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Unity3D Android動態反射加載程序集

initial load androi unit for in enume debug 9.png object

這種辦法在iOS下是不讓用的,只能在Android下用。用起來也很方便了。

1、先創建一個c#工程,引用到的UnityEngine.dll在Unity的安裝目錄裏找吧

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2、將編譯的dll放入Unity工程,並打成assetBundle。(要把綴名改成.bytes,這個類型Unity才識別,才能打成assetbundle)

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打bundle代碼

#if UNITY_EDITOR
	[MenuItem("GameObject/BuildAsset")]
	static void BuildAsset()
	{
		var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets);

		foreach (var o in se)
		{
			string sp = AssetDatabase.GetAssetPath(o);
			string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d";

			if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android))
			{
				Debug.Log(tar);
			}
		}
		AssetDatabase.Refresh();
		
	}
#endif

 

右鍵點資源,就有BuildAsset

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bundle就會生成StreamingAssets裏

3、寫測試代碼

using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;

public class TestGame : MonoBehaviour
{

    // Use this for initialization
    void Start ()
    {
        

    }
    
    
// Update is called once per frame void Update () { } IEnumerator Load() { #if UNITY_EDITOR var path = "file://" + Application.streamingAssetsPath + "/" + "ReflectTest.dll.unity3d"; #else #if UNITY_ANDROID var path = "jar:file://" + Application.dataPath + "!/assets/"
+ "ReflectTest.dll.unity3d"; #elif UNITY_IOS var path = Application.dataPath + "/Raw/"+"ReflectTest.dll.unity3d"; #endif #endif //var path = "file://"+Application.streamingAssetsPath + "/" + "HelipadEscapeGame.unity3d"; Debug.Log("path="+path); using (WWW www = new WWW(path)) { yield return www; var tex = www.assetBundle.LoadAsset<TextAsset>("ReflectTest.dll"); //var tex = www.assetBundle.LoadAsset<TextAsset>("HelipadEscapeGame"); var ass = System.Reflection.Assembly.Load(tex.bytes); var type = ass.GetType("Class1"); gameObject.AddComponent(type); } } #if UNITY_EDITOR [MenuItem("Assets/BuildAsset")] static void BuildAsset() { var se = Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets); foreach (var o in se) { string sp = AssetDatabase.GetAssetPath(o); string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d"; if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies,BuildTarget.Android)) { Debug.Log(tar); } } AssetDatabase.Refresh(); } #endif void OnGUI() { if (GUI.Button(new Rect(0, 0, 200, 200), "Load")) { StartCoroutine(Load()); } } }

Unity3D Android動態反射加載程序集