Unity3d常用两种加载资源方案:Resources.Load和AssetBundle

初步整理并且学习unity3d资源加载方法,预计用时两天完成入门学习Unity3d常用两种加载资源方案:Resources.Load和AssetBundle

Resources.Load就是从一个缺省打进程序包里的AssetBundle里加载资源而一般AssetBundle文件需要你自己创建,运行时动态加载,

可以指定路径和来源的。其实场景里所有静态的对象也有这么一个加载过程,只是Unity后台替你自动完成

一:Resources.Load:使用这种方式加载资源,首先需要下Asset目录下创建一个名为Resources的文件夹,这个命名是U3D规定的方式,然后把资源文件放进去,

当然也可以在Resources中再创建子文件夹,当然在代码加载时需要添加相应的资源路径,下面是一个简demo,两个预设,Cube和Sphere,

其中Cube放在Resource中的Prebs中,而Sphere放在Resources跟目录下,下面分别实现Resources.Load资源的加载

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using UnityEngine;
using System.Collections;

public class LoadResDemo : MonoBehaviour {

private string cubePath = "Prebs/MyCubePreb";
private string spherePath = "MySpherePreb";
void Start () {
    //把资源加载到内存中
    Object  cubePreb = Resources.Load(cubePath, typeof(GameObject));
    //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载
    GameObject cube = Instantiate(cubePreb) as GameObject;



    //以下同理实现Sphere的动态实例化
    //把资源加载到内存中
    Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
    //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载
    GameObject sphere = Instantiate(spherePreb) as GameObject;
}

void Update () {

}

}
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  将上面的脚本附加到某个游戏对象上,在运行游戏时就可以看到场景中动态创建的上面的游戏对象了

上面是第一种使用Resources.Load()的方式动态加载游戏对象的,然而在项目中更长用的却是第二种使用AssetBundle的方式动态加载游戏对象。

使用AssetBundle打包预设或者场景可以将与其相关的所有资源打包,这样很好地解决资源的依赖问题,使得我们可以方便的加载GameObject

首先需要打包资源:

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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AesstBundleTest : MonoBehaviour {

[MenuItem("Custom Bundle/Create Bundel Main")]
public static void creatBundleMain()
{
    //获取选择的对象的路径
    Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
    bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
    if (!isExist)
    {
        Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
    }
    foreach (Object o in os)
    {
        string sourcePath = AssetDatabase.GetAssetPath(o);

        string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle";
        if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
        {
            print("create bundle cuccess!");
        }
        else
        {
            print("failure happen");
        }
        AssetDatabase.Refresh();
    }
}
[MenuItem("Custom Bundle/Create Bundle All")]
public static void CreateBundleAll()
{
    bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
    if (!isExist)
    {
        Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
    }
    Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
    if (os == null || os.Length == 0)
    {
        return;
    }
    string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle";
    if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies))
    {
        print("create bundle all cuccess");
    }
    else
    {
        print("failure happen");
    }
    AssetDatabase.Refresh();
}

}
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把上面的代码放在Editor中,在菜单栏中就可以看见自定的菜单项,选中需要打包的预设,就可以把对应的预设打包并输出到StreamAssets中了

然后是动态加载资源:

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using UnityEngine;
using System.Collections;

public class LoadBundleTest : MonoBehaviour {
//不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
public static readonly string PathURL =
#if UNITY_ANDROID
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_IPHONE
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif

// Update is called once per frame
void Update () {

}

void OnGUI()
{
    if (GUILayout.Button("Load Bundle Main"))
    {
        string path_shpere = PathURL + "MySpherePreb.assetbundle";
        StartCoroutine(loadBundleMain(path_shpere));

        string path_cube = PathURL + "MyCubePreb.assetbundle";
        StartCoroutine(loadBundleMain(path_cube));
        print(path_cube);
    }

    if (GUILayout.Button("Load Bundle All"))
    {
        StartCoroutine(loadBundleAll(PathURL + "All.assetbundle"));
    }
}


private IEnumerator loadBundleMain(string path)
{
    WWW bundle = new WWW(path);
  //  yield return bundle;
     Instantiate(bundle.assetBundle.mainAsset);
     bundle.assetBundle.Unload(false);
     yield return 1;
}

private IEnumerator loadBundleAll(string path)
{
    WWW bundle = new WWW(path);
    yield return bundle;
    Instantiate(bundle.assetBundle.Load("MyCubePreb"));
    Instantiate(bundle.assetBundle.Load("MySpherePreb"));
    yield return 1;
}

}
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