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参考链接:
http://www.xuanyusong.com/archives/1919
对于动态加载,主要有两种方式:
1.使用Resources.Load
2.使用AssetBundle
在游戏中,有一个很常见的情况:
有多个场景,且一开始时场景中角色和摄像机的位置旋转是不同的。如果我们把角色都放在场景,然后打包,明显是不对的(会增加apk的体积),所以需要把角色和场景分开,放在不同的包中。这时就需要根据配置信息来放置角色和摄像机的位置了。
生成配置文件:
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- using System.Collections.Generic;
- using System.Xml;
- using System.IO;
- using System.Text;
- using LitJson;
-
- public class ExportScene : Editor {
-
- //将所有游戏场景导出为XML格式
- [MenuItem ("Tool/ExportXML")]
- static void ExportXML ()
- {
- string filepath = Application.dataPath + @"/StreamingAssets/sceneInfoXML.xml";
- if(File.Exists (filepath))
- {
- File.Delete(filepath);
- }
- XmlDocument xmlDoc = new XmlDocument();
- XmlElement root = xmlDoc.CreateElement("scenes");
- //遍历所有的游戏场景
- foreach (UnityEditor.EditorBuildSettingsScene s in UnityEditor.EditorBuildSettings.scenes)
- {
- //当关卡启用
- if (s.enabled)
- {
- //得到关卡的名称
- string name = s.path;
- //打开这个关卡
- EditorApplication.OpenScene(name);
- XmlElement scene = xmlDoc.CreateElement("scene");
- scene.SetAttribute("name",name);
- foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
- {
- //因为场景内物体都制作为prefab,所以只需遍历父物体而无需遍历子物体(prefab已包含子物体的信息)
- if (obj.transform.parent == null)
- {
- XmlElement gameObject = xmlDoc.CreateElement("gameObject");
- gameObject.SetAttribute("name",obj.name);
- gameObject.SetAttribute("asset",obj.name + ".prefab");
- XmlElement transform = xmlDoc.CreateElement("transform");
-
- XmlElement position = xmlDoc.CreateElement("position");
- XmlElement position_x = xmlDoc.CreateElement("x");
- position_x.InnerText = obj.transform.position.x+"";
- XmlElement position_y = xmlDoc.CreateElement("y");
- position_y.InnerText = obj.transform.position.y+"";
- XmlElement position_z = xmlDoc.CreateElement("z");
- position_z.InnerText = obj.transform.position.z+"";
- position.AppendChild(position_x);
- position.AppendChild(position_y);
- position.AppendChild(position_z);
-
- XmlElement rotation = xmlDoc.CreateElement("rotation");
- XmlElement rotation_x = xmlDoc.CreateElement("x");
- rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+"";
- XmlElement rotation_y = xmlDoc.CreateElement("y");
- rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+"";
- XmlElement rotation_z = xmlDoc.CreateElement("z");
- rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+"";
- rotation.AppendChild(rotation_x);
- rotation.AppendChild(rotation_y);
- rotation.AppendChild(rotation_z);
-
- XmlElement scale = xmlDoc.CreateElement("scale");
- XmlElement scale_x = xmlDoc.CreateElement("x");
- scale_x.InnerText = obj.transform.localScale.x+"";
- XmlElement scale_y = xmlDoc.CreateElement("y");
- scale_y.InnerText = obj.transform.localScale.y+"";
- XmlElement scale_z = xmlDoc.CreateElement("z");
- scale_z.InnerText = obj.transform.localScale.z+"";
- scale.AppendChild(scale_x);
- scale.AppendChild(scale_y);
- scale.AppendChild(scale_z);
-
- transform.AppendChild(position);
- transform.AppendChild(rotation);
- transform.AppendChild(scale);
-
- gameObject.AppendChild(transform);
- scene.AppendChild(gameObject);
- root.AppendChild(scene);
- xmlDoc.AppendChild(root);
- xmlDoc.Save(filepath);
- }
- }
- }
- }
- //刷新Project视图, 不然需要手动刷新哦
- AssetDatabase.Refresh();
- }
-
- //将所有游戏场景导出为JSON格式
- [MenuItem ("Tool/ExportJSON")]
- static void ExportJSON ()
- {
- string filepath = Application.dataPath + @"/StreamingAssets/sceneInfoJSON.txt";
- FileInfo t = new FileInfo(filepath);
- if(File.Exists (filepath))
- {
- File.Delete(filepath);
- }
- StreamWriter sw = t.CreateText();
-
- StringBuilder sb = new StringBuilder ();
- JsonWriter writer = new JsonWriter (sb);
- writer.WriteObjectStart ();
- writer.WritePropertyName ("scenes");
- writer.WriteArrayStart ();
-
- foreach (UnityEditor.EditorBuildSettingsScene s in UnityEditor.EditorBuildSettings.scenes)
- {
- if (s.enabled)
- {
- string name = s.path;
- EditorApplication.OpenScene(name);
- writer.WriteObjectStart();
- writer.WritePropertyName("scene");
- writer.WriteObjectStart();
- writer.WritePropertyName("name");
- writer.Write(name);
- writer.WritePropertyName("gameObjects");
- writer.WriteArrayStart ();
-
- foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
- {
- if (obj.transform.parent == null)
- {
- writer.WriteObjectStart();
- writer.WritePropertyName("name");
- writer.Write(obj.name);
-
- writer.WritePropertyName("position");
- writer.WriteArrayStart ();
- writer.WriteObjectStart();
- writer.WritePropertyName("x");
- writer.Write(obj.transform.position.x.ToString("F5"));
- writer.WritePropertyName("y");
- writer.Write(obj.transform.position.y.ToString("F5"));
- writer.WritePropertyName("z");
- writer.Write(obj.transform.position.z.ToString("F5"));
- writer.WriteObjectEnd();
- writer.WriteArrayEnd();
-
- writer.WritePropertyName("rotation");
- writer.WriteArrayStart ();
- writer.WriteObjectStart();
- writer.WritePropertyName("x");
- writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));
- writer.WritePropertyName("y");
- writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));
- writer.WritePropertyName("z");
- writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));
- writer.WriteObjectEnd();
- writer.WriteArrayEnd();
-
- writer.WritePropertyName("scale");
- writer.WriteArrayStart ();
- writer.WriteObjectStart();
- writer.WritePropertyName("x");
- writer.Write(obj.transform.localScale.x.ToString("F5"));
- writer.WritePropertyName("y");
- writer.Write(obj.transform.localScale.y.ToString("F5"));
- writer.WritePropertyName("z");
- writer.Write(obj.transform.localScale.z.ToString("F5"));
- writer.WriteObjectEnd();
- writer.WriteArrayEnd();
-
- writer.WriteObjectEnd();
- }
- }
-
- writer.WriteArrayEnd();//end gameObjects
- writer.WriteObjectEnd();//end name
- writer.WriteObjectEnd();//end scene
- }
- }
- writer.WriteArrayEnd();//end scenes
- writer.WriteObjectEnd ();//end root
-
- sw.WriteLine(sb.ToString());
- sw.Close();
- sw.Dispose();
- AssetDatabase.Refresh();
- }
-
- //将所有游戏场景导出为Binary格式
- [MenuItem ("Tool/ExportBinary")]
- static void ExportBinary ()
- {
- string filepath = Application.dataPath + @"/StreamingAssets/sceneInfoBinary.txt";
- if(File.Exists (filepath))
- {
- File.Delete(filepath);
- }
- FileStream fs = new FileStream(filepath, FileMode.Create);
- BinaryWriter bw = new BinaryWriter(fs);
- foreach (UnityEditor.EditorBuildSettingsScene s in UnityEditor.EditorBuildSettings.scenes)
- {
- if (s.enabled)
- {
- string sceneName = s.path;
- EditorApplication.OpenScene(sceneName);
- bw.Write(sceneName);
-
- foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
- {
- if (obj.transform.parent == null)
- {
- bw.Write(obj.name);
- //将float转化为short,这样传输的字节数就会变少
- //接收时将short转化为float就可以了
- bw.Write((short)(obj.transform.position.x * 100));
- bw.Write((short)(obj.transform.position.y * 100));
- bw.Write((short)(obj.transform.position.z * 100));
- bw.Write((short)(obj.transform.rotation.eulerAngles.x * 100));
- bw.Write((short)(obj.transform.rotation.eulerAngles.y * 100));
- bw.Write((short)(obj.transform.rotation.eulerAngles.z * 100));
- bw.Write((short)(obj.transform.localScale.x * 100));
- bw.Write((short)(obj.transform.localScale.y * 100));
- bw.Write((short)(obj.transform.localScale.z * 100));
- }
- }
- }
- }
-
- bw.Flush();
- bw.Close();
- fs.Close();
- AssetDatabase.Refresh();
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.Xml;
- using System.IO;
-
- //建立一个空物体,然后挂上此脚本
- public class ResolveSceneInfoXML : MonoBehaviour {
-
- // Use this for initialization
- void Start ()
- {
- //电脑和iphone上的路径是不一样的,这里用标签判断一下。
- #if UNITY_EDITOR
- string filepath = Application.dataPath +"/StreamingAssets"+"/sceneInfoXML.xml";
- #elif UNITY_IPHONE
- string filepath = Application.dataPath +"/Raw"+"/sceneInfoXML.xml";
- #endif
- //如果文件存在话开始解析。
- if(File.Exists (filepath))
- {
- XmlDocument xmlDoc = new XmlDocument();
- xmlDoc.Load(filepath);
- XmlNodeList nodeList = xmlDoc.SelectSingleNode("scenes").ChildNodes;
- foreach(XmlElement scene in nodeList)
- {
- //因为我的XML是把所有游戏对象全部导出, 所以这里判断一下只解析需要的场景中的游戏对象
- //JSON和它的原理类似
- if(!scene.GetAttribute("name").Equals("Assets/s1.unity"))
- {
- continue;
- }
-
- //prefab放置在Resources/Prefab文件夹下
- //遍历所有gameobject
- foreach(XmlElement gameObject in scene.ChildNodes)
- {
- string asset = "Prefab/" + gameObject.GetAttribute("name");
- Vector3 pos = Vector3.zero;
- Vector3 rot = Vector3.zero;
- Vector3 sca = Vector3.zero;
- XmlNode transform = gameObject.SelectSingleNode("transform");
-
- foreach(XmlElement prs in transform.ChildNodes)
- {
- if(prs.Name == "position")
- {
- foreach(XmlElement position in prs.ChildNodes)
- {
- switch(position.Name)
- {
- case "x":
- pos.x = float.Parse(position.InnerText);
- break;
- case "y":
- pos.y = float.Parse(position.InnerText);
- break;
- case "z":
- pos.z = float.Parse(position.InnerText);
- break;
- }
- }
- }else if(prs.Name == "rotation")
- {
- foreach(XmlElement rotation in prs.ChildNodes)
- {
- switch(rotation.Name)
- {
- case "x":
- rot.x = float.Parse(rotation.InnerText);
- break;
- case "y":
- rot.y = float.Parse(rotation.InnerText);
- break;
- case "z":
- rot.z = float.Parse(rotation.InnerText);
- break;
- }
- }
- }else if(prs.Name == "scale")
- {
- foreach(XmlElement scale in prs.ChildNodes)
- {
- switch(scale.Name)
- {
- case "x":
- sca.x = float.Parse(scale.InnerText);
- break;
- case "y":
- sca.y = float.Parse(scale.InnerText);
- break;
- case "z":
- sca.z = float.Parse(scale.InnerText);
- break;
- }
- }
- }
- }
- //拿到 旋转 缩放 平移 以后克隆新游戏对象
- GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
- ob.transform.localScale = sca;
- }
- }
- }
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.IO;
- using LitJson;
-
- public class ResolveSceneInfoJSON : MonoBehaviour {
-
- // Use this for initialization
- void Start ()
- {
- #if UNITY_EDITOR
- string filepath = Application.dataPath +"/StreamingAssets"+"/sceneInfoJSON.txt";
- #elif UNITY_IPHONE
- string filepath = Application.dataPath +"/Raw"+"/json.txt";
- #endif
-
- StreamReader sr = File.OpenText(filepath);
- string strLine = sr.ReadToEnd();
- JsonData jd = JsonMapper.ToObject(strLine);
- JsonData scenes = jd["scenes"];
- int i,j;
- for (i = 0; i < scenes.Count; i++)
- {
- JsonData scene = scenes[i]["scene"];
- string sceneName = (string)scene["name"];
- if(!sceneName.Equals("Assets/s1.unity"))
- {
- continue;
- }
- JsonData gameObjects = scene["gameObjects"];
-
- for (j = 0; j < gameObjects.Count; j++)
- {
- string objectName = (string)gameObjects[j]["name"];
- string asset = "Prefab/" + objectName;
- Vector3 pos = Vector3.zero;
- Vector3 rot = Vector3.zero;
- Vector3 sca = Vector3.zero;
-
- JsonData position = gameObjects[j]["position"];
- JsonData rotation = gameObjects[j]["rotation"];
- JsonData scale = gameObjects[j]["scale"];
-
- pos.x = float.Parse((string)position[0]["x"]);
- pos.y = float.Parse((string)position[0]["y"]);
- pos.z = float.Parse((string)position[0]["z"]);
-
- rot.x = float.Parse((string)rotation[0]["x"]);
- rot.y = float.Parse((string)rotation[0]["y"]);
- rot.z = float.Parse((string)rotation[0]["z"]);
-
- sca.x = float.Parse((string)scale[0]["x"]);
- sca.y = float.Parse((string)scale[0]["y"]);
- sca.z = float.Parse((string)scale[0]["z"]);
-
- GameObject go = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
- go.transform.localScale = sca;
- }
- }
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.IO;
- using System.Text;
- using System;
-
- public class ResolveSceneInfoBinary : MonoBehaviour {
-
- // Use this for initialization
- void Start ()
- {
- string filepath = Application.dataPath + @"/StreamingAssets/sceneInfoBinary.txt";
-
- if (File.Exists (filepath))
- {
- FileStream fs = new FileStream (filepath, FileMode.Open);
- BinaryReader br = new BinaryReader (fs);
-
- string sceneName = br.ReadString();
- while(fs.Position < fs.Length)
- {
- string objName = br.ReadString();
- float px = br.ReadInt16() / 100f;
- float py = br.ReadInt16() / 100f;
- float pz = br.ReadInt16() / 100f;
- float rx = br.ReadInt16() / 100f;
- float ry = br.ReadInt16() / 100f;
- float rz = br.ReadInt16() / 100f;
- float sx = br.ReadInt16() / 100f;
- float sy = br.ReadInt16() / 100f;
- float sz = br.ReadInt16() / 100f;
-
- string asset = "Prefab/" + objName;
- Vector3 pos = new Vector3 (px,py,pz);
- Vector3 rot = new Vector3(rx,ry,rz);
- Vector3 sca = new Vector3(sx,sy,sz);
- GameObject go = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
- go.transform.localScale = sca;
- }
- }
- }
- }
上面使用的是Resources.Load,下面就使用AssetBundle吧!这里本人使用的是unity5的打包系统,先从本地服务器下载AB包到本地,再加载。
测试场景很简单,AB包有六个:总的AB包,3个物体的包,cube的材质,材质的纹理,下载后就把文件放在Application.streamingAssetsPath下,加载时就加载camera、cube和灯光。服务器是tomcat服务器,当然也可以跳过下载的过程,直接本地加载AB包。要注意的是,测试最好使用new WWW,而不是WWW.LoadFromCacheOrDownload,因为LoadFromCacheOrDownload需要提供一个版本号,如果不更改版本号就不会下载新的AB包了。
创建AB:
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
-
- /*
- * 注意:
- * 1.prefab的名称以及生成的AB包的名称最好不要带空格,否则从服务器下载AB包时,下载到本地的AB包可能为空。
- * 2.prefab的名称最好全部小写,因为在设置AB包的名称时,unity会将设置的名称全部改为小写。
- * 这样prefab的名称就可以与AB包的名称一一对应了
- */
- public class CreateAssetBundle : Editor {
-
- [MenuItem("Tool/SetFileBundleName")]
- static void SetBundleName()
- {
- #region 设置资源的AssetBundle的名称和文件扩展名
- UnityEngine.Object[] selects = Selection.objects;
- foreach (UnityEngine.Object selected in selects)
- {
- string path = AssetDatabase.GetAssetPath(selected);
- AssetImporter asset = AssetImporter.GetAtPath(path);
- asset.assetBundleName = selected.name; //设置Bundle文件的名称
- asset.assetBundleVariant = "unity3d";//设置Bundle文件的扩展名
- asset.SaveAndReimport();
- }
- AssetDatabase .Refresh();
- #endregion
- }
-
- [MenuItem("Tool/BuildAll")]
- static void Build()
- {
- BuildPipeline.BuildAssetBundles(Application.dataPath + "/AB");
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.IO;
- using System.Text;
-
- [RequireComponent(typeof(LoadAssetbBundle))]
- public class DownLoadAssetbBundle : MonoBehaviour {
-
- //要下载的AB包
- string[] s = new string[]{"AB","directionallight","cube","camera","m1","t1"};
-
- // Use this for initialization
- void Start ()
- {
- //print (Application.dataPath);
- //print (Application.persistentDataPath);
- //print (Application.streamingAssetsPath);
- //print (Application.temporaryCachePath);
-
- StartCoroutine (DownLoad(s));
- }
-
- IEnumerator DownLoad(string[] assetBundleNames)
- {
- FileStream fs = null;
- for (int i = 0; i < assetBundleNames.Length; i++)
- {
- string savePath;
- string url;
- if(assetBundleNames[i].Equals("AB"))
- {
- savePath = Application.streamingAssetsPath + "/" + assetBundleNames[i];
- url = "http://172.25.225.24:8080/UpdateServer" + "/" + assetBundleNames[i];
- }
- else
- {
- savePath = Application.streamingAssetsPath + "/" + assetBundleNames[i] + ".unity3d";
- url = "http://172.25.225.24:8080/UpdateServer" + "/" + assetBundleNames[i] + ".unity3d";
- }
-
- //如果不存在则下载AB,并保存到指定文件夹中
- if (!File.Exists (savePath))
- {
- fs = new FileStream(savePath, FileMode.Create);
- WWW www = new WWW (url);
- yield return www;
- byte[] bytes = www.bytes;
- print(assetBundleNames[i] + " " + bytes.Length);
- fs.Write(bytes,0,bytes.Length);
- }
- }
- if (fs != null)
- {
- fs.Close ();
- fs.Dispose ();
- }
-
- //加载AB
- LoadAssetbBundle lab = GetComponent<LoadAssetbBundle> ();
- if (lab != null)
- {
- lab.StartLoad("file://" + Application.streamingAssetsPath + "/",
- new string[] { "camera", "cube", "directionallight"});//要加载的AB包
- }
- }
- }
- using UnityEngine;
- using System.Collections;
-
- public class LoadAssetbBundle : MonoBehaviour {
-
- public void StartLoad(string assetBundlePath, string[] assetBundleNames)
- {
- StartCoroutine(LoadGo(assetBundlePath,assetBundleNames));
- }
-
- /*
- * assetBundlePath:Assetbundle的文件夹,末尾要加"/"
- * assetBundleNames:要加载的AssetBundle的名字,不用加后缀
- * 注意:www需要加后缀,而AssetBundle.LoadAsset不需要
- * */
- IEnumerator LoadGo(string assetBundlePath, string[] assetBundleNames)
- {
- AssetBundleManifest manifest = null;
- //首先加载Manifest文件;
- WWW mwww = new WWW(assetBundlePath + "AB");
- yield return mwww;
- if (!string.IsNullOrEmpty (mwww.error))
- {
- Debug.LogError (mwww.error);
- }
- else
- {
- AssetBundle ab = mwww.assetBundle;
- manifest = (AssetBundleManifest)ab.LoadAsset ("AssetBundleManifest");
- ab.Unload (false);
- }
-
- for (int i = 0; i < assetBundleNames.Length; i++)
- {
- //获取依赖文件列表;
- string[] depends = manifest.GetAllDependencies(assetBundleNames[i] + ".unity3d");
- AssetBundle[] dependsAssetBundle = new AssetBundle[depends.Length];
-
- for(int index = 0;index < depends.Length;index++)
- {
- //加载所有的依赖文件;
- WWW dwww = new WWW(assetBundlePath + depends[index]);
- yield return dwww;
- dependsAssetBundle[index] = dwww.assetBundle;
- }
-
- //加载我们需要的文件;
- WWW gowww = new WWW(assetBundlePath + assetBundleNames[i] + ".unity3d");
- yield return gowww;
- if(!string.IsNullOrEmpty(gowww.error))
- {
- Debug.LogError(gowww.error);
- }
- else
- {
- AssetBundle goAB = gowww.assetBundle;
- GameObject go = goAB.LoadAsset(assetBundleNames[i]) as GameObject;
- if(go != null)
- {
- Instantiate(go);
- }
- goAB.Unload(false);
- }
-
- //卸载依赖文件的包
- for(int index = 0;index < depends.Length;index++)
- {
- dependsAssetBundle[index].Unload(false);
- }
- }
- }
- }
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