最近几天都在研究unity3d的AssetBundle资源打包方式,很好很强大,用来实现资源的热更新非常方便,但是 有个问题就是不能把脚本打包到模型上,这个问题就非常蛋疼了,光有模型,没有脚本,效果实在太差,那这么办呢,通过几天的研究,终于解决了这个问题.
思路:把脚本打包成dll的程序集,通过Assembly的反射获取到对应脚本,然后AddComponent到模型上
第一步:生成dll程序集
具体可以看这篇文章 感谢作者 这里我放上旋转放大缩小的脚本
using UnityEngine;
using System.Collections;
public class SelfRotate1 : MonoBehaviour {
private Touch oldTouch1; //上次触摸点1(手指1)
private Touch oldTouch2; //上次触摸点2(手指2)
void Start()
{
}
void Update () {
//没有触摸
if ( Input.touchCount <= 0 ){
return;
}
//单点触摸, 水平上下旋转
if( 1 == Input.touchCount ){
Touch touch = Input.GetTouch (0);
Vector2 deltaPos = touch.deltaPosition;
transform.Rotate(Vector3.down * deltaPos.x , Space.World);
transform.Rotate(Vector3.right * deltaPos.y , Space.World);
}
//多点触摸, 放大缩小
Touch newTouch1 = Input.GetTouch (0);
Touch newTouch2 = Input.GetTouch (1);
//第2点刚开始接触屏幕, 只记录,不做处理
if( newTouch2.phase == TouchPhase.Began ){
oldTouch2 = newTouch2;
oldTouch1 = newTouch1;
return;
}
//计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型
float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
//两个距离之差,为正表示放大手势, 为负表示缩小手势
float offset = newDistance - oldDistance;
//放大因子, 一个像素按 0.01倍来算(100可调整)
float scaleFactor = offset / 100f;
Vector3 localScale = transform.localScale;
Vector3 scale = new Vector3(localScale.x + scaleFactor,
localScale.y + scaleFactor,
localScale.z + scaleFactor);
//最小缩放到 0.3 倍
if (scale.x > 0.3f && scale.y > 0.3f && scale.z > 0.3f) {
transform.localScale = scale;
}
//记住最新的触摸点,下次使用
oldTouch1 = newTouch1;
oldTouch2 = newTouch2;
}
}
第二步 把dll放到unity3d里面
首先你需要把 xxxx.dll文件加上.bytes变成 xxx.dll.bytes,然后把这个文件放到项目Assets下面,在Assets下面新建文件夹Editor新建一个脚本 内容如下
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ab {
[MenuItem("Assets/Build AssetBundle From Selection")]
static void BuildAsset()
{
var se = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
foreach (var o in se)
{
string sp = AssetDatabase.GetAssetPath(o);
string tar = Application.streamingAssetsPath + "/" + o.name + ".unity3d";
if (!BuildPipeline.BuildAssetBundle(o, null, tar, BuildAssetBundleOptions.CollectDependencies, BuildTarget.Android))
{
Debug.Log(tar);
}
}
AssetDatabase.Refresh();
}
}
最后选中xxx.dll文件 右键选择AssetBundle From Selection导入资源到StreamingAssets
第三步 加载脚本到模型
加载代码如下通过反射获取对应的脚本
public static readonly string PathURL =
#if UNITY_ANDROID "jar:file://" + Application.dataPath + "!/assets/" + "script.dll.unity3d";
#elif UNITY_IPHONE Application.dataPath + "/Raw/+"script.dll.unity3d";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR "file://" + Application.dataPath + "/StreamingAssets/"+ "script.dll.unity3d";
#else string.Empty;
#endif
//获取dll脚本
public IEnumerator getScriptType(){
Debug.Log("path=" + PathURL);
WWW www = new WWW(PathURL);
yield return www;
TextAsset tex = www.assetBundle.LoadAsset("script.dll");
Assembly ass = Assembly.Load(tex.bytes);
Type type = ass.GetType("script.SelfRotate1");
}
最后只要把type加到模型下就大功告成了gameObject.AddComponent(type);