Unity5 AssetBundle系列——资源加载卸载以及AssetBundleManifest的使用

  下面代码列出了对于assetbundle资源的常用操作,其中有针对bundle、asset、gameobject三种类型对象的操作,实际使用中尽量保证成对使用。

  这一块的操作比较繁琐,但只要使用正确,是可以保证资源完全没有泄露的。

using UnityEngine;
using System.Collections;

public class TestAssetBundle : MonoBehaviour
{
    public string AssetBundleName = "cube1.assetbundle";

    private string dir = "";
    private AssetBundle bundle = null;
    private UnityEngine.Object asset = null;
    private GameObject go = null;

    private void Start() { dir = Application.dataPath + "/StreamingAssets/"; }

    private void OnGUI()
    {
        // 这些操作一遍走下来,申请的资源是可以完全回收的
        if (GUILayout.Button("LoadAssetBundle", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundle(); }
        if (GUILayout.Button("LoadAsset", GUILayout.Width(200), GUILayout.Height(50))) { LoadAsset(); }
        if (GUILayout.Button("Instantiate", GUILayout.Width(200), GUILayout.Height(50))) { Instantiate(); }
        if (GUILayout.Button("Destroy", GUILayout.Width(200), GUILayout.Height(50))) { Destroy(); }
        if (GUILayout.Button("Unload", GUILayout.Width(200), GUILayout.Height(50))) { Unload(); }
        if (GUILayout.Button("UnloadForce", GUILayout.Width(200), GUILayout.Height(50))) { UnloadForce(); }
        if (GUILayout.Button("UnloadUnusedAssets", GUILayout.Width(200), GUILayout.Height(50))) { UnloadUnusedAssets(); }
    }

    // 加载AssetBundle
    private void LoadBundle()
    {
        bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, AssetBundleName));
        if (bundle == null) Debug.LogError("LoadBundle Failed");
    }

    // 从AssetBundle加载Asset
    private void LoadAsset()
    {
        if (bundle == null) return;

        asset = bundle.LoadAsset("Cube1");
        if (asset == null) Debug.LogError("LoadAsset Failed");
    }

    // 根据Asset实例化GameObject
    private void Instantiate()
    {
        if (asset == null) return;

        go = GameObject.Instantiate(asset) as GameObject;
        if (go == null) Debug.LogError("Instantiate Failed");
    }

    // 销毁GameObject
    private void Destroy()
    {
        if (go == null) return;

        GameObject.Destroy(go);
        go = null;
    }

    // 弱卸载,释放AssetBundle本身的内存
    private void Unload()
    {
        if (bundle == null) return;

        // unload完,bundle就不能再用了,记得要置空
        bundle.Unload(false);
        asset = null;
        bundle = null;
    }

    // 强卸载(无视引用的卸载),释放AssetBundle本身的内存,同时回收从AssetBundle抽取的Asset
    private void UnloadForce()
    {
        if (bundle == null) return;

        // unload完,bundle就不能再用了,记得要置空
        bundle.Unload(true);
        asset = null;
        bundle = null;
    }

    // 全局弱卸载,回收无引用Asset
    private void UnloadUnusedAssets()
    {
        Resources.UnloadUnusedAssets();
    }

}

  由于bundle相互之前会有依赖,所以在使用一个bundle包之前,需要先加载其依赖的所有bundle包,这个过程需要借助全局manifest来实现,简单代码如下:

using UnityEngine;
using System.Collections;

public class TestManifest : MonoBehaviour
{
    private string dir = "";
    private GameObject go = null;
    private AssetBundleManifest manifest = null;

    private void Start() { dir = Application.dataPath + "/StreamingAssets/"; }

    private void OnGUI()
    {
        if (GUILayout.Button("LoadAssetBundleManifest", GUILayout.Width(200), GUILayout.Height(50))) { LoadAssetBundleManifest(); }
        if (GUILayout.Button("LoadBundle", GUILayout.Width(200), GUILayout.Height(50))) { LoadBundle(); }
    }

    // 加载Manifest
    private void LoadAssetBundleManifest()
    {
        var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, "StreamingAssets"));
        manifest = bundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
        // 压缩包释放掉
        bundle.Unload(false);
        bundle = null;
    }

    // 加载AssetBundle
    private void LoadBundle()
    {
        string bundleName = "assets.resources.test.cube1.prefab.assetbundle";
        // 注意:GetAllDependencies会返回直接和间接关联的AssetBundle
        //       加载依赖包没有顺序要求
        string[] dependence = manifest.GetAllDependencies(bundleName);
        for (int i = 0; i < dependence.Length; ++i )
        {
            AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, dependence[i]));
            // 注意:这里不需要手动LoadAsset
            //       只需要加载AssetBundle即可
            //       Asset会在加载其它关联Asset时自动加载
        }

        var bundle = AssetBundle.LoadFromFile(System.IO.Path.Combine(dir, bundleName));
        var asset = bundle.LoadAsset("Cube1");
        go = GameObject.Instantiate(asset) as GameObject;
    }
}

 

上一篇:BestMPRBaseVtk-002-修改工程,搬运官方代码并尝试理解-1


下一篇:solr的suggest模块