AssetBundle系列——游戏资源打包(一)

将本地资源打包,然后放到资源服务器上供游戏客户端下载或更新。服务器上包含以下资源列表:
(1)游戏内容资源assetbundle
(2)资源维护列表,包含每个资源的名字(完整路径名)和对应的版本号[资源名,版本号],如下表所示(VersionNum.xml):

<VersionNum>

  <File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" Num="1" />

  <File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" Num="1" />

  <File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" Num="1" />

  <File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" Num="1" />

  <File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" Num="1" />

  <File FileName="Assets.Resources.PetTexture.Empty.assetbundle" Num="1" />

</VersionNum>

 

那么本地客户端的资源打包编辑器就需要完成以下工作:将资源打包、生成版本号。
我们采用通过MD5码对比的方式来对版本号进行管理,如果某资源的MD5码变更了,则将其版本号+1,否则不变。那么,可以将编辑器的具体任务划分如下:
(1)将资源打包成assetbundle,并放到指定目录下
(2)为每个assetbund生成最新MD5码,用于检查资源是否有修改
(3)比较新旧MD5码列表,产生资源变更列表,对于每个变更的资源,将其版本号+1
(4)将变更列表文件也打包成assetbundle

各个平台使用的资源包时各自独立的,打包资源代码时的选项不一样,编辑器界面如下,图2中的4个按钮每个对应上述的一步操作:

AssetBundle系列——游戏资源打包(一)

 AssetBundle系列——游戏资源打包(一)

 

最终生成的资源目录结构如下所示:

AssetBundle系列——游戏资源打包(一)

 编辑器代码如下所示(包括菜单项和窗口):

using UnityEditor;

using UnityEngine;

using System.IO;

using System.Collections;

using System.Collections.Generic;



public class AssetBundleController : EditorWindow

{

    public static AssetBundleController window;

    public static UnityEditor.BuildTarget buildTarget = BuildTarget.StandaloneWindows;



    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Windows32", false, 1)]

    public static void ExecuteWindows32()

    {

        if (window == null)

        {

            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));

        }

        buildTarget = UnityEditor.BuildTarget.StandaloneWindows;

        window.Show();

    }



    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For IPhone", false, 2)]

    public static void ExecuteIPhone()

    {

        if (window == null)

        {

            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));

        }

        buildTarget = UnityEditor.BuildTarget.iPhone;

        window.Show();

    }



    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Mac", false, 3)]

    public static void ExecuteMac()

    {

        if (window == null)

        {

            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));

        }

        buildTarget = UnityEditor.BuildTarget.StandaloneOSXUniversal;

        window.Show();

    }



    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Android", false, 4)]

    public static void ExecuteAndroid()

    {

        if (window == null)

        {

            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));

        }

        buildTarget = UnityEditor.BuildTarget.Android;

        window.Show();

    }



    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For WebPlayer", false, 5)]

    public static void ExecuteWebPlayer()

    {

        if (window == null)

        {

            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));

        }

        buildTarget = UnityEditor.BuildTarget.WebPlayer;

        window.Show();

    }



    void OnGUI()

    {

        if (GUI.Button(new Rect(10f, 10f, 200f, 50f), "(1)CreateAssetBundle"))

        {

            CreateAssetBundle.Execute(buildTarget);

            EditorUtility.DisplayDialog("", "Step (1) Completed", "OK");

        }



        if (GUI.Button(new Rect(10f, 80f, 200f, 50f), "(2)Generate MD5"))

        {

            CreateMD5List.Execute(buildTarget);

            EditorUtility.DisplayDialog("", "Step (2) Completed", "OK");

        }



        if (GUI.Button(new Rect(10f, 150f, 200f, 50f), "(3)Compare MD5"))

        {

            CampareMD5ToGenerateVersionNum.Execute(buildTarget);

            EditorUtility.DisplayDialog("", "Step (3) Completed", "OK");

        }



        if (GUI.Button(new Rect(10f, 220f, 200f, 50f), "(4)Build VersionNum.xml"))

        {

            CreateAssetBundleForXmlVersion.Execute(buildTarget);

            EditorUtility.DisplayDialog("", "Step (4) Completed", "OK");

        }

    }



    public static string GetPlatformPath(UnityEditor.BuildTarget target)

    {

        string SavePath = "";

        switch (target)

        {

            case BuildTarget.StandaloneWindows:

                SavePath = "Assets/AssetBundle/Windows32/";

                break;

            case BuildTarget.StandaloneWindows64:

                SavePath = "Assets/AssetBundle/Windows64/";

                break;

            case BuildTarget.iPhone:

                SavePath = "Assets/AssetBundle/IOS/";

                break;

            case BuildTarget.StandaloneOSXUniversal:

                SavePath = "Assets/AssetBundle/Mac/";

                break;

            case BuildTarget.Android:

                SavePath = "Assets/AssetBundle/Android/";

                break;

            case BuildTarget.WebPlayer:

                SavePath = "Assets/AssetBundle/WebPlayer/";

                break;

            default:

                SavePath = "Assets/AssetBundle/";

                break;

        }



        if (Directory.Exists(SavePath) == false)

            Directory.CreateDirectory(SavePath);



        return SavePath;

    }



    public static string GetPlatformName(UnityEditor.BuildTarget target)

    {

        string platform = "Windows32";

        switch (target)

        {

            case BuildTarget.StandaloneWindows:

                platform = "Windows32";

                break;

            case BuildTarget.StandaloneWindows64:

                platform = "Windows64";

                break;

            case BuildTarget.iPhone:

                platform = "IOS";

                break;

            case BuildTarget.StandaloneOSXUniversal:

                platform = "Mac";

                break;

            case BuildTarget.Android:

                platform = "Android";

                break;

            case BuildTarget.WebPlayer:

                platform = "WebPlayer";

                break;

            default:

                break;

        }

        return platform;

    }



}

 PS:每个操作的具体实现,见下一篇讲解...

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