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为了便捷大家快速的开发,本文提供一个封装后的工具类,以便大家参考和交流!
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class DownLoadCenter : MonoBehaviour {
//定义回调
public delegate void SetValueCallBack(Object obj);
//声明回调
public SetValueCallBack CallBack;
//文本回调
public delegate void SetValueCallBack_Text(string txt);
public SetValueCallBack_Text CallBack_Text;
public ArrayList _loadedBundle = new ArrayList();
public ArrayList _loadedBundleName = new ArrayList();
/// <summary>
/// 加载进度
/// </summary>
public float LoadProgress = 0f;
private bool loadStart = false;
private WWW w;
void Update()
{
if (loadStart)
{
LoadProgress = w.progress;
if (LoadProgress == 1.0f)
loadStart = false;
}
}
/// <summary>
/// url是网络加载地址,name是资源名称(带后缀),type是读取类型(assetbundle,texture,audio3种类型),id是图片加载的时候传入的唯一名称(替代name),isUnloadNow是是否发消息之后就释放资源(非assetbundle)
/// </summary>
/// <param name="url"></param>
/// <param name="name"></param>
/// <param name="type"></param>
/// <param name="poolDic"></param>
public void LoadAsset(string url, string name, string type , string id = null , bool isUnloadNow = true)
{
//如果已经加载过直接返回
if(type == "assetbundle" && _loadedBundleName.Contains(name)){
for (int i = 0; i < _loadedBundle.Count; i++ )
{
Dictionary<string, Object> _dic = _loadedBundle[i] as Dictionary<string,Object>;
if (_dic.ContainsKey(name))
{
AssetBundle _bundle = _dic[name] as AssetBundle;
CallBack(_bundle);
return;
}
}
}
//TODO:version对比
if(false){
Debug.Log("读取本地模型");
StartCoroutine(LoadAssetFromLocal(Application.persistentDataPath + "/" + name, type, name, id , isUnloadNow));
}
else
{
Debug.Log("读取网络模型");
StartCoroutine(LoadAssetFromWWW(url + name, type, name, id , isUnloadNow));
}
}
//读取本地文件
IEnumerator LoadAssetFromLocal(string path, string type, string name, string id , bool isUnloadNow)
{
string _name = name;
if (id != null)
{
_name = id;
}
#if UNITY_EDITOR
string filepath = "file:///" + Application.persistentDataPath + "/" + _name;
#elif UNITY_IPHONE
string filepath = Application.persistentDataPath + "/" + _name;
#elif UNITY_ANDROID
string filepath = "jar:file://" + Application.persistentDataPath + "/" + _name;
#endif
Debug.Log("本地获取路径:"+filepath);
w = new WWW(filepath);
loadStart = true;
yield return w;
if (w.isDone && w.error == null)
{
Dictionary<string, Object> _dic = new Dictionary<string, Object>();
Object _asset = null;
string _strAsset = null;
if (type == "assetbundle")
{
_asset = w.assetBundle;
//存入已加载bundle
_dic.Add(name, _asset);
_loadedBundle.Add(_dic);
_loadedBundleName.Add(name);
}
else if (type == "texture")
{
_asset = w.texture;
}
else if (type == "audio")
{
_asset = w.audioClip;
}
else if(type == "text")
{
_strAsset = w.text;
}
else
{
Debug.LogError("资源加载类型错误:" + type);
}
//判断类型是否是 文本
if(type == "text")
{
CallBack_Text(_strAsset);
}
else
{
CallBack(_asset);
}
if (isUnloadNow)
{
Resources.UnloadUnusedAssets();
}
}
else {
Debug.LogError("资源加载出错:" + w.error.ToString());
}
}
//读取网络文件,并存入本地
IEnumerator LoadAssetFromWWW(string url, string type, string name, string id ,bool isUnloadNow)
{
Debug.Log(url);
w = new WWW(url);
loadStart = true;
yield return w;
if (w.isDone)
{
Dictionary<string, Object> _dic = new Dictionary<string, Object>();
Object _asset = null;
string _strAsset = null;
if (type == "assetbundle")
{
_asset = w.assetBundle;
//存入已加载bundle
_dic.Add(name, _asset);
_loadedBundle.Add(_dic);
_loadedBundleName.Add(name);
}
else if (type == "texture")
{
_asset = w.texture;
}
else if (type == "audio")
{
_asset = w.audioClip;
}
else if (type == "text")
{
_strAsset = w.text;
}
else
{
Debug.LogError("资源加载类型错误:" + type);
}
//判断类型是否是 文本
if (type == "text")
{
string[] _fileNames=Directory.GetFiles(Application.persistentDataPath+"/");
foreach(string file in _fileNames)
{
File.Delete(file);
}
CallBack_Text(_strAsset);
CreateTextFile(Application.persistentDataPath+"/", name, _strAsset);
}
else
{
byte[] _assetByte = w.bytes;
int length = _assetByte.Length;
//写入模型到本地
string _name = name;
if (id != null)
{
_name = id;
}
CreateFile(Application.persistentDataPath + "/" + _name, _assetByte, length);
Debug.Log("本地url:" + Application.persistentDataPath + "/" + _name);
//TODO:储存新version文件
CallBack(_asset);
}
if (isUnloadNow)
{
Resources.UnloadUnusedAssets();
}
}
}
/**
* path:文件创建目录
* name:文件的名称
* info:写入的内容
*/
void CreateFile(string path, byte[] info, int length)
{
//文件流信息
//StreamWriter sw;
Stream sw;
FileInfo t = new FileInfo(path);
t.Delete();
sw = t.Create();
//以行的形式写入信息
//sw.WriteLine(info);
sw.Write(info, 0, length);
//关闭流
sw.Close();
//销毁流
sw.Dispose();
}
/**
* path:文件创建目录
* name:文件的名称
* info:写入的内容
*/
void CreateTextFile(string path, string name, string info)
{
//文件流信息
StreamWriter sw;
FileInfo t = new FileInfo(path + "/" + name);
t.Delete();
sw = t.CreateText();
//以行的形式写入信息
sw.WriteLine(info);
//关闭流
sw.Close();
//销毁流
sw.Dispose();
}
}
其调用方式也很简单,如下代码:
void Start()
{
DownLoadCenter down = GetComponent<DownLoadCenter>();
down.Callback = OnCallback;
down.LoadAsset("资源路径","资源名称","资源类型");
}
private void OnCallback(string type, Object obj)
{
//在回调函数中编写所要执行的代码
AssetBundle ab = obj as AssetBundle;
GameObject go = ab.LoadAsset<GameObject>("预设名称");
}
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