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在游戏开发过程中,AssetBundle(AB)打包策略的重要性不容忽视。游戏开发者往往手动设置游戏资源包名进行管理,难免会造成资源确实或导致冗余,因此对于AB包的打包流程来说,进行策略管理显得十分重要。
采用打包策略管理整个AssetBundle打包流程,可以一键将你所需要的整个文件夹打成一个包、以及将特定文件夹下的每个资源单独打一个包,还会将这些资源所依赖的资源打进这个包里,不会产生冗余AB包,更容易进行管理。
m_AllPrefabPath 用于记录该文件夹需要将每个prefab打成单独一个包。
m_AllFileDirAB 用于记录将整个文件夹打成一个ab包。
using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(fileName = "ABConfig_SO", menuName = "CreateABConfig", order = 0)] public class ABConfig_SO : ScriptableObject { //单个文件所在文件夹路径,会遍历这个文件夹下面所有Prefab,所有的Prefab的名字不能重复,必须保证名字的唯一性 public List<string> m_AllPrefabPath = new List<string>(); public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>(); [Serializable] public struct FileDirABName { //AB包名 public string ABName; //文件夹路径 public string Path; } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.Linq; public class BundleEditor { //SO文件配置 private static string CONFIGPATH = "Assets/Editor/ABConfig_SO.asset"; //记录文件夹 key文件夹包名 value文件夹路径 private static Dictionary<string, string> m_AllDirDict = new Dictionary<string, string>(); //记录AB文件路径信息(包括文件夹路径、文件路径) private static List<string> m_AllABFilePath = new List<string>(); [MenuItem("Tool/打包")] public static void Build() { //获取SO文件信息 ABConfig_SO abConfig = AssetDatabase.LoadAssetAtPath<ABConfig_SO>(CONFIGPATH); //记录文件夹AB包信息 foreach(ABConfig_SO.FileDirABName fdABName in abConfig.m_AllFileDirAB) { //避免不同文件夹存在相同包名 if(m_AllDirDict.ContainsKey(fdABName.ABName)) { Debug.LogError("存在相同包名的 文件夹路径"); } else { m_AllDirDict.Add(fdABName.ABName, fdABName.Path); //记录AB文件路径 m_AllABFilePath.Add(fdABName.Path); } } //记录文件信息 string[] allPrefabsGUID = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabPath.ToArray()); for(int i = 0; i < allPrefabsGUID.Length; i++) { //通过GUID获取文件路径 string path = AssetDatabase.GUIDToAssetPath(allPrefabsGUID[i]); //启动 Unity 进度条 EditorUtility.DisplayProgressBar("查找Prefab", "Prefab:" + path, (i + 1) * 1.0f / allPrefabsGUID.Length); //资源不存在记录的文件夹中,同时也是新发现的文件 if(!ContainAllABFile(path)) { //获得资源的所有依赖(依赖包括自身) string[] allDepend = AssetDatabase.GetDependencies(path); for(int j = 0; j < allDepend.Length; j++) { //资源不存在记录的文件夹中,同时也是新发现的文件 //并且该依赖资源不是 脚本文件 if (!ContainAllABFile(allDepend[j]) || allDepend[j].EndsWith(".cs")) { m_AllABFilePath.Add(allDepend[j]); } } } } DebugAllABFilePath(); EditorUtility.ClearProgressBar(); } /// <summary> /// 是否存在文件是否存在AB文件路径信息(避免资源冗余) /// </summary> /// <param name="path">资源路径</param> /// <returns></returns> private static bool ContainAllABFile(string path) { for(int i = 0; i < m_AllABFilePath.Count; i++) { //1.资源已被记录 2.资源存在文件夹中 if (path == m_AllABFilePath[i] || (path.Contains(m_AllABFilePath[i]) && path.Replace(m_AllABFilePath[i], "")[0] == '/')) { return true; } } return false; } /// <summary> /// 输出全部AB包文件路径 /// </summary> private static void DebugAllABFilePath() { for(int i = 0; i < m_AllABFilePath.Count; i++) { Debug.Log(m_AllABFilePath[i]); } } }
点击菜单 【Tool - 打包】,会输出所有记录的AB包资源的路径
//记录单个prefab所需要的所有依赖路径
private static Dictionary<string, List<string>> m_AllPrefabDict = new Dictionary<string, List<string>>();
m_AllPrefabDict.Clear();
//获得资源的所有依赖(依赖包括自身) string[] allDepend = AssetDatabase.GetDependencies(path); //将所有依赖打成一个包 以 prefab 游戏对象名为 AB包名 GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path); List<string> allDependPath = new List<string>(); for (int j = 0; j < allDepend.Length; j++) { //资源不存在记录的文件夹中,同时也是新发现的文件 //并且该依赖资源不是 脚本文件 if (!ContainAllABFile(allDepend[j]) || allDepend[j].EndsWith(".cs")) { m_AllABFilePath.Add(allDepend[j]); //记录文件依赖路径,将其设置成同一个AB包中 allDependPath.Add(allDepend[j]); } } if(m_AllPrefabDict.ContainsKey(obj.name)) { Debug.Log("存在相同名字:[" + obj.name + "] 的Prefab"); } else { m_AllPrefabDict.Add(obj.name, allDependPath); }
//添加AB包名 foreach(string name in m_AllDirDict.Keys) { SetABName(m_AllDirDict[name], name); Debug.Log("[" + name + "]" + m_AllDirDict[name]); } foreach(string name in m_AllPrefabDict.Keys) { SetABName(m_AllPrefabDict[name], name); Debug.Log("[" + name + "]" + m_AllPrefabDict[name]); } //TODO:打AB包 //清除所有AB包名字,防止重复设置包名 string[] oldABNames = AssetDatabase.GetAllAssetBundleNames(); for(int i = 0; i < oldABNames.Length; i++) { //移除AB包名 AssetDatabase.RemoveAssetBundleName(oldABNames[i], true); EditorUtility.DisplayProgressBar("清除AB包名", "名字:" + oldABNames[i], (i + 1) * 1.0f / oldABNames.Length); } AssetDatabase.Refresh(); EditorUtility.ClearProgressBar(); } /// <summary> /// 设置文件的AB包名 /// </summary> /// <param name="path">文件路径</param> /// <param name="name">AB包名</param> private static void SetABName(string path, string name) { AssetImporter ai = AssetImporter.GetAtPath(path); if(ai == null) { Debug.LogError("不存在文件路径:" + path); } else { //设置AB包名 ai.assetBundleName = name; } } /// <summary> /// 设置文件的AB包名 /// </summary> /// <param name="dependPath">文件的所有依赖的路径</param> /// <param name="name">AB包名</param> private static void SetABName(List<string> dependPath, string name) { for(int i = 0; i < dependPath.Count; i++) { SetABName(dependPath[i], name); } }
最终,资源被分成了3个包
private static void BuildAssetBundle() { //删除的此时不存在的AB包 DeleteInExistenceAB(); //TODO:生成配置表 //打包 BuildPipeline.BuildAssetBundles(AssetBundleBuildPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); } /// <summary> /// 删除的此时不存在的AB包 /// </summary> private static void DeleteInExistenceAB() { //获取所有AB包名 string[] allBundles = AssetDatabase.GetAllAssetBundleNames(); DirectoryInfo dir = new DirectoryInfo(AssetBundleBuildPath); //获得文件夹下所有文件 FileInfo[] files = dir.GetFiles("*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { //不删除同包名的文件,也不删除所有meta文件 if (ContainABName(files[i].Name, allBundles) || files[i].Name.EndsWith(".meta")) { continue; } Debug.Log("此 [ " + files[i].Name + "] AB包已经被删除或被更名"); if (File.Exists(files[i].FullName)) { File.Delete(files[i].FullName); } } } /// <summary> /// 判断名字是否在数组中 /// </summary> /// <param name="name">名字</param> /// <param name="strs">数组</param> /// <returns></returns> private static bool ContainABName(string name, string[] strs) { for(int i = 0; i < strs.Length; i++) { if(name == strs[i]) { return true; } } return false; }
//AB包输出路径
private static string AssetBundleBuildPath = Application.streamingAssetsPath;
using System.Collections.Generic; using System.Xml.Serialization; using System; [Serializable] public class AssetBundleConfig { //资源数据 [XmlElement("ABList")] public List<ABBase> ABList { get; set; } } [Serializable] public class ABBase { //资源路径 [XmlAttribute("Path")] public string Path { get; set; } //crc代码 [XmlAttribute("Crc")] public uint Crc { get; set; } //AB包名 [XmlAttribute("ABName")] public string ABName { get; set; } //资源名称 [XmlAttribute("AssetName")] public string AssetName { get; set; } //资源所依赖包名 [XmlElement("ABDependce")] public List<string> ABDependce { get; set; } }
/// <summary> /// CRC 效验 /// 快速检测算法 /// </summary> public class Crc32 { //crc表 static uint[] crcTable = { 0x0, 0x77073096, 0xee0e612c, 0x990951ba, 0x76dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, 0xedb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x9b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2, 0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172, 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59, 0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, 0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d, 0x76dc4190, 0x1db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x6b6b51f, 0x9fbfe4a5, 0xe8b8d433, 0x7807c9a2, 0xf00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x86d3d2d, 0x91646c97, 0xe6635c01, 0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950, 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65, 0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0, 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f, 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81, 0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x3b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x4db2615, 0x73dc1683, 0xe3630b12, 0x94643b84, 0xd6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0xa00ae27, 0x7d079eb1, 0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e, 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236, 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d, 0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x26d930a, 0x9c0906a9, 0xeb0e363f, 0x72076785, 0x5005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0xcb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0xbdbdf21, 0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777, 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45, 0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc, 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9, 0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94, 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d, }; //返回字符串的crc public static uint GetCRC32(string msg) { if (string.IsNullOrEmpty(msg)) return 0; int iCount = msg.Length; uint crc = 0xFFFFFFFF; for (int i = 0; i < iCount; i++) { crc = ((crc >> 8) & 0x00FFFFFF) ^ crcTable[(crc ^ (byte)msg[i]) & 0xFF]; } return crc ^ 0xFFFFFFFF; } }
/// <summary> /// 写入数据 /// </summary> /// <param name="resPathDict">资源路径字典</param> private static void WriteData(Dictionary<string, string> resPathDict) { AssetBundleConfig config = new AssetBundleConfig(); config.ABList = new List<ABBase>(); foreach(string path in resPathDict.Keys) { //创建数据 ABBase abBase = new ABBase(); abBase.Path = path; abBase.ABName = resPathDict[path]; abBase.Crc = Crc32.GetCRC32(path); abBase.AssetName = path.Remove(0, path.LastIndexOf('/') + 1); //记录其依赖的AB包名 abBase.ABDependce = new List<string>(); //获取每个文件依赖 string[] resDependce = AssetDatabase.GetDependencies(path); for(int i = 0; i < resDependce.Length; i++) { //不包括本身资源 也不包括脚本文件 if (resDependce[i] == path || resDependce[i].EndsWith(".cs")) { continue; } string abName = ""; if(resPathDict.TryGetValue(resDependce[i], out abName)) { //资源在当前包内 if(abName == abBase.ABName) { continue; } //新的依赖包才添加到依赖中 if(!abBase.ABDependce.Contains(abName)) { abBase.ABDependce.Add(abName); } } } config.ABList.Add(abBase); } //TODO:制作成 Xml 文件 和 二进制文件 }
//记录有效的AB包文件(文件夹)路径
private static List<string> m_ValidConfigPath = new List<string>();
//记录有效文件夹路径
m_ValidConfigPath.Add(fdABName.Path);
//记录有效文件
m_ValidConfigPath.Add(path);
//只记录有效资源的数据,不记录所依赖的资源情况 if(ValidPath(allAssetPath[j])) { resPathDict.Add(allAssetPath[j], allBundles[i]); } /// <summary> /// 是否是有效的AB包路径 /// </summary> /// <param name="path">该资源路径</param> /// <returns></returns> private static bool ValidPath(string path) { for(int i = 0; i < m_ValidConfigPath.Count; i++) { if (path.Contains(m_ValidConfigPath[i])) { return true; } } return false; }
//写入Xml string xmlPath = Application.dataPath + "/AssetbundleConfig.xml"; if (File.Exists(xmlPath)) File.Delete(xmlPath); FileStream fileStream = new FileStream(xmlPath, FileMode.Create); StreamWriter sw = new StreamWriter(fileStream, Encoding.UTF8); XmlSerializer xs = new XmlSerializer(config.GetType()); xs.Serialize(sw, config); sw.Close(); fileStream.Close(); //写入二进制 //取消文件路径名 foreach (ABBase abBase in config.ABList) { abBase.Path = ""; } string bytePath = AssetBundleBuildPath + "/AssetBundleConfig.bytes"; if (File.Exists(bytePath)) File.Delete(bytePath); fileStream = new FileStream(bytePath, FileMode.Create); BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(fileStream, config); fileStream.Close();
打包出来的Xml
因为作者精力有限,文章中难免出现一些错漏,敬请广大专家和网友批评、指正。
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