AssetBundle资源打包

1.AssetLabels资源标签
文件名:资源打包成AssetBundle后的文件名,类似于压缩包的名字
后缀:自定义
文件名和后缀名都是小写格式(大写会自动转为小写)
2. BuildPipeline.BuildAssetBundles(string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform) 打包所有设置了AssetLabel的资源
outputPath:路径,打包出来的AssetBunlde文件存放的位置
BuildAssetBundleOptions:选项,设置AssetBundle打包过程中压缩方式
BuildAssetBundleOptions枚举选项:
None使用LZMA压缩算法进行压缩,打包后资源体积最小
UncompressedAssetBundle不压缩,打包后的AssetBundle体积最大,但是加载速度最快
ChunkBasedCompression使用LZ4压缩算法进行压缩,打包后的AssetBundle体积和加载速度介于上面二者之间
BuildTarget:平台,AssetBundle是平台之间不兼容的,IOS,Android是两套资源
在AssetLabels区域填写AssetBundle名称的时候,名称是可以分目录嵌套的:文件夹名/文件名
AssetBundle打包后的资源包,分两部分组成:
1.资源打包出来的AssetBundle文件
2.AssetBundle文件配套的manifest文本文件

manifest文件
manifest文件用于专门存储打包后的AssetBundle文件的基本信息,主要包含:
**CRC校验码:**类似于MD5,用于计算出该资源的一个特殊信息标示
**ClassTypes列表:**当前资源关联使用到了Unity中的哪些类,这些类是以编号索引的形式存在的,每个编号都对应一个类文件
**Assets:**AssetsBundle里包含了哪些资源文件
**Dependencies:**依赖

在打包出来的AssetBundle文件中,有一个特殊的manifest文件,和AssetBundle存放的文件夹同名,且只在根文件夹下有唯一的一个
这个manifest文件可以称作"AssetBundle目录文件",它存储了打包出来的所有AssetBundle的文件的索引信息
通过这个目录文件,可以找到所有的AssetBundle文件
AssetBundle资源加载
将项目资源打包成AssetBundle后,一般有两种操作
一.将这些AssetBundle留着项目工程中,当成普通资源使用
1.加载AssetBundle资源到内存****
****AssetBundle ab = AssetBundle.LoadFromFile("路径");加载AssetBundle资源到内存,返回一个AssetBundle对象
2.从AssetBundle中获取资源****
T res = ab.LoadAsset<T>("资源名");
3.实例化
打包
1[MenuItem("xx/xxx")] 2public static void Build_WINDOWS64() 3{ 4 string outputPath = Path.Combine(Application.streamingAssetsPath, "Data"); 5 if (!Directory.Exists(outputPath)) 6 Directory.CreateDirectory(outputPath); 7 8 BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);//自己选择平台 9 AssetDatabase.Refresh(); 10}
加载
1using System.Collections; 2using System.Collections.Generic; 3 4public class AssetBundleManager 5{ 6 private readonly string _path = UnityEngine.Application.streamingAssetsPath + "/Data/"; 7 private static AssetBundleManager _instance; 8 private bool mIsLoadingEnd = false; 9 public bool IsLoadingEnd { get { return mIsLoadingEnd; } } 10 private List<string> mLoadingNames; 11 private Dictionary<string, UnityEngine.Object> mAssets; 12 private Dictionary<string, UnityEngine.Texture2D> mTexture2Ds; 13 14 public static AssetBundleManager GetInstance() 15 { 16 if (_instance == null) 17 { 18 _instance = new AssetBundleManager(); 19 } 20 return _instance; 21 } 22 23 private AssetBundleManager() 24 { 25 mLoadingNames = new List<string>(){ 26 //todo:要加载的资源名 27 }; 28 29 mAssets = new Dictionary<string, UnityEngine.Object>(); 30 mTexture2Ds = new Dictionary<string, UnityEngine.Texture2D>(); 31 } 32 33 /// <summary> 34 /// 加载assetsbundle /// 记得先加载到内存StartCoroutine(AssetBundleManager.GetInstance().Loading()); 35 /// </summary> 36 public IEnumerator Loading() 37 { 38 foreach (var nameAndType in mLoadingNames) 39 { 40 string filename = _path + nameAndType.ToLower(); 41 UnityEngine.AssetBundleCreateRequest request = UnityEngine.AssetBundle.LoadFromFileAsync(filename); 42 yield return request; 43 LoadAsset(request.assetBundle); 44 } 45 mIsLoadingEnd = true; 46 } 47 48 private UnityEngine.AssetBundle LoadAssetBundle(string fileName) 49 { 50 UnityEngine.AssetBundle AB = UnityEngine.AssetBundle.LoadFromFile(_path + fileName); 51 return AB; 52 } 53 54 private void LoadAsset(UnityEngine.AssetBundle ab) 55 { 56 UnityEngine.Object[] assets = ab.LoadAllAssets(); 57 for (int i = 0; i < assets.Length; i++) 58 { 59 //一张图片的AssetsBundle包含自身Texture2D和它里面全部Sprite,有可能重名 60 if (!typeof(UnityEngine.Texture2D).Equals(assets[i].GetType())) 61 mAssets.Add(assets[i].name, assets[i]); 62 else 63 mTexture2Ds.Add(assets[i].name, assets[i] as UnityEngine.Texture2D); 64 } 65 } 66 67 /// <summary> 68 /// 从assetbundle获取texture2d 69 /// </summary> 70 public UnityEngine.Texture2D GetTexture2D(string name) 71 { 72 UnityEngine.Texture2D obj; 73 mTexture2Ds.TryGetValue(name, out obj); 74 return obj; 75 } 76 77 /// <summary> 78 /// 从assetbundle获取Object 79 /// </summary> 80 public UnityEngine.Object GetAsset(string name) 81 { 82 UnityEngine.Object obj; 83 mAssets.TryGetValue(name, out obj); 84 return obj; 85 } 86}
二.将这些AssetBundle上传服务器,客户端第一次运行时从服务器下载AssetBundle缓存到本地再使用(实现客户端的安装包与资源分离,降低客户端安装包的体积)****
1.服务器端下载主文件
从服务器端下载AssetBundle需要web路径地址,每一个地址对应一个AssetBundle文件.我们不可能在代码中写几十上百个文件的web地址,所以我们需要先下载"目录AssetBundle文件",然后通过它来间接获取其他AssetBundle文件的下载路径地址.
需要引入命名空间using UnityEngine.Networking;
1using System.Collections; 2using System.IO; 3using UnityEngine; 4using UnityEngine.Networking; 5 6public class TestAssetBundle : MonoBehaviour 7{ 8 private string mainAssetBundleURL = @"http://www.xxx.com.xxx/AssetBundleFile"; 9 private string allAssetBundleURL = @"http://www.xxx.com.xxx/"; 10 11 void Start() 12 { 13 StartCoroutine(DownloadMainAssetBundle()); 14 } 15 16 /// <summary> 17 /// 下载目录AssetBundle文件 18 /// </summary> 19 IEnumerator DownloadMainAssetBundle() 20 { 21 //创建一个获取AssetBundle文件的web请求 22 UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(mainAssetBundleURL); 23 24 //发送web请求 25 yield return request.SendWebRequest(); 26 27 //从请求中获取内容,返回AssetBundle类型的数据 28 AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request); 29 30 //从"目录AssetBundle"中获取manifest数据 31 AssetBundleManifest manifest = ab.LoadAsset<AssetBundleManifest>("AssetBundleManifest"); 32 33 //获取manifest文件中所有的AssetBundle的名称信息 34 string[] names = manifest.GetAllAssetBundles(); 35 36 foreach (var name in names) 37 { 38 StartCoroutine(DownloadAssetBundleAndSave(allAssetBundleURL + name)); 39 } 40 } 41 42 /// <summary> 43 /// 下载AssetBundle并保存到本地 44 /// </summary> 45 IEnumerator DownloadAssetBundleAndSave(string url) 46 { 47 UnityWebRequest request = UnityWebRequest.Get(url); 48 yield return request.SendWebRequest(); 49 // 截取路径地址中的文件名(需要引入System.IO) 50 string fileName = Path.GetFileName(url); 51 SaveAssetBundle(fileName, request.downloadHandler.data); 52 } 53 54 /// <summary> 55 /// 存储AssetBundle为本地文件 56 /// </summary> 57 private void SaveAssetBundle(string fileName, byte[] bytes) 58 { 59 //创建一个文件信息对象(System.IO) 60 FileInfo fileInfo = new FileInfo(Application.streamingAssetsPath + "//" + fileName); 61 62 //创建一个文件流对象 63 FileStream fs = fileInfo.Create(); 64 65 //通过文件流对象,往文件内写入信息 66 fs.Write(bytes, 0, bytes.Length); 67 68 //文件写入存储到硬盘 69 fs.Flush(); 70 71 //关闭文件流对象 72 fs.Close(); 73 74 //销毁文件对象 75 fs.Dispose(); 76 } 77}