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Unity C#打包AssetBundle與場(chǎng)景詳解

 更新時(shí)間:2019年02月27日 15:12:36   作者:冰封百度  
這篇文章主要給大家介紹了關(guān)于Unity C#打包AssetBundle與場(chǎng)景的相關(guān)資料,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面來(lái)一起學(xué)習(xí)學(xué)習(xí)吧

Unity2018已經(jīng)把打包過(guò)程簡(jiǎn)化很多了

我們只需要關(guān)心兩個(gè)API:

1.BuildPipline.BuildAssetBundles() 打包AssetBundle

2.BuildPipline.BuildPlayer() 打包場(chǎng)景

1.打包AssetBundle

先在資源的Inspector面板最下方 填寫資源所屬的AssetBundle名稱和后綴(后綴可以不填)

再利用BuildPipeline.BuildAssetBundles()進(jìn)行打包

2.打包Scene

利用BuildPipeline.BuildPlayer()進(jìn)行打包

為方便使用 先把要打包的場(chǎng)景放入指定的文件夾 通過(guò)腳本批量打包

3.腳本批量打包

4.打包完畢

5.加載測(cè)試

6.打包和測(cè)試腳本

AssetBundleBuilder.cs

using UnityEngine;
using UnityEditor;
using System.IO;

/// <summary>
/// 資源包打包工具
/// <para>打包AssetBundle和場(chǎng)景(Unity 2018.2.20)</para>
/// <para>ZhangYu 2019-02-26</para>
/// </summary>
public class AssetBundleBuilder
{
 [MenuItem("打包/Windows/資源包和場(chǎng)景")]
 public static void BuildAbsAndScenesWindows() {
  BuildAbsAndScenes(BuildTarget.StandaloneWindows);
 }

 [MenuItem("打包/Android/資源包和場(chǎng)景")]
 public static void BuildAbsAndScenesAndroid() {
  BuildAbsAndScenes(BuildTarget.Android);
 }

 [MenuItem("打包/IOS/資源包和場(chǎng)景")]
 public static void BuildAbsAndScenesIOS() {
  BuildAbsAndScenes(BuildTarget.iOS);
 }

 [MenuItem("打包/Windows/資源包")]
 public static void BuildAbsWindows() {
  BuildAssetBundles(BuildTarget.StandaloneWindows);
 }

 [MenuItem("打包/Android/資源包")]
 public static void BuildAbsAndroid() {
  BuildAssetBundles(BuildTarget.Android);
 }

 [MenuItem("打包/IOS/資源包")]
 public static void BuildAbsIOS() {
  BuildAssetBundles(BuildTarget.iOS);
 }

 [MenuItem("打包/Windows/場(chǎng)景")]
 public static void BuildScenesWindows() {
  BuildScenes(BuildTarget.StandaloneWindows);
 }

 [MenuItem("打包/Android/場(chǎng)景")]
 public static void BuildScenesAndroid() {
  BuildScenes(BuildTarget.Android);
 }

 [MenuItem("打包/IOS/場(chǎng)景")]
 public static void BuildScenesIOS() {
  BuildScenes(BuildTarget.iOS);
 }

 // 打包AssetBundle和Scenes
 public static void BuildAbsAndScenes(BuildTarget platform) {
  BuildAssetBundles(platform);
  BuildScenes(platform);
 }

 // 打包AssetBundles
 private static void BuildAssetBundles(BuildTarget platform) {
  // 輸出路徑
  string outPath = Application.streamingAssetsPath + "/Abs";
  if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath);
  EditorUtility.DisplayProgressBar("信息", "打包資源包", 0f);
  BuildPipeline.BuildAssetBundles(outPath, BuildAssetBundleOptions.DeterministicAssetBundle, platform);
  AssetDatabase.Refresh();
  Debug.Log("所有資源包打包完畢");
 }

 // 打包Scenes
 private static void BuildScenes(BuildTarget platform) {
  // 指定場(chǎng)景文件夾和輸出路徑
  string scenePath = Application.dataPath + "/AbResources/Scenes";
  string outPath = Application.streamingAssetsPath + "/Abs/";

  if (Directory.Exists(scenePath)) {
   // 創(chuàng)建輸出文件夾
   if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath);

   // 查找指定目錄下的場(chǎng)景文件
   string[] scenes = GetAllFiles(scenePath, "*.unity");
   for (int i = 0; i < scenes.Length; i++) {
    string url = scenes[i].Replace("\\", "/");
    int index = url.LastIndexOf("/");
    string scene = url.Substring(index + 1, url.Length - index - 1);
    string msg = string.Format("打包場(chǎng)景{0}", scene);
    EditorUtility.DisplayProgressBar("信息", msg, 0f);
    scene = scene.Replace(".unity", ".scene");
    Debug.Log(string.Format("打包場(chǎng)景{0}到{1}", url, outPath + scene));
    BuildPipeline.BuildPlayer(scenes, outPath + scene, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
    AssetDatabase.Refresh();
   }
   EditorUtility.ClearProgressBar();
   Debug.Log("所有場(chǎng)景打包完畢");
  }
 }

 /// <summary> 獲取文件夾和子文件夾下所有指定類型文件 </summary>
 private static string[] GetAllFiles(string directory, params string[] types) {
  if (!Directory.Exists(directory)) return new string[0];
  string searchTypes = (types == null || types.Length == 0) ? "*.*" : string.Join("|", types);
  string[] names = Directory.GetFiles(directory, searchTypes, SearchOption.AllDirectories);
  return names;
 }

}

LoadTest.cs

using UnityEngine;
using UnityEngine.SceneManagement;

public class LoadTest : MonoBehaviour {

 private void Start () {
  LoadAB();
  LoadScene();
 }

 // 加載資源包
 private void LoadAB() {
  // 資源包路徑
  string path = Application.streamingAssetsPath + "/Abs/test.ab";

  // WWW下載
  Http http = gameObject.AddComponent<Http>();
  http.get(path, OnLoadABComplete);
 }

 // 加載場(chǎng)景
 private void LoadScene() {
  // 資源包路徑
  string path = Application.streamingAssetsPath + "/Abs/Test.scene";

  // WWW下載
  Http http = gameObject.AddComponent<Http>();
  http.get(path, OnLoadSceneComplete);
 }

 // 加載AssetBundle完畢
 private void OnLoadABComplete(WWW www) {
  // 實(shí)例化預(yù)制
  AssetBundle ab = www.assetBundle;
  Object prefab = ab.LoadAsset("Test");
  GameObject instance = (GameObject)Instantiate(prefab);
  DontDestroyOnLoad(instance);
 }

 // 加載場(chǎng)景完畢
 private void OnLoadSceneComplete(WWW www) {
  // 必須寫www.assetBundle這句 這樣場(chǎng)景才能被讀取到
  AssetBundle ab = www.assetBundle;
  SceneManager.LoadScene("Test");
 }

}

總結(jié)

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