打包加载 AssetBundle

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打包加载 AssetBundle

打包加载 AssetBundle

1.先创建Asset序列化(单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性),配置好ConfigAB表

  
/*              #########                       ############                     #############                    ##  ###########                   ###  ###### #####                  ### #######   ####                 ###  ########## ####                ####  ########### ####               ####   ###########  #####             #####   ### ########   #####           #####   ###   ########   ######         ######   ###  ###########   ######       ######   #### ##############  ######      #######  #####################  ######     #######  ######################  ######    #######  ###### #################  ######   #######  ###### ###### #########   ######   #######    ##  ######   ######     ######   #######        ######    #####     #####    ######        #####     #####     ####     #####        ####      #####     ###      #####       ###        ###      #        ###       ###        ###              ##       ###        ###               
__________#_______####_______####______________身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。我们的未来没有BUG              
* ==============================================================================
* Filename: ABConfig 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;[CreateAssetMenu(fileName = "ABConfig",menuName = "CreateABConfig",order = 0)]
public class ABConfig : ScriptableObject {//单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性public List<string> m_AllPrefabPath = new List<string>();public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>();[System.Serializable]public struct FileDirABName{public string ABName;public string Path;}
}

2. 打包加载 AssetBundle 

/*              #########                       ############                     #############                    ##  ###########                   ###  ###### #####                  ### #######   ####                 ###  ########## ####                ####  ########### ####               ####   ###########  #####             #####   ### ########   #####           #####   ###   ########   ######         ######   ###  ###########   ######       ######   #### ##############  ######      #######  #####################  ######     #######  ######################  ######    #######  ###### #################  ######   #######  ###### ###### #########   ######   #######    ##  ######   ######     ######   #######        ######    #####     #####    ######        #####     #####     ####     #####        ####      #####     ###      #####       ###        ###      #        ###       ###        ###              ##       ###        ###               
__________#_______####_______####______________身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。我们的未来没有BUG              
* ==============================================================================
* Filename: BundleEditor 
* Created:  
* Author:   WYC
* Purpose:  打包加载 AssetBundle
* ==============================================================================
*/
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary;public class BundleEditor
{private static string m_BunleTargetPath = Application.streamingAssetsPath;private static string ABCONGFIGPATH = "Assets/Editor/ABConfig.asset";//key是AB包名,value是路径,所有文件AB包dicprivate static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>();//过滤的listprivate static List<string> m_AllFileAB = new List<string>();//单个Prefab的AB包private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();//存储所有有效路径private static List<string> m_ConfigFile = new List<string>();//标签[MenuItem("Tools/AB打包")]public static void Build(){//AssetBundle打包设置
        m_AllFileAB.Clear();m_AllFileDir.Clear();m_AllPrefabDir.Clear();m_ConfigFile.Clear();ABConfig abconfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONGFIGPATH);foreach (ABConfig.FileDirABName f in abconfig.m_AllFileDirAB){if (m_AllFileDir.ContainsKey(f.ABName)){Debug.LogError("AB包配置名字重复,请检查!");}else{m_AllFileDir.Add(f.ABName, f.Path);m_AllFileAB.Add(f.Path);m_ConfigFile.Add(f.Path);}}string[] allStr = AssetDatabase.FindAssets("t:Prefab", abconfig.m_AllPrefabPath.ToArray());//加载预设体for (int i = 0; i < allStr.Length; i++){string path = AssetDatabase.GUIDToAssetPath(allStr[i]);//加载进度条EditorUtility.DisplayProgressBar("查找Prefab", "Prefab" + path, i * 1.0f / allStr.Length);m_ConfigFile.Add(path);if (!ContainAllFileAB(path)){GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);string[] allDepend = AssetDatabase.GetDependencies(path);List<string> allDependPath = new List<string>();for (int j = 0; j < allDepend.Length; j++){//Debug.Log(allDepend[j]);if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs")){m_AllFileAB.Add(allDepend[j]);allDependPath.Add(allDepend[j]);}}if (m_AllPrefabDir.ContainsKey(obj.name)){Debug.LogError("存在相同名字的Prefab名字" + obj.name);}else{m_AllPrefabDir.Add(obj.name, allDependPath);}}}foreach (string name in m_AllFileDir.Keys){SetABName(name, m_AllFileDir[name]);}foreach (string name in m_AllPrefabDir.Keys){SetABName(name, m_AllPrefabDir[name]);}BunildAssetBunble();//清除老的AB包设置string[] oldNameAB = AssetDatabase.GetAllAssetBundleNames();for (int i = 0; i < oldNameAB.Length; i++){AssetDatabase.RemoveAssetBundleName(oldNameAB[i], true);EditorUtility.DisplayProgressBar("清除AB包名", "名字" + oldNameAB[i], i * 1.0f / oldNameAB.Length);}AssetDatabase.Refresh();//编辑器的刷新EditorUtility.ClearProgressBar();//清除进度条
}//开始AB打包static void BunildAssetBunble(){string[] allBundles = AssetDatabase.GetAllAssetBundleNames();//key 为全路径 value为包名Dictionary<string, string> resPathDic = new Dictionary<string, string>();for (int i = 0; i < allBundles.Length; i++){string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);for (int j = 0; j < allBundlePath.Length; j++){if (allBundlePath[j].EndsWith(".cs")){continue;}Debug.Log("此AB包:" + allBundles[i] + "下面包含的资源文件路径:" + allBundlePath[j]);if (ValidPath(allBundlePath[j])){resPathDic.Add(allBundlePath[j], allBundles[i]);}}}DeleteAB();WriteDate(resPathDic);BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);}//生成自己的AB配置表static void WriteDate(Dictionary<string, string> resPathDic){AssetBundleConfig config = new AssetBundleConfig();config.ABList = new List<ABBase>();foreach (string s in resPathDic.Keys){ABBase aBBase = new ABBase();aBBase.Path = s;aBBase.Crc = CRC32.GetCRC32(s);aBBase.ABName = resPathDic[s];aBBase.AssetName = s.Remove(0, s.LastIndexOf("/") + 1);aBBase.ABDependce = new List<string>();string[] resDependce = AssetDatabase.GetDependencies(s);for (int i = 0; i < resDependce.Length; i++){string tempPath = resDependce[i];if (tempPath == s || s.EndsWith(".cs")){continue;}string abName = "";if (resPathDic.TryGetValue(tempPath, out abName)){if (abName == resPathDic[s]){continue;}if (!aBBase.ABDependce.Contains(abName)){aBBase.ABDependce.Add(abName);}}}config.ABList.Add(aBBase);}//写入XMLstring xmlPath = Application.dataPath + "/Resources/l";if (File.Exists(xmlPath)){File.Delete(xmlPath);}using (FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite)){using (StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8)){XmlSerializer xml = new XmlSerializer(config.GetType());xml.Serialize(sw, config);}}//写入二进制foreach (ABBase a in config.ABList){a.Path = "";}string batysPath = Application.dataPath + "/Resources/Bytes/AssetBundleConfig.bytes";if (File.Exists(batysPath)){File.Delete(batysPath);}using (FileStream fileStream = new FileStream(batysPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite)){BinaryFormatter bf = new BinaryFormatter();bf.Serialize(fileStream, config);}}//删除多余的AB包资源static void DeleteAB(){string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();DirectoryInfo info = new DirectoryInfo(m_BunleTargetPath);FileInfo[] files = info.GetFiles("*", SearchOption.AllDirectories);for (int i = 0; i < files.Length; i++){if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta")){continue;}else{Debug.Log("此AB包已经改名字了: " + files[i].Name);if (File.Exists(files[i].FullName)){File.Delete(files[i].FullName);}}}}static bool ConatinABName(string name, string[] strs){for (int i = 0; i < strs.Length; i++){if (name == strs[i]){return true;}}return false;}//设置AB包名字static void SetABName(string name, string path){AssetImporter assetImporter = AssetImporter.GetAtPath(path);if (assetImporter == null){Debug.LogError("不存在的路径文件" + path);}else{assetImporter.assetBundleName = name;}}static void SetABName(string name, List<string> paths){for (int i = 0; i < paths.Count; i++){SetABName(name, paths[i]);}}//过滤的list  有没有重复的路径static bool ContainAllFileAB(string path){for (int i = 0; i < m_AllFileAB.Count; i++){if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i], "")[0] == '/'))){return true;}}return false;}//是否有效路径static bool ValidPath(string path){for (int i = 0; i < m_ConfigFile.Count; i++){if (path.Contains(m_ConfigFile[i])){return true;}}return false;}
}

(注意以上2个脚本需要放在Editor文件夹里面)

3、完善一下AB配置表类

/*              #########                       ############                     #############                    ##  ###########                   ###  ###### #####                  ### #######   ####                 ###  ########## ####                ####  ########### ####               ####   ###########  #####             #####   ### ########   #####           #####   ###   ########   ######         ######   ###  ###########   ######       ######   #### ##############  ######      #######  #####################  ######     #######  ######################  ######    #######  ###### #################  ######   #######  ###### ###### #########   ######   #######    ##  ######   ######     ######   #######        ######    #####     #####    ######        #####     #####     ####     #####        ####      #####     ###      #####       ###        ###      #        ###       ###        ###              ##       ###        ###               
__________#_______####_______####______________身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。我们的未来没有BUG              
* ==============================================================================
* Filename: AssetBundleConfig 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization;[System.Serializable]
public class AssetBundleConfig {[XmlElement("ABList")]public List<ABBase> ABList { get; set; }
}
[System.Serializable]
public class ABBase
{[XmlAttribute("Path")]public string Path { get; set; }[XmlAttribute("Crc")]public uint Crc { get; set; }[XmlAttribute("ABName")]public string ABName { get; set; }[XmlAttribute("AssetName")]public string AssetName { get; set; }[XmlElement("ABDependce")]public List<string> ABDependce { get; set; }
}
/*              #########                       ############                     #############                    ##  ###########                   ###  ###### #####                  ### #######   ####                 ###  ########## ####                ####  ########### ####               ####   ###########  #####             #####   ### ########   #####           #####   ###   ########   ######         ######   ###  ###########   ######       ######   #### ##############  ######      #######  #####################  ######     #######  ######################  ######    #######  ###### #################  ######   #######  ###### ###### #########   ######   #######    ##  ######   ######     ######   #######        ######    #####     #####    ######        #####     #####     ####     #####        ####      #####     ###      #####       ###        ###      #        ###       ###        ###              ##       ###        ###               
__________#_______####_______####______________身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。我们的未来没有BUG              
* ==============================================================================
* Filename: CRC32 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class CRC32 {//crc表static UInt32[] crcTable ={0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4};//返回字符串的crcpublic static uint GetCRC32(string msg){byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);int iCount = bytes.Length;uint crc = 0xFFFFFFFF;for (int i = 0; i < iCount; i++){crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]];}return crc;}
}

 

4.先工具栏初始化运行 Tool/AB打包   然后反序列化加载  测试代码如下

 void TextLoadAB(){TextAsset textAsset = Resources.Load<TextAsset>("Bytes/AssetBundleConfig");using (MemoryStream stream = new MemoryStream(textAsset.bytes)){BinaryFormatter binaryFormatter = new BinaryFormatter();AssetBundleConfig textSerilize = (AssetBundleConfig)binaryFormatter.Deserialize(stream);string path = "Assets/GameData/Prefabs/Attack.prefab";uint crc = CRC32.GetCRC32(path);Debug.Log(textSerilize.ABList.Count);ABBase aBBase = null;for (int i = 0; i < textSerilize.ABList.Count; i++){if (textSerilize.ABList[i].Crc == crc){aBBase = textSerilize.ABList[i];}Debug.Log(textSerilize.ABList[i].Path);}for (int i = 0; i < aBBase.ABDependce.Count; i++){Debug.Log(aBBase.ABDependce[i]);AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABDependce[i]);}AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABName);GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(aBBase.ABName));}}

  

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