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Unity C#打包AssetBundle与场景详解

作者:冰封百度  发布时间:2022-02-19 14:04:13 

标签:unity,c#,assetbundle

Unity2018已经把打包过程简化很多了

我们只需要关心两个API:

1.BuildPipline.BuildAssetBundles() 打包AssetBundle

2.BuildPipline.BuildPlayer() 打包场景

1.打包AssetBundle

先在资源的Inspector面板最下方 填写资源所属的AssetBundle名称和后缀(后缀可以不填)

再利用BuildPipeline.BuildAssetBundles()进行打包

Unity C#打包AssetBundle与场景详解

2.打包Scene

利用BuildPipeline.BuildPlayer()进行打包

为方便使用 先把要打包的场景放入指定的文件夹 通过脚本批量打包

Unity C#打包AssetBundle与场景详解

3.脚本批量打包

Unity C#打包AssetBundle与场景详解

4.打包完毕

Unity C#打包AssetBundle与场景详解

5.加载测试

Unity C#打包AssetBundle与场景详解

6.打包和测试脚本

AssetBundleBuilder.cs


using UnityEngine;
using UnityEditor;
using System.IO;

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

[MenuItem("打包/Android/资源包和场景")]
public static void BuildAbsAndScenesAndroid() {
 BuildAbsAndScenes(BuildTarget.Android);
}

[MenuItem("打包/IOS/资源包和场景")]
public static void BuildAbsAndScenesIOS() {
 BuildAbsAndScenes(BuildTarget.iOS);
}

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

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

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

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

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

[MenuItem("打包/IOS/场景")]
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) {
 // 输出路径
 string outPath = Application.streamingAssetsPath + "/Abs";
 if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath);
 EditorUtility.DisplayProgressBar("信息", "打包资源包", 0f);
 BuildPipeline.BuildAssetBundles(outPath, BuildAssetBundleOptions.DeterministicAssetBundle, platform);
 AssetDatabase.Refresh();
 Debug.Log("所有资源包打包完毕");
}

// 打包Scenes
private static void BuildScenes(BuildTarget platform) {
 // 指定场景文件夹和输出路径
 string scenePath = Application.dataPath + "/AbResources/Scenes";
 string outPath = Application.streamingAssetsPath + "/Abs/";

if (Directory.Exists(scenePath)) {
  // 创建输出文件夹
  if (!Directory.Exists(outPath)) Directory.CreateDirectory(outPath);

// 查找指定目录下的场景文件
  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("打包场景{0}", scene);
   EditorUtility.DisplayProgressBar("信息", msg, 0f);
   scene = scene.Replace(".unity", ".scene");
   Debug.Log(string.Format("打包场景{0}到{1}", url, outPath + scene));
   BuildPipeline.BuildPlayer(scenes, outPath + scene, BuildTarget.StandaloneWindows, BuildOptions.BuildAdditionalStreamedScenes);
   AssetDatabase.Refresh();
  }
  EditorUtility.ClearProgressBar();
  Debug.Log("所有场景打包完毕");
 }
}

/// <summary> 获取文件夹和子文件夹下所有指定类型文件 </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();
}

// 加载资源包
private void LoadAB() {
 // 资源包路径
 string path = Application.streamingAssetsPath + "/Abs/test.ab";

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

// 加载场景
private void LoadScene() {
 // 资源包路径
 string path = Application.streamingAssetsPath + "/Abs/Test.scene";

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

// 加载AssetBundle完毕
private void OnLoadABComplete(WWW www) {
 // 实例化预制
 AssetBundle ab = www.assetBundle;
 Object prefab = ab.LoadAsset("Test");
 GameObject instance = (GameObject)Instantiate(prefab);
 DontDestroyOnLoad(instance);
}

// 加载场景完毕
private void OnLoadSceneComplete(WWW www) {
 // 必须写www.assetBundle这句 这样场景才能被读取到
 AssetBundle ab = www.assetBundle;
 SceneManager.LoadScene("Test");
}

}

来源:https://segmentfault.com/a/1190000018320573

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