分场景打包步骤:导入unity中AB包后
1: 指定场景
2: 指定abname
3: 指定objinabname
4: 协同
5: 委托 void string
unity
先引入命名空间 using LLWHABFW;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LLWHABFW;
using UnityEngine.SceneManagement;
public class S3LoadAB : MonoBehaviour {
private string _abScence = "scenes03";//指定场景 //小写s
private string _aBName = "scenes03/scenes03.ab"; //指定abName
private string _objInAB01 = "Plane.prefab";//指定objIn abName
private string _objInAB02 = "RollerBall.prefab";//指定objInabName
private List<GameObject> _list;
// Use this for initialization
void Start ()
{
_list = new List<GameObject>();
StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePack(_abScence, _aBName, XXXX));//协同
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.Space)) //销毁资源
{
for (int i = 0; i < _list.Count; i++)
{
Destroy(_list[i]);
}
_list.Clear();
AssetBundleMgr.GetInstance().DisposeAllAssets(_abScence);
SceneManager.LoadScene("1");
}
}
private void XXXX(string LLwh) //void string
{
GameObject Plane, Ball;
Plane = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB01, false) as GameObject;
Ball = AssetBundleMgr.GetInstance().LoadAsset(_abScence, _aBName, _objInAB02, false) as GameObject;
_list.Add(Instantiate(Plane));
_list.Add(Instantiate(Ball));
}
}