BuildBundle(new buildPlayerOptions(), assetPackConfig);
}
你还可以使用类中的静态 BuildBundle 方法Bundletool生成带有资产包的 Android App Bundle,给定 「BuildPlayerOptions」 和 「AssetPackConfig」。
Play Asset Delivery Unity API 集成
================================
该 「Play Asset Delivery Unity API」 提供了请求资产包,下载管理,和访问资源的功能。**「确保」**首先将 Unity 插件添加到你的项目中。
你在 API 中使用的函数取决于你创建资产包的方式。
如果你使用 UI 配置 AssetBundles,请**「选择插件配置的资产包」**。
如果你使用 API 配置资产包,请选**「择API 配置的资产包」**。
你可以根据要访问的资产包的交付类型实施 API。这些步骤显示在以下流程图中。
检索 AssetBundles
导入 Play Asset Delivery API 并调用该 RetrieveAssetBundleAsync()方法来检索 AssetBundle。
using Google.Play.AssetDelivery;
// Loads the AssetBundle from disk, downloading the asset pack containing it if necessary.
PlayAssetBundleRequest bundleRequest = PlayAssetDelivery.RetrieveAssetBundleAsync(asset-bundle-name);
安装时交货
资产包配置为**「install-time
」**在应用程序启动时立即可用。你可以使用以下命令从 AssetBundle 加载场景:
AssetBundle assetBundle = bundleRequest.AssetBundle;
// You may choose to load scenes from the AssetBundle. For example:
string[] scenePaths = assetBundle.GetAllScenePaths();
SceneManager.LoadScene(scenePaths[path-index]);
快速跟进和按需交付
这些部分适用于**「fast-follow」和「on-demand」**资产包。
检查状态
每个资产包都存储在应用程序内部存储的单独文件夹中。使用该 「isDownloaded()」 方法确定是否已下载资产包。
监控下载
查询PlayAssetBundleRequest 监控请求状态的 对象:
// Download progress of request, between 0.0f and 1.0f. The value will always be
// 1.0 for assets delivered as install-time.
// NOTE: A value of 1.0 will only signify the download is complete. It will still need to be loaded.
float progress = bundleRequest.DownloadProgress;
// Returns true if:
// * it had either completed the download, installing, and loading of the AssetBundle,
// * OR if it has encountered an error.
bool done = bundleRequest.IsDone;
// Returns status of retrieval request.
AssetDeliveryStatus status = bundleRequest.Status;
switch(status) {
case AssetDeliveryStatus.Pending:
// Asset pack download is pending - N/A for install-time assets.
case AssetDeliveryStatus.Retrieving:
// Asset pack is being downloaded and transferred to app storage.
// N/A for install-time assets.
case AssetDeliveryStatus.Available:
// Asset pack is downloaded on disk but NOT loaded into memory.
// For PlayAssetPackRequest(), this indicates that the request is complete.
case AssetDeliveryStatus.Loading:
// Asset pack is being loaded.
case AssetDeliveryStatus.Loaded:
// Asset pack has finished loading, assets can now be loaded.
// For PlayAssetBundleRequest(), this indicates that the request is complete.
case AssetDeliveryStatus.Failed:
// Asset pack retrieval has failed.
case AssetDeliveryStatus.WaitingForWifi:
// Asset pack retrieval paused until either the device connects via Wi-Fi,
// or the user accepts the PlayAssetDelivery.ShowCellularDataConfirmation dialog.
default:
break;
}
大量下载
大于 150MB 的资产包可以自动下载,但只能通过 Wi-Fi 下载。如果用户未连接到 Wi-Fi,则PlayAssetBundleRequest状态设置为 AssetDeliveryStatus.WaitingForWifi 并暂停下载。在这种情况下,要么等待设备连接到 Wi-Fi,然后继续下载,要么提示用户批准通过蜂窝连接下载包。
if(bundleRequest.Status == AssetDeliveryStatus.WaitingForWifi) {
var userConfirmationOperation = PlayAssetDelivery.ShowCellularDataConfirmation();
yield return userConfirmationOperation;
switch(userConfirmationOperation.GetResult()) {
case ConfirmationDialogResult.Unknown:
// userConfirmationOperation finished with an error. Something went
// wrong when displaying the prompt to the user, and they weren’t
// able to interact with the dialog. In this case, we recommend
// developers wait for Wi-Fi before attempting to download again.
// You can get more info by calling GetError() on the operation.
case ConfirmationDialogResult.Accepted:
// User accepted the confirmation dialog - download will start
// automatically (no action needed).
case ConfirmationDialogResult.Declined:
// User canceled or declined the dialog. Await Wi-Fi connection, or
// re-prompt the user.
default:
break;
}
}
取消请求(仅限按需)
如果需要在 AssetBundles 加载到内存之前取消请求,请调用 对象AttemptCancel() 上的方法 PlayAssetBundleRequest:
// Will only attempt if the status is Pending, Retrieving, or Available - otherwise
// it will be a no-op.
bundleRequest.AttemptCancel();
// Check to see if the request was successful by checking if the error code is Canceled.
if(bundleRequest.Error == AssetDeliveryErrorCode.Canceled) {
// Request was successfully canceled.
}
异步请求资产包
在大多数情况下,你应该使用 Coroutines异步请求资产包并监控进度,如下所示:
private IEnumerator LoadAssetBundleCoroutine(string assetBundleName) {
PlayAssetBundleRequest bundleRequest =
PlayAssetDelivery.RetrieveAssetBundleAsync(assetBundleName);
while (!bundleRequest.IsDone) {
if(bundleRequest.Status == AssetDeliveryStatus.WaitingForWifi) {
var userConfirmationOperation = PlayAssetDelivery.ShowCellularDataConfirmation();
// Wait for confirmation dialog action.
yield return userConfirmationOperation;
if((userConfirmationOperation.Error != AssetDeliveryErrorCode.NoError) ||
(userConfirmationOperation.GetResult() != ConfirmationDialogResult.Accepted)) {
// The user did not accept the confirmation - handle as needed.
}
// Wait for Wi-Fi connection OR confirmation dialog acceptance before moving on.
yield return new WaitUntil(() => bundleRequest.Status != AssetDeliveryStatus.WaitingForWifi);
}
// Use bundleRequest.DownloadProgress to track download progress.
// Use bundleRequest.Status to track the status of request.
yield return null;
}
if (bundleRequest.Error != AssetDeliveryErrorCode.NoError) {
// There was an error retrieving the bundle. For error codes NetworkError
// and InsufficientStorage, you may prompt the user to check their
// connection settings or check their storage space, respectively, then
// try again.
yield return null;
}
// Request was successful. Retrieve AssetBundle from request.AssetBundle.
AssetBundle assetBundle = bundleRequest.AssetBundle;
其他 Play Core API 方法
以下是你可能希望在应用中使用的一些其他 API 方法。
通过对 Google Play 进行异步调用并设置操作完成时的回调方法来检查 AssetBundle 的大小:
public IEnumerator GetDownloadSize() {
PlayAsyncOperation getSizeOperation =
PlayAssetDelivery.GetDownloadSize(assetPackName);
yield return getSizeOperation;
if(operation.Error != AssetDeliveryErrorCode.NoError) {
// Error while retrieving download size.
} else {
// Download size is given in bytes.
long downloadSize = operation.GetResult();
}
}
你可以删除当前未加载到内存中的快速关注和按需 AssetBundle。进行以下异步调用并设置完成时的回调方法:
PlayAsyncOperation removeOperation = PlayAssetDelivery.RemoveAssetPack(assetBundleName);
removeOperation.Completed += (operation) =>
{
if(operation.Error != AssetDeliveryErrorCode.NoError) {
// Error while attempting to remove AssetBundles.
} else {
// Files were deleted OR files did not exist to begin with.
}
};
测试
==
在 Unity Editor 中,选择Google > Build and Run。
行为
–
「install-time」 包将在应用程序安装过程中安装。
**「fast-follow」包的行为与「on-demand」**包一样。也就是说,当游戏被侧载时它们不会被自动获取。开发者需要在游戏开始时手动请求;这不需要你的应用程序中的任何代码更改。
限制
–
以下是本地测试的限制:
eration.Completed += (operation) =>
{
if(operation.Error != AssetDeliveryErrorCode.NoError) {
// Error while attempting to remove AssetBundles.
} else {
// Files were deleted OR files did not exist to begin with.
}
};
测试
==
在 Unity Editor 中,选择Google > Build and Run。
行为
–
「install-time」 包将在应用程序安装过程中安装。
**「fast-follow」包的行为与「on-demand」**包一样。也就是说,当游戏被侧载时它们不会被自动获取。开发者需要在游戏开始时手动请求;这不需要你的应用程序中的任何代码更改。
限制
–
以下是本地测试的限制: