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将Assets根据是否需要打bundle分类
1:Lua,UI,模型,特效,声音,动画
0:
xlua
c#:
bundle构建工具等工具
与Lua交互:
c#调用Lua(加载Lua脚本,执行Lua逻辑)
Lua调用c#(c#给Lua提供接口用于资源加载、资源管理、事件管理、场景模型加载等)`
xLua下载链接:xLua
解压后Assets下的文件导入Unity
策略:对每个单独文件打包bundle
使用Unity提供的BuildPipeline构建
//BuildPipeline(输出路径,数组列表,压缩格式,bundle目标平台)
BuildPipeline.BuildAssetBundles(PathUtil.BundleOutPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
查找BuildResources下的资源文件
//获取所有文件策略 GetFiles(路径,搜索的匹配字符串,搜索选项:全部文件夹)
string[] files = Directory.GetFiles(PathUtil.BuildResourcesPath, "*", SearchOption.AllDirectories);
生成标签:
[MenuItem("Tools/Build Windows Bundle")]
static void BundleWindowsBuild()
{
Build(BuildTarget.StandaloneWindows);
}
放入UI
运行Build Windows Bundle
结果:路径斜杠混乱
对路径规范处理:
public static string GetStandardPath(string path)
{
if (string.IsNullOrEmpty(path))
return string.Empty;
return path.Trim().Replace("\\", "/");
}
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PathUtil { //根目录 public static readonly string AseetsPath = Application.dataPath; //需要打bundle的目录 public static readonly string BuildResourcesPath = Application.dataPath + "/BuildResources"; //bundle输出目录 public static readonly string BundleOutPath = Application.streamingAssetsPath; public static string GetUnityPath(string path) { if (string.IsNullOrEmpty(path)) return string.Empty; return path.Substring(path.IndexOf("Assets")); } //获取标准路径 public static string GetStandardPath(string path) { if (string.IsNullOrEmpty(path)) return string.Empty; return path.Trim().Replace("\\", "/");//替换 } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; public class BuildTool : Editor { [MenuItem("Tools/Build Windows Bundle")] static void BundleWindowsBuild() { Build(BuildTarget.StandaloneWindows); } [MenuItem("Tools/Build Android Bundle")] static void BundleAndroidBuild() { Build(BuildTarget.Android); } [MenuItem("Tools/Build iPhone Bundle")] static void BundleiPhoneBuild() { Build(BuildTarget.iOS); } static void Build(BuildTarget target) { List<AssetBundleBuild> assetBundleBuilds = new List<AssetBundleBuild>(); //获取所有文件策略 GetFiles(路径,搜索的匹配字符串,搜索选项:全部文件夹) string[] files = Directory.GetFiles(PathUtil.BuildResourcesPath, "*", SearchOption.AllDirectories); //排除.meta文件 for(int i = 0; i < files.Length; i++) { if (files[i].EndsWith(".meta")) continue; AssetBundleBuild assetBundle = new AssetBundleBuild(); string fileName = PathUtil.GetStandardPath(files[i]); Debug.Log("file:" + fileName); string assetName = PathUtil.GetUnityPath(fileName); assetBundle.assetNames=new string[]{ assetName}; string bundleName = fileName.Replace(PathUtil.BuildResourcesPath, "").ToLower(); assetBundle.assetBundleName = bundleName + ".ab"; assetBundleBuilds.Add(assetBundle); } //判断输出目录是否存在,若里面由文件则删除再创建 if (Directory.Exists(PathUtil.BundleOutPath)) Directory.Delete(PathUtil.BundleOutPath, true); Directory.CreateDirectory(PathUtil.BundleOutPath); //BuildPipeline(输出路径,数组列表,压缩格式,bundle目标平台) BuildPipeline.BuildAssetBundles(PathUtil.BundleOutPath, assetBundleBuilds.ToArray(), BuildAssetBundleOptions.None, target); } }
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