• 加载AssetBundle方法


    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。

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  • 原文地址:https://www.cnblogs.com/unityzc/p/6210029.html
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