AssetBundle就像一个ZIP压缩文件,里面存储着不同平台的特殊资源(models/texture/prefabs/materials/audio clip/scenes...), 这些资源都可以在运行时进行加载。
上一章介绍了,资源异步加载的方法,这篇介绍AssetBundle资源旧的打包加载方法;
AssetBundle打包:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AssetbundlePack : MonoBehaviour {
/// <summary>
/// 查看所有的Assetbundle名称
/// </summary>
[MenuItem("AssetBundle/Get AssetBundle names")]
static void GetAllAssetbundleNames()
{
var names = AssetDatabase.GetAllAssetBundleNames(); //获取所有设置的AssetBundle
foreach (var name in names)
Debug.Log("AssetBundle: " + name);
}
/// <summary>
/// 自动打包所有资源
/// </summary>
[MenuItem("AssetBundle/Create AssetBundles")] //设置编辑器菜单选项
static void CreateAllAssetBundles()
{
string targetPath = Application.dataPath + "/StreamingAssets/PCAssetsResources/";
if(!Directory.Exists(targetPath))
{
Directory.CreateDirectory(targetPath);
}
//打包资源
////参数一为打包到哪个路径,参数二压缩选项 参数三 平台的目标
BuildPipeline.BuildAssetBundles(targetPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
//刷新编辑器
AssetDatabase.Refresh();
}
/// <summary>
/// 清除之前设置过的AssetBundleName,避免产生不必要的资源也打包
/// 因为只要设置了AssetBundleName的,都会进行打包,不论在什么目录下
/// </summary>
[MenuItem("AssetBundle/Clear All Assetbundle Name")]
public static void ClearAssetBundlesName()
{
string[] oldAssetBundleNames = AssetDatabase.GetAllAssetBundleNames();
for (int j = 0; j < oldAssetBundleNames.Length; j++)
{
AssetDatabase.RemoveAssetBundleName(oldAssetBundleNames[j], true);
}
}
}
异步加载AssetBundle
/// <summary>
/// 请求AssetBundle
/// </summary>
/// <param name="url">AssetBundle地址</param>
/// <param name="actionResult">请求发起后处理回调结果的委托,处理请求结果的AssetBundle</param>
/// <returns></returns>
IEnumerator _LoadAssetBundle(string url, Action<bool, string, AssetBundle> actionResult)
{
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
DownloadHandlerAssetBundle downloadAssetBundle = new DownloadHandlerAssetBundle(url, uint.MaxValue);
request.downloadHandler = downloadAssetBundle;
yield return request.SendWebRequest();
AssetBundle assetBundle = null;
string text = null;
if (!(request.isNetworkError || request.isHttpError))
{
assetBundle = downloadAssetBundle.assetBundle;
}
else
{
text = request.error;
}
if (actionResult != null)
{
actionResult.Invoke((request.isNetworkError || request.isHttpError), text, assetBundle);
}
}
}
AssetBundle旧方法打包加载就介绍到这里,自2018版Unity发布之后出现新的资源管理方式Addressable,不过旧的依然能用,个人觉得新Addressable方式用起来方便的多,Addressable也是基于AssetBundle之上,下一篇主要介绍Addressable使用。