unity AssetBundle 加载资源 笔记

Android:
string path = Application.dataPath + "/assets/lua/lua.unity3d";
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/Android");
AssetBundle assetbundle = AssetBundle.LoadFromFile(path);
Sprite sprite = assetbundle.LoadAsset("tupian");
spriteRenderer.sprite = sprite;


IOS:
AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/lua/lua.unity3d");
Sprite sprite = assetbundle.LoadAsset("tupian");
spriteRenderer.sprite = sprite;


AssetBundle android = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "Android/Android");
AssetBundleManifest  main = (AssetBundleManifest)android.LoadAsset("AssetBundleManifest");
List list = new List(main.GetAllAssetBundles());
Dictionary BundleMap = new Dictionary();
for( int i = 0 ; i < list.Count ; i++ )
{
string[] depends = main.GetAllDependencies(list[i]);
AssetBundle[] dependsAssetbundle = new AssetBundle[depends.Length];
//先加载依赖关系
for( int index = 0 ; index < depends.Length ; index++ )
{
dependsAssetbundle[index] = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/" + depends[index]);
BundleMap.Add(depends[index],dependsAssetbundle[index]);
}
AssetBundle assetbundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/Android/" + list[i]);
BundleMap.Add(list[i],assetbundle);


}
TextAsset sprite = assetbundle.LoadAsset("Require.lua.bytes");

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