unity3d加密资源并缓存加载

http://www.haogongju.net/art/1931680

首先要鄙视下unity3d的文档编写人员极度不负责任,到发帖为止依然没有更新正确的示例代码。

// C# Example
// Builds an asset bundle from the selected objects in the project view.
// Once compiled go to "Menu" -> "Assets" and select one of the choices
// to build the Asset Bundle
using UnityEngine;
using UnityEditor;
using System.IO;
public class ExportAssetBundles {
[MenuItem("Assets/Build AssetBundle Binary file From Selection - Track dependencies ")]
static void ExportResource () {
// Bring up save panel
string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0) {
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
FileStream fs = new FileStream(path,FileMode.Open,FileAccess.ReadWrite);
byte[] buff = new byte[fs.Length+1];
fs.Read(buff,0,(int)fs.Length);
buff[buff.Length-1] = 0;
fs.Close();
File.Delete(path);
string BinPath = path.Substring(0,path.LastIndexOf('.'))+".bytes";
//              FileStream cfs = new FileStream(BinPath,FileMode.Create);
cfs.Write(buff,0,buff.Length);
buff =null;
cfs.Close();
//              string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets"));
//              Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object));
//              BuildPipeline.BuildAssetBundle(ta, null, path);
}
}
[MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]
static void ExportResourceNoTrack () {
// Bring up save panel
string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");
if (path.Length != 0) {
// Build the resource file from the active selection.
BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);
}
}
}

  把打包的文件转换成了binary文件并多加了一个字节加密。

  当bytes文件生成好后再选中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

 

using UnityEngine;

using System.Collections;

using System;

public class WWWLoadTest : MonoBehaviour

{

public string BundleURL;

public string AssetName;

IEnumerator Start()

{

WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);

yield return www;

TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;

byte[]  data = txt.bytes;

byte[] decryptedData = Decryption(data);

Debug.LogError("decryptedData length:"+decryptedData.Length);

StartCoroutine(LoadBundle(decryptedData));

}

IEnumerator LoadBundle(byte[] decryptedData){

AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);

yield return acr;

AssetBundle bundle = acr.assetBundle;

Instantiate(bundle.Load(AssetName));

}

byte[] Decryption(byte[] data){

byte[] tmp = new byte[data.Length-1];

for(int i=0;i<data.Length-1;i++){

tmp[i] = data[i];

}

return tmp;

}

}

WWW.LoadFromCacheOrDownload的作用就是下载并缓存资源,要注意后面的版本号参数,如果替换了资源却没有更新版本号,客户端依然会加载缓存中的文件。

www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset  //characters是加密文件的名字

AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);           

这句是官网最坑爹的,AssetBundle.CreateFromMemory明明返回的是AssetBundleCreateRequest官网却写得是AssetBundle,而且AssetBundleCreateRequest是一个异步加载,必须用协程的方式加载官网也没有提到。跟多兄弟就倒在了这里

完。

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