• u3d 加密资源并缓存加载


    // 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/softimagewht/p/3888840.html
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