一、加载流程概述
1.加载主包和配置文件。因为加载所有包是 都得判断 通过它才能得到依赖信息。
2.加载指定包的依赖包。
3.加载目标包。
4.按需要来实例化加载出来的资源。
5.按需要使用同步与异步的加载方法。
6.AB包内存镜像文件不能够重复加载否则会报错。因此可以使用一个字典来维护保证加载的唯一性。
二、示例代码
代码主要对外接口功能是LoadRes和LoadResAsync。
可作为简单的资源加载管理器,但是商业项目上是不太够用的。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//知识点
//字典
//协程
//AB包相关API
//委托
//lambda表达式
//单例模式基类——>观看Unity小框架视频 进行学习
public class ABMgr : SingleonAutoMon<ABMgr>
{
//主包
private AssetBundle mainAB = null;
//主包依赖获取配置文件
private AssetBundleManifest manifest = null;
//选择存储 AB包的容器
//AB包不能够重复加载 否则会报错。使用这个字典结构来保证只加载了一次ab包。
//字典知识 用来存储 AB包对象
private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();
/// <summary>
/// 获取AB包加载路径
/// </summary>
private string PathUrl
{
get
{
return Application.streamingAssetsPath + "/";
}
}
/// <summary>
/// 主包名 根据平台不同 报名不同
/// </summary>
private string MainName
{
get
{
#if UNITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android";
#else
return "StandaloneWindows";
#endif
}
}
/// <summary>
/// 加载主包 和 配置文件
/// 因为加载所有包是 都得判断 通过它才能得到依赖信息
/// 所以写一个方法
/// </summary>
private void LoadMainAB()
{
if( mainAB == null )
{
mainAB = AssetBundle.LoadFromFile( PathUrl + MainName);
manifest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
}
/// <summary>
/// 加载指定包的依赖包
/// </summary>
/// <param name="abName"></param>
private void LoadDependencies(string abName)
{
//加载主包
LoadMainAB();
//获取依赖包
string[] strs = manifest.GetAllDependencies(abName);
for (int i = 0; i < strs.Length; i++)
{
if (!abDic.ContainsKey(strs[i]))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
abDic.Add(strs[i], ab);
}
}
}
/// <summary>
/// 泛型资源同步加载
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <returns></returns>
public T LoadRes<T>(string abName, string resName) where T:Object
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if ( !abDic.ContainsKey(abName) )
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
T obj = abDic[abName].LoadAsset<T>(resName);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// Type同步加载指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="type"></param>
/// <returns></returns>
public Object LoadRes(string abName, string resName, System.Type type)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
Object obj = abDic[abName].LoadAsset(resName, type);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 名字 同步加载指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <returns></returns>
public Object LoadRes(string abName, string resName)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//得到加载出来的资源
Object obj = abDic[abName].LoadAsset(resName);
//如果是GameObject 因为GameObject 100%都是需要实例化的
//所以我们直接实例化
if (obj is GameObject)
return Instantiate(obj);
else
return obj;
}
/// <summary>
/// 泛型异步加载资源
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T:Object
{
StartCoroutine(ReallyLoadResAsync<T>(abName, resName, callBack));
}
//正儿八经的 协程函数
private IEnumerator ReallyLoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync<T>(resName);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset) as T);
else
callBack(abq.asset as T);
}
/// <summary>
/// Type异步加载资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="type"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, type, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync(resName, type);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset));
else
callBack(abq.asset);
}
/// <summary>
/// 名字 异步加载 指定资源
/// </summary>
/// <param name="abName"></param>
/// <param name="resName"></param>
/// <param name="callBack"></param>
public void LoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
}
private IEnumerator ReallyLoadResAsync(string abName, string resName, UnityAction<Object> callBack)
{
//加载依赖包
LoadDependencies(abName);
//加载目标包
if (!abDic.ContainsKey(abName))
{
AssetBundle ab = AssetBundle.LoadFromFile(PathUrl + abName);
abDic.Add(abName, ab);
}
//异步加载包中资源
AssetBundleRequest abq = abDic[abName].LoadAssetAsync(resName);
yield return abq;
if (abq.asset is GameObject)
callBack(Instantiate(abq.asset));
else
callBack(abq.asset);
}
//卸载AB包的方法
public void UnLoadAB(string name)
{
if( abDic.ContainsKey(name) )
{
abDic[name].Unload(false);
abDic.Remove(name);
}
}
//清空AB包的方法
public void ClearAB()
{
AssetBundle.UnloadAllAssetBundles(false);
abDic.Clear();
//卸载主包
mainAB = null;
}
}
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