Unity -- AssetBundle(本地资源加载和加载依赖关系)

时间:2023-03-08 18:40:17

1.本地资源加载

1).建立Editor文件夹

2).建立StreamingAssets文件夹和其Windows的子文件夹

将下方第一个脚本放入Editor 里面

脚本一  资源打包AssetBundle的所有标签资源

using UnityEngine;
using UnityEditor; public class Tools
{
[MenuItem("Tools/buildAB")] //编辑器扩展
public static void Building()
{
Debug.LogError("");
string _adPath = Application.streamingAssetsPath + "\\Windows";//路径
BuildPipeline.BuildAssetBundles(_adPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneLinux64);
//自动检测有AssetBundle标签的预制体,并进行资源压缩. //固定格式
} }

资源加载

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class Load2 : MonoBehaviour { // Use this for initialization
void Start ()
{
//本地必须加入 file:// 这样子www才能进行访问
string _abpath ="file://" +Application.streamingAssetsPath + "/Windows/sp"; StartCoroutine("Creat",_abpath);
}
// Update is called once per frame
void Update ()
{
}
IEnumerator Creat(string path)
{
using (WWW lo=new WWW(path))
{
yield return lo;
if (lo != null)
{
AssetBundle ab = lo.assetBundle;
if (ab != null)
{
GameObject obj = ab.LoadAsset<GameObject>("Cube");
Instantiate(obj);
}
}
else {
Debug.LogError("加载失败");
}
}
}

2.加载依赖关系

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoadManCtr : MonoBehaviour {
// Use this for initialization
public string ABName;
string _abPath;
string _manpath;
private List<AssetBundle> ManListAB;
void Start ()
{
ManListAB = new List<AssetBundle>();
_abPath = Application.streamingAssetsPath + "/Windows/";
_manpath = Application.streamingAssetsPath + "/Windows/Windows";
//查找依赖关系
#region 加载依赖
AssetBundle _manAB = AssetBundle.LoadFromFile(_manpath);
//固定格式
AssetBundleManifest manifest = _manAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
string[] dependencies = manifest.GetAllDependencies(ABName);
Debug.LogError(dependencies.Length);
//加载依赖
if (dependencies.Length != )
{
foreach (string s in dependencies)
{
Debug.Log(s);
//挨个加载依赖关系
ManListAB.Add(LoadABByName(s)); //存在内存中
}
}
#endregion
//依赖加载完毕 圆柱 立方体
AssetBundle _ab = AssetBundle.LoadFromFile(_abPath + ABName);
GameObject copyObj = _ab.LoadAsset<GameObject>("Capsule");
Instantiate(copyObj);
//释放ab依赖的内存
foreach (var v in ManListAB)
{
v.Unload(false);
}
_ab.Unload(false);//不从场景里面删除
//true 场景删除
AssetBundle _ab01 = AssetBundle.LoadFromFile(_abPath + ABName);//_ab.Unload(false); 没有这句话会重复加载
GameObject copyObj01 = _ab01.LoadAsset<GameObject>("Capsule");
Instantiate(copyObj01,Vector3.one,Quaternion.identity);
}
// Update is called once per frame
void Update ()
{
}
private AssetBundle LoadABByName(string name)
{
return AssetBundle.LoadFromFile(_abPath + name);
}
}