unity Assetbundle Scene打包与加载

https://blog.csdn.net/qq_15697801/article/details/80003488

 

打包

using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;

public class AssetBundleTest : MonoBehaviour
{

    [MenuItem("Custom Editor/AssetBundle/Bundle Scene")]
    static void CreateSceneALL()
    {
        //清空一下缓存  
        Caching.CleanCache();
        List<BundleData> strmes = GetSelectionFile(".unity");
        Debug.Log(strmes.Count);
        if (strmes.Count <= 0)
            return;
        string Path=string.Empty;
        string filepath = PlayerPrefs.GetString("Path");
        foreach (var item in strmes)
        {
            //获得用户选择的路径的方法,可以打开保存面板(推荐)
            if(string.IsNullOrEmpty(Path))
            {
                if(string.IsNullOrEmpty(filepath))
                {
                    Path = EditorUtility.SaveFilePanel("保存资源", "SS", "" + item.Name, "unity3d");
                    filepath = Path.Substring(0, Path.LastIndexOf('/'));
                }
                else
                {
                    Path = filepath+ "/"+item.Name+ ".unity3d";
                }
                PlayerPrefs.SetString("Path", filepath);
            }
            //另一种获得用户选择的路径,默认把打包后的文件放在Assets目录下
            //string Path = Application.dataPath + "/MyScene.unity3d";
            //选择的要保存的对象 
            string[] levels = {item.LevelsPath };
            //打包场景  
            BuildPipeline.BuildPlayer(levels, Path, BuildTarget.StandaloneWindows64, BuildOptions.BuildAdditionalStreamedScenes);
        }
        // 刷新,可以直接在Unity工程中看见打包后的文件
        AssetDatabase.Refresh();
        if(!string.IsNullOrEmpty(filepath))
        {
            System.Diagnostics.Process.Start(filepath);
            Debug.Log("Bundle Success!!!");
        }
    }
    [MenuItem("Custom Editor/AssetBundle/Clear FilePath")]
    static public void ClearFilePath()
    {
        PlayerPrefs.DeleteKey("Path");
        Debug.Log("默认地址清除成功!" + PlayerPrefs.GetString("Path"));
    }
    //得到鼠标选中的文件,只返回文件名及后缀  
    static public string[] GetSelectionFile()
    {
        //SelectionMode.Unfiltered          返回整个选择。  
        //SelectionMode.TopLevel            仅返回最顶层选择的变换;其他选择的子对象将被过滤出。  
        //SelectionMode.Deep                返回选择和所有选择的子变换。  
        //SelectionMode.ExcludePrefab       从选择中排除任何预制。  
        //SelectionMode.Editable            排除任何对象不得修改。  
        //SelectionMode.Assets              仅返回资源目录中的资源对象。  
        //SelectionMode.DeepAssets          如果选择包含文件夹,也包含所有资源和子目录。  
        //SelectionMode.OnlyUserModifiable  仅用户可修改??  
        UnityEngine.Object[] arr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.TopLevel);

        string[] str = new string[arr.Length];
        for (int i = 0; i < arr.Length; ++i)
        {
            string s = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')) + "/" + AssetDatabase.GetAssetPath(arr[i]);
            Debug.Log(s);
            str[i] = s.Substring(s.LastIndexOf('/') + 1, s.Length - s.LastIndexOf('/') - 1);
            Debug.Log(str[i]);
        }
        return str;
    }
    //得到鼠标选中的文件,验证后缀返回文件名  
    static public List<BundleData> GetSelectionFile(string suffix)
    {
        UnityEngine.Object[] arr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.TopLevel);

      //  string[] str = new string[arr.Length];
        List<BundleData> liststr = new List<BundleData>();
        for (int i = 0; i < arr.Length; ++i)
        {
            string s = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')) + "/" + AssetDatabase.GetAssetPath(arr[i]);
            Debug.Log(s);
            var strName = s.Substring(s.LastIndexOf('/') + 1, s.Length - s.LastIndexOf('/') - 1);
            if (strName.EndsWith(suffix)) {
               // var file = AssetDatabase.GetAssetPath(arr[i]);
              //  str[i] = GetString(strName, suffix);
               // Debug.Log(str[i]);
                BundleData strdata = new BundleData();
                strdata.AllName = strName;
                strdata.Name = GetString(strName, suffix);
                    strdata.Suffix = suffix;
                strdata.FilePath = s;
                strdata.LevelsPath= AssetDatabase.GetAssetPath(arr[i]);
                liststr.Add(strdata);
            }
        }
        return liststr;
    }
    ///<summary>
    /// 截前后字符(串)
    ///</summary>
    ///<param name="val">原字符串</param>
    ///<param name="str">要截掉的字符串</param>
    ///<param name="all">是否贪婪</param>
    ///<returns></returns>
    private static string GetString(string val, string str, bool all=true)
    {
        return Regex.Replace(val, @"(^(" + str + ")" + (all ? "*" : "") + "|(" + str + ")" + (all ? "*" : "") + "$)", "");
    }
}
public class BundleData{
    public string AllName;//名字带后缀
    public string Name;//名字不带后缀
    public string Suffix;//后缀
    public string FilePath;//全路径
    public string LevelsPath;//工程内路径
    }

  

加载

/// <summary>
    /// 真的场景加载方式
    /// </summary>
    /// <returns></returns>
    public IEnumerator LoadReallyScene( string path)
    {
        // path= path.Replace("/","\\");
        //  !isnewload ? (AppDefine.Bundle_Root_Env + GlobalConfig.Instance.SceneName + ".prefab") : (ModelManager.Instance.GetRelativeDirUrl(RelativeDirEnum.Model) + GlobalConfig.Instance.SceneName + ".prefab");
        WWW bundle = new WWW(path);
        yield return bundle;
        if (bundle.error == null)
        {
            AssetBundle ab = bundle.assetBundle; //将场景通过AssetBundle方式加载到内存中  
            AsyncOperation asy = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); //sceneName不能加后缀,只是场景名称
            yield return asy;
            OnSceneLoadEnd(); //执行回调      
        }
        else
        {
            Debug.LogError(bundle.error);
        }

    }

  

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