有人在之前的博客中问我有关共享资源打包的代码,其实这一块很简单,就两个函数:
BuildPipeline.PushAssetDependencies():依赖资源压栈;
BuildPipeline.PopAssetDependencies():依赖资源出栈。
直接看代码,下面为打包示例代码,Prefab1和Prefab2共享贴图资源Tex1,在打包时将Tex1单独打包,而Prefab1和Prefab2对应的assetbundle包中不实际包含Tex1资源,而是记录Tex1资源的引用:
using UnityEditor; using UnityEngine; using System.IO; using System.Collections; using System.Collections.Generic; public class PushAndPop { [MenuItem("Test/BuildAssetBundle")] static void Execute() { string SavePath = "C:\"; BuildAssetBundleOptions buildOp = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle; BuildPipeline.PushAssetDependencies(); // 共享资源Tex1.tga Object sharedAsset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/Tex1.tga"); BuildPipeline.BuildAssetBundle(sharedAsset, null, SavePath + sharedAsset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows); // Prefab1,引用了Tex1.tga BuildPipeline.PushAssetDependencies(); Object p1Asset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/P1.prefab"); BuildPipeline.BuildAssetBundle(p1Asset, null, SavePath + p1Asset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows); BuildPipeline.PopAssetDependencies(); // Prefab2,引用了Tex1.tga BuildPipeline.PushAssetDependencies(); Object p2Asset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/P2.prefab"); BuildPipeline.BuildAssetBundle(p2Asset, null, SavePath + p2Asset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows); BuildPipeline.PopAssetDependencies(); BuildPipeline.PopAssetDependencies(); EditorUtility.DisplayDialog("", "Completed", "OK"); AssetDatabase.Refresh(); } }
可以看到,Push和Pos都是成对使用,一个Push/Pop对就相当于一个Layer(层),层可以嵌套,内层可以依赖外层的资源。也就是说内层某资源在打包时,如果其引用的某个资源已经在外层加载了,那么内层的这个资源包就会包含该资源的引用而不是资源本身。Push/Pop实际上维持了一个依赖的堆栈。
那么,在加载依赖资源包时,需要注意的是:先加载依赖的资源,然后加载其他资源,需要确保这个顺序。下面的代码演示如何使用依赖资源包:
using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { void OnGUI() { // 清空本地缓存 if (GUI.Button(new Rect(0f, 0f, 100f, 20f), Caching.spaceOccupied.ToString())) { Caching.CleanCache(); } if (GUI.Button(new Rect(0f, 30f, 100f, 20f), "Load Share Res")) { StartCoroutine(Load(@"file://C:Tex1.assetbundle", 1)); } if (GUI.Button(new Rect(0f, 60f, 100f, 20f), "Load And Instantiate Prefab")) { StartCoroutine(LoadAndInstantiate(@"file://C:P1.assetbundle", 1)); StartCoroutine(LoadAndInstantiate(@"file://C:P2.assetbundle", 1)); } } // 加载 IEnumerator Load(string url, int version) { WWW www = WWW.LoadFromCacheOrDownload(url, version); yield return www; } // 加载并实例化 IEnumerator LoadAndInstantiate(string url, int version) { WWW www = WWW.LoadFromCacheOrDownload(url, version); yield return www; if (!System.String.IsNullOrEmpty(www.error)) { Debug.Log(www.error); } else { Object main = www.assetBundle.mainAsset; GameObject.Instantiate(main); } } }
先按第二个按钮,然后再按第三个按钮就能够正确显示两个Prefab,如果直接进行第三步操作,则实例化出来的Prefab会缺少贴图。
另外我们可以从assetbundle包的大小来看一下:
如果不打依赖包,两个prefab都打完整包,得到的包的大小为:
P1.assetbundle 56K
P2.assetbundle 38K
如果打依赖包,得到的包的大小为:
Tex1.assetbundle 10k
P1.assetbundle 47K
P2.assetbundle 29K
规律是不是很明显。