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unity5打包機制下,一種資源打ab和資源管理的方案

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unity5打包機制下,一種資源打ab和資源管理的方案。
1.打ab:
  1.設置平臺
  2.清楚所有資源的assetbundlename:
    string[] abNameArr = AssetDatabase.GetAllAssetBundleNames();
    AssetDatabase.RemoveAssetBundleName(abNameArr[i],true);
  3.創建ab目錄
  4.根據配置把需要打包的資源找出來,對每一個setAbName
  5.調用BuildPipeline.BuildAssetBundles(ab文件夾路徑,BuildAssetBundleOptions.DeterministicAssetBundle,EditorUserBuildSettins.activeBuildTarget);
  6.完成,但這裏要對第4點做一些說明,因為依賴資源:
    我們可以選擇一種簡單粗暴的方式處理依賴資源:搞幾個公共依賴assetbundle,把一些公共資源打到這幾個公共ab中,具體就是:
    在第4步,我們設置一個資源的abName後,對其依賴進行:
      string[] deps = AssetDatabase.GetDependencies(sourcePath);
      if (deps[i] 需要打入公共依賴1)
      AssetImporter aIt = AssetImporter.GetAtPath(deps[i]);
      aIt.assetBundleName = 公共依賴1.assetBundle.
      if (deps[i] 需要打入公共依賴2)
      ...
    其他的依賴就不必繼續分離了,即打到各個資源的ab裏,雖然會增加ab的大小,但依賴資源管理會方便很多。
2.資源管理:
  先加載各個公共依賴到內存,並且一直引用這不unload,其他正式資源加載時自己加載對應的ab即可,無需加載依賴了。
具體代碼如下:(啟動遊戲先加載公共依賴,一樣的加載方式)

        //原始資源引用
        UnityEngine.Object m_ResGameObj = null;
        //3個異步加載句柄:
        //資源包加載句柄,引用www加載ab時結果
        WWW m_LoadHandle = null;
        //資源包加載請求,引用loadfromfileasync和loadfrommemoryasync的結果
        AssetBundleCreateRequest m_Request = null;
        //資源加載請求,引用loadassetasync結果
        AssetBundleRequest m_AssetRequest = null
; //資源包,引用各種加載出來的資源包 AssetBundle m_AssetBundle = null; //資源相對路徑且沒有後綴,作為基礎路徑,方便後續的各種拼接 public string V_AssetPath = null;//是否采用異步 public bool V_UseAsync = true; //加載優先級 public int V_Priority = 0;
     
/// <summary> /// 加載圖片只能用www方式 /// </summary>
/// <param name="path">絕對路徑</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> /// 加載資源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> /// 加載bundle /// </summary> /// <param name="path">絕對路徑</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; } }
     
//加載入口      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//加載安裝包裏的文件,或者編輯器下加載資源使用 { AssetManager.GetInstance().StartCoroutine(LoadResImp()); } } else { //同步加載 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 { } } }

unity5打包機制下,一種資源打ab和資源管理的方案