unity-------------------打包BuildAssetBundles的使用

unity5打包机制下,一种资源打ab和资源管理的方案。
1.打ab:
  1.设置平台
  2.清楚所有资源的assetbundlename:
    string[] abNameArr = AssetDatabase.GetAllAssetBundleNames();
    AssetDatabase.RemoveAssetBundleName(abNameArr[i],true);
  3.创建ab目录
  4.根据配置把需要打包的资源找出来,对每一个setAbName
  5.调用BuildPipeline.BuildAssetBundles(ab文件夹路径,BuildAssetBundleOptions.DeterministicAssetBundle,EditorUserBuildSettins.activeBuildTarget);
  6.完成,但这里要对第4点做一些说明,因为依赖资源:
    我们可以选择一种简单粗暴的方式处理依赖资源:搞几个公共依赖assetbundle,把一些公共资源打到这几个公共ab中,具体就是:
    在第4步,我们设置一个资源的abName后,对其依赖进行:
      string[] deps = AssetDatabase.GetDependencies(sourcePath);
      if (deps[i] 需要打入公共依赖1)
      AssetImporter aIt = AssetImporter.GetAtPath(deps[i]);
      aIt.assetBundleName = 公共依赖1.assetBundle.
      if (deps[i] 需要打入公共依赖2)
      ...
    其他的依赖就不必继续分离了,即打到各个资源的ab里,虽然会增加ab的大小,但依赖资源管理会方便很多。
2.资源管理:
  先加载各个公共依赖到内存,并且一直引用这不unload,其他正式资源加载时自己加载对应的ab即可,无需加载依赖了。
具体代码如下:(启动游戏先加载公共依赖,一样的加载方式)

//原始资源引用

UnityEngine.Object m_ResGameObj = null;

//3个异步加载句柄:

//资源包加载句柄,引用www加载ab时结果

WWW m_LoadHandle = null;

//资源包加载请求,引用loadfromfileasync和loadfrommemoryasync的结果

AssetBundleCreateRequest m_Request = null;

//资源加载请求,引用loadassetasync结果

AssetBundleRequest m_AssetRequest = null;

//资源包,引用各种加载出来的资源包

AssetBundle m_AssetBundle = null;

//资源相对路径且没有后缀,作为基础路径,方便后续的各种拼接

public string V_AssetPath = null;//是否采用异步

public bool V_UseAsync = true;

//加载优先级

public int V_Priority = 0;

     /// <summary>

/// 加载图片只能用www方式

/// </summary>

/// <param name="path">绝对路径</param>

/// <returns></returns>

IEnumerator LoadBundleImpImage(string path)

{

m_LoadHandle = new WWW(PathHelper.GetInstance().F_AddFilePro(path));

yield return m_LoadHandle;

if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.assetBundle != null)

{

m_AssetBundle = m_LoadHandle.assetBundle;

string[] assets = m_AssetBundle.GetAllAssetNames();

m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]);

}

else if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.texture != null)

{

m_ResGameObj = m_LoadHandle.texture;

}

if (m_LoadHandle != null) m_LoadHandle.Dispose();

m_LoadHandle = null;

}

/// <summary>

/// 加载资源imp

/// </summary>

/// <returns></returns>

IEnumerator LoadResImp()

{

ResourceRequest request = Resources.LoadAsync(V_AssetPath);

yield return request;

if (request != null && request.asset != null)

{

m_ResGameObj = request.asset;

}

m_AssetBundle = null;

}

     /// <summary>

/// 加载bundle

/// </summary>

/// <param name="path">绝对路径</param>

/// <returns></returns>

IEnumerator LoadBundleImp(string path)

{

m_Request = AssetBundle.LoadFromFileAsync(path);

yield return m_Request;

if (m_Request != null && m_Request.assetBundle != null)

{

m_AssetBundle = m_Request.assetBundle;

string[] assets = m_AssetBundle.GetAllAssetNames();

m_AssetRequest = m_AssetBundle.LoadAssetAsync(assets[0]);

yield return m_AssetRequest;

m_ResGameObj = m_AssetRequest.asset;

F_SendFinishEvent();

m_Request = null;

m_AssetRequest = null;

}

}

     //加载入口

     public void StartLoadAsset()

{

string absolutePath = GetPersistentAssetPath();

if (V_UseAsync)

{

string abPath = string.Empty;

if (PathHelper.GetInstance().F_CheckFileExists(absolutePath))

{

abPath = absolutePath;

}

if (abPath.EndsWith(PathHelper.ABFile))

{

AssetManager.GetInstance().StartCoroutine(LoadBundleImp(abPath));

}

else if (abPath.EndsWith(".jpg") || abPath.EndsWith(".png"))

{

AssetManager.GetInstance().StartCoroutine(LoadBundleImpImage(abPath));

}

else//加载安装包里的文件,或者编辑器下加载资源使用

{

AssetManager.GetInstance().StartCoroutine(LoadResImp());

}

}

else

{

//同步加载

try

{

if (m_ResGameObj == null)

{

m_AssetBundle = null;

if (AssetManager.GetInstance().F_IsLoadByAb() &&

absolutePath.EndsWith(PathHelper.ABFile))

{

m_AssetBundle = AssetBundle.LoadFromFile(absolutePath);

}

if (m_AssetBundle != null)

{

string[] assets = m_AssetBundle.GetAllAssetNames();

m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]);

}

else

{

m_ResGameObj = Resources.Load(V_AssetPath);

}

}

}

catch

{

}

}

}

//原始资源引用        UnityEngine.Object m_ResGameObj = null;        //3个异步加载句柄:        //资源包加载句柄,引用www加载ab时结果        WWW m_LoadHandle = null;        //资源包加载请求,引用loadfromfileasync和loadfrommemoryasync的结果        AssetBundleCreateRequest m_Request = null;        //资源加载请求,引用loadassetasync结果        AssetBundleRequest m_AssetRequest = null;        //资源包,引用各种加载出来的资源包        AssetBundle m_AssetBundle = null;        //资源相对路径且没有后缀,作为基础路径,方便后续的各种拼接        public string V_AssetPath = null;//是否采用异步        public bool V_UseAsync = true;        //加载优先级        public int V_Priority = 0;     /// <summary>        /// 加载图片只能用www方式        /// </summary>        /// <param name="path">绝对路径</param>        /// <returns></returns>        IEnumerator LoadBundleImpImage(string path)        {            m_LoadHandle = new WWW(PathHelper.GetInstance().F_AddFilePro(path));            yield return m_LoadHandle;            if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.assetBundle != null)            {                m_AssetBundle = m_LoadHandle.assetBundle;                string[] assets = m_AssetBundle.GetAllAssetNames();                m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]);            }            else if (m_LoadHandle != null && string.IsNullOrEmpty(m_LoadHandle.error) && m_LoadHandle.texture != null)            {                m_ResGameObj = m_LoadHandle.texture;            }            if (m_LoadHandle != null) m_LoadHandle.Dispose();            m_LoadHandle = null;        }
        /// <summary>        /// 加载资源imp        /// </summary>        /// <returns></returns>        IEnumerator LoadResImp()        {            ResourceRequest request = Resources.LoadAsync(V_AssetPath);            yield return request;            if (request != null && request.asset != null)            {                m_ResGameObj = request.asset;            }            m_AssetBundle = null;        }
     /// <summary>        /// 加载bundle        /// </summary>        /// <param name="path">绝对路径</param>        /// <returns></returns>        IEnumerator LoadBundleImp(string path)        {            m_Request = AssetBundle.LoadFromFileAsync(path);            yield return m_Request;            if (m_Request != null && m_Request.assetBundle != null)            {                m_AssetBundle = m_Request.assetBundle;                string[] assets = m_AssetBundle.GetAllAssetNames();                m_AssetRequest = m_AssetBundle.LoadAssetAsync(assets[0]);                yield return m_AssetRequest;                m_ResGameObj = m_AssetRequest.asset;                F_SendFinishEvent();                m_Request = null;                m_AssetRequest = null;            }        }
     //加载入口     public void StartLoadAsset()        {            string absolutePath = GetPersistentAssetPath();            if (V_UseAsync)            {                string abPath = string.Empty;                if (PathHelper.GetInstance().F_CheckFileExists(absolutePath))                {                    abPath = absolutePath;                }                if (abPath.EndsWith(PathHelper.ABFile))                {                    AssetManager.GetInstance().StartCoroutine(LoadBundleImp(abPath));                }                else if (abPath.EndsWith(".jpg") || abPath.EndsWith(".png"))                {                    AssetManager.GetInstance().StartCoroutine(LoadBundleImpImage(abPath));                }                else//加载安装包里的文件,或者编辑器下加载资源使用                {                    AssetManager.GetInstance().StartCoroutine(LoadResImp());                }            }            else            {                //同步加载                try                {                    if (m_ResGameObj == null)                    {                        m_AssetBundle = null;                        if (AssetManager.GetInstance().F_IsLoadByAb() &&                            absolutePath.EndsWith(PathHelper.ABFile))                        {                            m_AssetBundle = AssetBundle.LoadFromFile(absolutePath);                        }                        if (m_AssetBundle != null)                        {                            string[] assets = m_AssetBundle.GetAllAssetNames();                            m_ResGameObj = m_AssetBundle.LoadAsset(assets[0]);                        }                        else                        {                            m_ResGameObj = Resources.Load(V_AssetPath);                        }                    }                }                catch                {
                }            }        }

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