先介绍一种常用的加载AssetBundle方法
using UnityEngine; using System.Collections; using System.IO; public class LoadUnity3d : MonoBehaviour { // Use this for initialization void Start() { StartCoroutine(LoadScene()); } // Update is called once per frame void Update() { } IEnumerator LoadScene() { //文件路径,也就是我们打包的那个 WWW www = new WWW("file:///" + Application.dataPath + "/Bundles/My Prefab.unity3d"); yield return www; Instantiate(www.assetBundle.mainAsset); } }
第二种,将www文件读成字节进行同步加载
1 using UnityEngine; 2 using System.Collections; 3 4 public class ExampleClass : MonoBehaviour 5 { 6 /// <summary> 7 /// 返回字节数组 8 /// </summary> 9 /// <param name="binary"></param> 10 /// <returns></returns> 11 byte[] MyDecription(byte[] binary) 12 { 13 byte[] decrypted; 14 return decrypted; 15 } 16 IEnumerator Start() 17 { 18 WWW www = new WWW("http://myserver/myBundle.unity3d"); //带有后缀的文件路径,可以是网络也可以是本地 19 yield return www; 20 byte[] decryptedBytes = MyDecription(www.bytes); //返回字节数组 21 AssetBundle assetBundle = AssetBundle.LoadFromMemory(decryptedBytes); //从内存中同步加载资源资源包 22 yield return assetBundle; 23 if (assetBundle != null) //如果资源包不为空 24 { 25 Instantiate(assetBundle.LoadAsset<GameObject>("myBundle"); //根据名字从资源包中加载对应资源 26 } 27 } 28 }
第三种 异步
1 using UnityEngine; 2 using System.Collections; 3 4 public class ExampleClass : MonoBehaviour 5 { 6 /// <summary> 7 /// 返回字节数组 8 /// </summary> 9 /// <param name="binary"></param> 10 /// <returns></returns> 11 byte[] MyDecription(byte[] binary) 12 { 13 byte[] decrypted; 14 return decrypted; 15 } 16 IEnumerator Start() 17 { 18 WWW www = new WWW("http://myserver/myBundle.unity3d"); //带有后缀的文件路径,可以是网络也可以是本地 19 yield return www; 20 byte[] decryptedBytes = MyDecription(www.bytes); //返回字节数组 21 AssetBundleCreateRequest bundle = AssetBundle.LoadFromMemoryAsync(decryptedBytes);//从内存中异步加载资源资源包 22 yield return bundle; 23 if (bundle != null && bundle.assetBundle != null) 24 { 25 Instantiate(bundle.assetBundle.LoadAsset<GameObject>("myBundle"));//根据名字从资源包中加载对应资源 26 } 27 } 28 }
下面贴上项目中使用的方法 和异步加载很像,只是有些简单的实现进行了封装
1 private IEnumerator LoadBundle(ModelGouJian _model) 2 { 3 string filePath = string.Format("{0}/_lesson/ModelFbx/{1}/{2}.unity3d", PublicJs.Datapath, _model.JieDianID, _model.ModelFbx); 4 byte[] decryptedData = FileHelp.Instance.GetFileTextByteEsc(filePath); //返回字节数组 5 AssetBundleCreateRequest bundle = AssetBundle.LoadFromMemoryAsync(decryptedData); //从内存中加载资源包 6 yield return bundle; 7 if (bundle != null && bundle.assetBundle != null) 8 { 9 _model.ModelObj = Instantiate(bundle.assetBundle.LoadAsset<GameObject>(_model.ModelFbx)); //根据资源名加载资源包中资源。 10 _model.ModelObj.name = _model.ModelFbx; 11 _model.ModelObj.transform.localPosition = new Vector3(0, 0, 0); 12 if (_model.ModelObj.name != gouJianData.CurSelectGouJian.ModelFbx) { _model.ModelObj.SetActive(false); } 13 bundle.assetBundle.Unload(false); 14 bundle = null; 15 } 16 else 17 { 18 LogHelp.Write("模型下载错误:{0}", filePath); 19 } 20 yield return new WaitForSeconds(0.5f); 21 iNum++; 22 //判断模型是否下载完成 23 if (IsLoadModel == true && iNum == iCount) 24 { 25 IsLoadModel = false; 26 this.LoadModelEnd(); 27 } 28 }
对加载AssetBundle做一小结,以后补充。
树欲静而风不止,子欲养而亲不待!
2016年12月22日
时间: 2024-10-08 13:14:01