• (转)unity3d加密资源并缓存加载


    http://www.haogongju.net/art/1931680

    首先要鄙视下unity3d的文档编写人员极度不负责任,到发帖为止依然没有更新正确的示例代码。

    // C# Example
    // Builds an asset bundle from the selected objects in the project view.
    // Once compiled go to "Menu" -> "Assets" and select one of the choices
    // to build the Asset Bundle
    using UnityEngine;
    using UnityEditor;
    using System.IO;
    public class ExportAssetBundles {
    [MenuItem("Assets/Build AssetBundle Binary file From Selection - Track dependencies ")]
    static void ExportResource () {
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0) {
    // Build the resource file from the active selection.
    Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
    BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
    Selection.objects = selection;
    FileStream fs = new FileStream(path,FileMode.Open,FileAccess.ReadWrite);
    byte[] buff = new byte[fs.Length+1];
    fs.Read(buff,0,(int)fs.Length);
    buff[buff.Length-1] = 0;
    fs.Close();
    File.Delete(path);
    string BinPath = path.Substring(0,path.LastIndexOf('.'))+".bytes";
    //              FileStream cfs = new FileStream(BinPath,FileMode.Create);
    cfs.Write(buff,0,buff.Length);
    buff =null;
    cfs.Close();
    //              string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets"));
    //              Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object));
    //              BuildPipeline.BuildAssetBundle(ta, null, path);
    }
    }
    [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
    static void ExportResourceNoTrack () {
    // Bring up save panel
    string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
    if (path.Length != 0) {
    // Build the resource file from the active selection.
    BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
    }
    }
    }

      把打包的文件转换成了binary文件并多加了一个字节加密。

      当bytes文件生成好后再选中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

    using UnityEngine;
    using System.Collections;
    using System;
    public class WWWLoadTest : MonoBehaviour
    {
    public string BundleURL;
    public string AssetName;
    IEnumerator Start()
    {
    WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);
    yield return www;
    TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;
    byte[]  data = txt.bytes;
    byte[] decryptedData = Decryption(data);
    Debug.LogError("decryptedData length:"+decryptedData.Length);
    StartCoroutine(LoadBundle(decryptedData));
    }
    IEnumerator LoadBundle(byte[] decryptedData){
    AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);
    yield return acr;
    AssetBundle bundle = acr.assetBundle;
    Instantiate(bundle.Load(AssetName));
    }
    byte[] Decryption(byte[] data){
    byte[] tmp = new byte[data.Length-1];
    for(int i=0;i<data.Length-1;i++){
    tmp[i] = data[i];
    }
    return tmp;
    }
    }

    WWW.LoadFromCacheOrDownload的作用就是下载并缓存资源,要注意后面的版本号参数,如果替换了资源却没有更新版本号,客户端依然会加载缓存中的文件。

    www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset  //characters是加密文件的名字

    AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);           

    这句是官网最坑爹的,AssetBundle.CreateFromMemory明明返回的是AssetBundleCreateRequest官网却写得是AssetBundle,而且AssetBundleCreateRequest是一个异步加载,必须用协程的方式加载官网也没有提到。跟多兄弟就倒在了这里

    完。

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  • 原文地址:https://www.cnblogs.com/hisiqi/p/3203456.html
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