Example/Build Asset Bundles)] static void BuildABs() { //将这些资源包放在一个名为ABs的目录下 string assetBundleDirectory Assets/ABs; //如果目录不存在就创建一个目录 if (!Directory.Exists(assetBundleDirectory)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } } 第二个方法 using UnityEngine; using UnityEditor; using System.IO; public class BuildAssetBundlesBuildMapExample : MonoBehaviour { [MenuItem(Example/Build Asset Bundles Using BuildMap)] static void BuildMapABs() { // 创建映射数组 AssetBundleBuild[] buildMap new AssetBundleBuild[2]; //修改assetBundleName第一个 buildMap[0].assetBundleName enemybundle; //assetBundleName enemybundle下的所有资源名称数组 string[] enemyAssets new string[2]; enemyAssets[0] Assets/Textures/char_enemy_alienShip.jpg; enemyAssets[1] Assets/Textures/char_enemy_alienShip-damaged.jpg; buildMap[0].assetNames enemyAssets; //修改assetBundleName第二个 buildMap[1].assetBundleName herobundle; //assetBundleName herobundle下的所有资源名称数组 string[] heroAssets new string[1]; heroAssets[0] char_hero_beanMan; buildMap[1].assetNames heroAssets; //创建Bundle包 //将这些资源包放在一个名为ABs的目录下 string assetBundleDirectory Assets/ABs; //如果目录不存在就创建一个目录 if (!Directory.Exists(assetBundleDirectory)) { Directory.CreateDirectory(assetBundleDirectory); } BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows); } }三、上传AssetBundle到服务器四、把AssetBundle放到本地五、操作AssetBundle1、从磁盘目录加载AssetBundle包⑴AssetBundle放在本地public staticAssetBundle LoadFromFile(stringpath,uintcrc 0,ulongoffset 0);说明从path目录同步加载AssetBundle返回类型AssetBundleLoadFromFileAsync是异步加载参数path 读取AssetBundle的目录crc 校验用参数offset这个值指定从哪里开始读取AssetBundle通常为0⑵ AssetBundle放在网络引用usingUnityEngine.Networking;命名空间UnityWebRequest.GetAssetBundle()方法2、加载AssetBundle包之后加载包内资源注意加载要用协程否则你不知道是否加载完毕⑴加载一个资源AssetBundle类public ObjectLoadAsset(string name);从AssetBundle包中加载名字为name的资源返回objectpublic Object LoadAsset(string name, Type type);加载一个包内名字为name类型为type的资源public T LoadAsset(string name); //也是加载名字为name类型为T的资源⑵加载包内的多个资源AssetBundle类public Object[]LoadAllAssets(Type type);加载包内所有类型为type的资源public Object[]LoadAllAssets();加载包内的所有资源public T[]LoadAllAssets(); //也是加载类型为T的资源⑶备注上面的方法是同步加载还有异步加载方法LoadAllAssetsAsyncLoadAssetAsync3、从包内加载资源以后可以对这个对象进行各种操作了4、备注知识点⑴Path.Combine(string, string)连接两个字符串⑵Application访问应用程序运行时数据Application.streamingAssetsPath输出值得注意的是如果在PC上使用时需要在每个文件夹前加入斜杠如string uri file:/// Application.dataPath /AssetBundles/ assetBundleName;//示例 using UnityEngine; using System.Collections; using System.IO; public class LoadFromFileExample : MonoBehaviour { void Start() { //从文件夹里加载包 var myLoadedAssetBundle AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, myassetBundle)); if (myLoadedAssetBundle null) { Debug.Log(Failed to load AssetBundle!); return; } //从Bundle包中加载名字为MyObject的资源加载为GameObject var prefab myLoadedAssetBundle.LoadAssetGameObject(MyObject); //实例化 Instantiate(prefab); //卸载包中资源的内存 myLoadedAssetBundle.Unload(false); } }5、AssetBundle放在网络⑴创建一个UnityWebRequest通过HTTP GET下载一个Unity资产包引用usingUnityEngine.Networking;命名空间UnityWebRequest.GetAssetBundle()方法public static UnityWebRequestGetAssetBundle(string uri, uint crc);public static UnityWebRequestGetAssetBundle(string uri, uint version, uint crc);public static UnityWebRequestGetAssetBundle(string uri, Hash128 hash, uint crc);public static UnityWebRequestGetAssetBundle(string uri, CachedAssetBundle cachedAssetBundle, uint crc);返回值UnityWebRequest参数uriAssetsBundle包的网络地址可以是本地file:crc:0,如果不为0将会进行校验version一个整数版本号hash一个版本散列cachedAssetBundle用于将给定版本的AssetBundle下载到自定义缓存路径的结构⑵处理上一步的UnityWebRequest用DownloadHandlerAssetBundle.GetContent()方法public static AssetBundle GetContent(Networking.UnityWebRequest www);www就是上一步处理的UnityWebRequestAssetBundle返回值类型IEnumerator InstantiateObject() { string uri file:/// Application.dataPath /AssetBundles/ assetBundleName; UnityEngine.Networking.UnityWebRequest request UnityEngine.Networking.UnityWebRequest.GetAssetBundle(uri, 0); yield return request.Send(); AssetBundle bundle DownloadHandlerAssetBundle.GetContent(request); GameObject cube bundle.LoadAssetGameObject(Cube); GameObject sprite bundle.LoadAssetGameObject(Sprite); Instantiate(cube); Instantiate(sprite); }六、完整例子using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.UI; using UnityEngine.Networking; public class NewBehaviourScript : MonoBehaviour { Image image1; Image Image2; void Start () { image1 GameObject.Find(Image (1)).GetComponentImage(); Image2 GameObject.Find(Image (2)).GetComponentImage(); StartCoroutine(InstantiateObject()); StartCoroutine(InstantiateObjects()); } //一个包有多个资源 IEnumerator InstantiateObjects() { //texture是一个文件夹里面放了多张图片 string uri file:/// Application.dataPath /AssetsBundles/texture; UnityWebRequest request UnityWebRequest.GetAssetBundle(uri, 0); yield return request.Send(); AssetBundle bundle DownloadHandlerAssetBundle.GetContent(request); Object[] obj bundle.LoadAllAssets(typeof(Sprite)); Sprite[] sprite new Sprite[obj.Length]; for (int i 0; i obj.Length; i) { sprite[i] obj[i] as Sprite; } this.gameObject.GetComponentImage().sprite sprite[0]; image1.sprite sprite[1]; //string path Application.dataPath /AssetsBundles/texture; //AssetBundle assetbundle AssetBundle.LoadFromFile(path, 0, 0); //yield return assetbundle; //if (assetbundle null) //{ // print(加载Bundle为空); //} //加载类型为sprite的图片否则一张图片会加载成两个 //Object[] obj assetbundle.LoadAllAssets(typeof(Sprite)); //Sprite[] sprite new Sprite[obj.Length]; //for (int i 0; i obj.Length; i) //{ // sprite[i] obj[i] as Sprite; //} //this.gameObject.GetComponentImage().sprite sprite[0]; //image1.sprite sprite[1]; } //一个包有一个资源 IEnumerator InstantiateObject() { //用UnityWebRequest读取 //string uri file:/// Application.dataPath /AssetsBundles/gress; //UnityWebRequest request UnityWebRequest.GetAssetBundle(uri, 0); //yield return request.Send(); //AssetBundle bundle DownloadHandlerAssetBundle.GetContent(request); //GameObject cube bundle.LoadAssetGameObject(gress); //Sprite sprite bundle.LoadAssetSprite(gress); //this.gameObject.GetComponentImage().sprite sprite; //用AssetBundle读取 string path Application.dataPath /AssetsBundles/gress; AssetBundle assetbundle AssetBundle.LoadFromFile(path, 0, 0); yield return assetbundle; if (assetbundle null) { print(加载Bundle为空); } Sprite sprite assetbundle.LoadAssetSprite(gress); Image2.sprite sprite; } // Update is called once per frame void Update () { } }七、AssetBundle Manager管理工具AssetBundle Manager是一个由Unity制作的工具它可以使AssetBundle更加高效。下载并导入AssetBundle Manager包不仅增加了加载和使用AssetBundle的新API而且还添加了一些编辑器功能来简化工作流。这个功能可以在Assets菜单选项下找到。
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