初步整理并且學習unity3d資源加載方法,預計用時兩天完成入門學習Unity3d常用兩種加載資源方案:Resources.Load和AssetBundle
Resources.Load就是從一個缺省打進程序包里的AssetBundle里加載資源而一般AssetBundle文件需要你自己創建,運行時動態加載,
可以指定路徑和來源的。其實場景里所有靜態的對象也有這么一個加載過程,只是Unity后臺替你自動完成
一:Resources.Load:使用這種方式加載資源,首先需要下Asset目錄下創建一個名為Resources的文件夾,這個命名是U3D規定的方式,然后把資源文件放進去,
當然也可以在Resources中再創建子文件夾,當然在代碼加載時需要添加相應的資源路徑,下面是一個簡demo,兩個預設,Cube和Sphere,
其中Cube放在Resource中的Prebs中,而Sphere放在Resources跟目錄下,下面分別實現Resources.Load資源的加載
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using UnityEngine;
using System.Collections;
public class LoadResDemo : MonoBehaviour {
private string cubePath = "Prebs/MyCubePreb";
private string spherePath = "MySpherePreb";
void Start () {
//把資源加載到內存中
Object cubePreb = Resources.Load(cubePath, typeof(GameObject));
//用加載得到的資源對象,實例化游戲對象,實現游戲物體的動態加載
GameObject cube = Instantiate(cubePreb) as GameObject;
//以下同理實現Sphere的動態實例化
//把資源加載到內存中
Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
//用加載得到的資源對象,實例化游戲對象,實現游戲物體的動態加載
GameObject sphere = Instantiate(spherePreb) as GameObject;
}
void Update () {
}
}
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將上面的腳本附加到某個游戲對象上,在運行游戲時就可以看到場景中動態創建的上面的游戲對象了
上面是第一種使用Resources.Load()的方式動態加載游戲對象的,然而在項目中更長用的卻是第二種使用AssetBundle的方式動態加載游戲對象。
使用AssetBundle打包預設或者場景可以將與其相關的所有資源打包,這樣很好地解決資源的依賴問題,使得我們可以方便的加載GameObject
首先需要打包資源:
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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AesstBundleTest : MonoBehaviour {
[MenuItem("Custom Bundle/Create Bundel Main")]
public static void creatBundleMain()
{
//獲取選擇的對象的路徑
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
foreach (Object o in os)
{
string sourcePath = AssetDatabase.GetAssetPath(o);
string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle";
if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle cuccess!");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
[MenuItem("Custom Bundle/Create Bundle All")]
public static void CreateBundleAll()
{
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
if (os == null || os.Length == 0)
{
return;
}
string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle";
if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle all cuccess");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
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把上面的代碼放在Editor中,在菜單欄中就可以看見自定的菜單項,選中需要打包的預設,就可以把對應的預設打包并輸出到StreamAssets中了
然后是動態加載資源:
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using UnityEngine;
using System.Collections;
public class LoadBundleTest : MonoBehaviour {
//不同平臺下StreamingAssets的路徑是不同的,這里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif
// Update is called once per frame
void Update () {
}
void OnGUI()
{
if (GUILayout.Button("Load Bundle Main"))
{
string path_shpere = PathURL + "MySpherePreb.assetbundle";
StartCoroutine(loadBundleMain(path_shpere));
string path_cube = PathURL + "MyCubePreb.assetbundle";
StartCoroutine(loadBundleMain(path_cube));
print(path_cube);
}
if (GUILayout.Button("Load Bundle All"))
{
StartCoroutine(loadBundleAll(PathURL + "All.assetbundle"));
}
}
private IEnumerator loadBundleMain(string path)
{
WWW bundle = new WWW(path);
// yield return bundle;
Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
yield return 1;
}
private IEnumerator loadBundleAll(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
Instantiate(bundle.assetBundle.Load("MyCubePreb"));
Instantiate(bundle.assetBundle.Load("MySpherePreb"));
yield return 1;
}
}
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