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; } }