一、打包策略
1、正常打包策略:
编辑器下设置文件夹和文件AB包名——生成AB包——通过manifest依赖加载。
优点:上手简单,操作方便;
缺点:编辑器必须打包才能运行游戏,浪费时间;可能会产生生冗余的AB包,文件夹或文件AB命名混乱,难以管理。
2、我们的打包策略:
设置编辑器工具统一设置AB包名及路径管理——根据依赖关系生成不冗余的AB包——根据Asset的全路径生成自己的依赖表——根据自己的依赖关系表加载AB表,编辑器下直接加载资源。
优点:不需要打包编辑器直接运行游戏,不会产生冗余的AB包,文件夹或者文件AB包设置简单方便容易管理。
缺点:长时间未打包的情况下,打包时间较长,对于新手理解难。
二.自定义打包配置表
基于asset序列化生成编辑器打包配置表,表里的设置主要分为两种:
(1)基于文件夹下所有单个文件打包(prefab)
(2)基于文件夹打包
注意:
1.基于文件夹打AB,文件夹的AB信息也是会被设置的
2.Unity是增量打包
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName ="ABConfig",menuName ="CreateABConfig",order =0)]
public class ABConfig : ScriptableObject {
//单个文件所在文件夹路径,会遍历这个文件夹下所有prefab
//(一般单个文件打包都是打包prefab)
//所有的prefab的名字都不能重复,必须保证名字的唯一性
public List m_AllPrefabsPath=new List();
public List m_AllFileDirAB = new List();
[System.Serializable]
public struct FileDirABName
{
public string ABName;
public string Path;
}
}
在editor文件夹下右键:填写配置表,单个文件基本上都是prefab。
三.生成AB包
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
/*1、根据单个文件和文件夹设置AB包。2、剔除冗余AB包。3、生成AB包配置表。
4、先处理文件夹的打包,后处理prefab的,更好的处理prefab的依赖。
*/
public class BundleEditor
{
private static string m_BundleTargetPath = Application.streamingAssetsPath;
private static string ABCONFIGPATH = "Assets/Editor/ABConfig.asset";
///
/// key是AB包名,value是路径,所有文件夹AB包字典
///
private static Dictionary m_AllFileDirDict = new Dictionary();
///
/// 过滤的list,如果已经存在在文件夹下面,就不用重复打包AB包。
///
private static List m_AllFileABList = new List();
///
/// 单个prefab的AB包,key 为名字,value 为所有依赖项的List
///
private static Dictionary> m_AllPrefabsDirDict = new Dictionary>();
///
/// 储存所有有效路径
///
private static List m_ConfigFileList = new List();
[MenuItem("Tools/1.打包AB包", false, 1)]
public static void BuildAB()
{
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(Application.streamingAssetsPath);
}
m_ConfigFileList.Clear();
m_AllFileABList.Clear();
m_AllFileDirDict.Clear();
m_AllPrefabsDirDict.Clear();
ABConfig abConfig = AssetDatabase.LoadAssetAtPath(ABCONFIGPATH);
foreach (ABConfig.FileDirABName fileDir in abConfig.m_AllFileDirAB)
{
if (m_AllFileDirDict.ContainsKey(fileDir.ABName))
{
Debug.LogError("AB包名配置重复,请检查");
}
else
{
m_AllFileDirDict.Add(fileDir.ABName, fileDir.Path);
m_AllFileABList.Add(fileDir.Path);
m_ConfigFileList.Add(fileDir.Path);
}
}
//查找到所有prefabs,转换成GUIID数组。
string[] allPrefabsGUIDArr = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabsPath.ToArray());
//单个ab文件字典赋值依赖
for (int i = 0; i < allPrefabsGUIDArr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allPrefabsGUIDArr[i]);
//显示进度条
EditorUtility.DisplayProgressBar("查找prefabs", "path:" + path, i * 1.0f / allPrefabsGUIDArr.Length);
m_ConfigFileList.Add(path);
if (!ContainAllFileAB(path))
{
//path Assets/Res/Temp/Capsule.prefab
GameObject go = AssetDatabase.LoadAssetAtPath(path);
//获取所有的依赖项,包含自己
string[] allDependeciesArr = AssetDatabase.GetDependencies(path);
//创建的目的就是保存过滤后的所有路径
List allDependeciesPathList = new List();
for (int j = 0; j < allDependeciesArr.Length; j++)
{
Debug.Log(allDependeciesArr[j]);
//过滤依赖项中已经打包过的和脚本
if (!ContainAllFileAB(allDependeciesArr[j]) && !allDependeciesArr[j].EndsWith(".cs"))
{
//添加到过滤中
m_AllFileABList.Add(allDependeciesArr[j]);
allDependeciesPathList.Add(allDependeciesArr[j]);
}
}
if (m_AllPrefabsDirDict.ContainsKey(go.name))
{
Debug.LogError("存在相同名字的Prefab,请检查名字:" + go.name);
}
else
{
m_AllPrefabsDirDict.Add(go.name, allDependeciesPathList);
}
}
}
//清空进度条
EditorUtility.ClearProgressBar();
foreach (string name in m_AllFileDirDict.Keys)
{
SetABName(name, m_AllFileDirDict[name]);
}
foreach (string name in m_AllPrefabsDirDict.Keys)
{
SetABName(name, m_AllPrefabsDirDict[name]);
}
BuildAssetBundle();
//编辑器进行刷新和加载,重新设置.meta文件,打包时间会被拉长
//因此在设置的时候尽量不要写这个,完全处于内存的时候才考虑
//AssetDatabase.SaveAssets();
//AssetDatabase.Refresh();
//清除所有AB包的名字,怕meta文件改变
string[] oldABNameArr = AssetDatabase.GetAllAssetBundleNames();
for (int i = 0; i < oldABNameArr.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldABNameArr[i], true);
EditorUtility.DisplayProgressBar("清除AB包名", "Name:" + oldABNameArr[i], i * 1.0f / allPrefabsGUIDArr.Length);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
//清空进度条
EditorUtility.ClearProgressBar();
//AssetDatabase.Refresh(); //编辑器的刷新
}
static void BuildAssetBundle()
{
string[] allBundleArr = AssetDatabase.GetAllAssetBundleNames();
//key为全路径,value为包名 为了生成自己的依赖关系,不依靠官方的manifest
Dictionary resPathDict = new Dictionary();
for (int i = 0; i < allBundleArr.Length; i++)
{
//得到当前AB包路径中的所有资源路径
string[] allBundlePathArr = AssetDatabase.GetAssetPathsFromAssetBundle(allBundleArr[i]);
for (int j = 0; j < allBundlePathArr.Length; j++)
{
if (allBundlePathArr[j].EndsWith(".cs"))
{
continue;
}
Debug.Log("此AB包:" + allBundleArr[i] + "下面的所有资源文件路径:" + allBundlePathArr[j]);
if (ValidPath(allBundlePathArr[j]))
{
resPathDict.Add(allBundlePathArr[j], allBundleArr[i]);
}
}
}
DeleteAB();
//打包之前生成自己的配置表
WriteData(resPathDict);
//EditorUserBuildSettings.activeBuildTarget检测运行所在平台
//将AB打包在StreamingAssets文件夹下,注意先创建该文件夹
BuildPipeline.BuildAssetBundles(m_BundleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
///
/// 写入数据(生成配置表)
///
static void WriteData(Dictionary resPathDict)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABList = new List();
foreach (string path in resPathDict.Keys)
{
ABBase abBase = new ABBase();
abBase.Path = path;
abBase.Crc = Crc32.GetCrc32(path);
abBase.ABName = resPathDict[path];
abBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1);
abBase.ABDpendece = new List();
string[] resDependece = AssetDatabase.GetDependencies(path);
for (int i = 0; i < resDependece.Length; i++)
{
string tempPath = resDependece[i];
//依赖项过滤掉自己
if (tempPath.Equals(path) || path.EndsWith(".cs"))
{
continue;
}
string abName = "";
//获取这个依赖项在哪个AB包里,如并且输出这个ab包名
if (resPathDict.TryGetValue(tempPath, out abName))
{
if (abName.Equals(resPathDict[path]))
{
//如果等于自己
continue;
}
//可能会重复,所以去掉重复的
if (!abBase.ABDpendece.Contains(abName))
{
abBase.ABDpendece.Add(abName);
}
}
}
config.ABList.Add(abBase);
}
//写入xml,为了让自己看清
string xmlPath = Application.dataPath + "/AssetBundleConfig.xml";
if (File.Exists(xmlPath))
{
File.Delete(xmlPath);
}
FileStream xmlfs = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
StreamWriter sw = new StreamWriter(xmlfs, System.Text.Encoding.UTF8);
XmlSerializer xmlSerializer = new XmlSerializer(config.GetType());
xmlSerializer.Serialize(sw, config);
xmlfs.Close();
//sw.Close();
//AssetBundleConfig.bytes放在streamingAssetsPath文件夹下加载不到,不知什么原因,因此将bytes文件夹打包成AB包,也就是streamingasset文件夹下全是AB包
//写入二进制
foreach (ABBase item in config.ABList)
{
//优化一下
item.Path = "";
}
string bytePath = m_BundleTargetPath + "/AssetBundleConfig.bytes";
FileStream bytefs = new FileStream(bytePath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(bytefs, config);
bytefs.Close();
}
static void SetABName(string name, string path)
{
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if (assetImporter == null)
{
Debug.LogError("不存在此路径的文件:" + path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name, List pathList)
{
for (int i = 0; i < pathList.Count; i++)
{
SetABName(name, pathList[i]);
}
}
///
/// 删除无用的AB包(可能名字换了,那以前的ab包就会存在,所以要删除无用的)
///
static void DeleteAB()
{
string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo direction = new DirectoryInfo(m_BundleTargetPath);
//获取所有文件
FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
for (int i = 0; i < files.Length; i++)
{
if (ContainABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta"))
{
continue;
}
else
{
Debug.Log("此AB包被删除或者被改名字了:" + files[i].Name);
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
}
}
}
///
/// 遍历文件夹中的文件名和设置的AB包名检查比较
///
///
///
///
static bool ContainABName(string name, string[] strs)
{
for (int i = 0; i < strs.Length; i++)
{
if (name.Equals(strs[i]))
{
return true;
}
}
return false;
}
///
/// 判断是否存在m_AllFileABList内,用来做冗余剔除
///
///
///
static bool ContainAllFileAB(string path)
{
for (int i = 0; i < m_AllFileABList.Count; i++)
{
//为了排除文件夹相似,因此要判断一下包含之后还要判断第一个字符为/,保证是该文件夹下的子文件
if (path == m_AllFileABList[i] || (path.Contains(m_AllFileABList[i]) && (path.Replace(m_AllFileABList[i], "")[0] == '/')))
{
return true;
}
}
return false;
}
///
/// 是否有效路径
///
///
///
static bool ValidPath(string path)
{
for (int i = 0; i < m_ConfigFileList.Count; i++)
{
//包含prefabs路径或者文件夹路径就认为是有效路径
if (path.Contains(m_ConfigFileList[i]))
{
return true;
}
}
return false;
}
}
Crc校验
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
/*Crc校验代码(直接用path也是可以的,这里呢是做个简单的转化罢了,crc是uint占的字节比string少,生成的表会小很多,其实去看unity本身的也是crc。所以就直接使用了crc) :*/
public class Crc32
{
static UInt32[] crcTable =
{
0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,
0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,
0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,
0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,
0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,
0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,
0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,
0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,
0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,
0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,
0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,
0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,
0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,
0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,
0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,
0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,
0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,
0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,
0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,
0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,
0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,
0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,
0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,
0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,
0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,
0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,
0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,
0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,
0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,
0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,
0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,
0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4
};
public static uint GetCrc32(byte[] bytes)
{
uint iCount = (uint)bytes.Length;
uint crc = 0xFFFFFFFF;
for (uint i = 0; i < iCount; i++)
{
crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]];
}
return crc;
}
public static uint GetCrc32(string msg)
{
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
return GetCrc32(bytes);
}
}
自定义配置表结构(后面加载AB包需要用到):
using System.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
[System.Serializable]
public class AssetBundleConfig
{
[XmlElement("ABList")]
public List ABList { get; set; }
}
[System.Serializable]
public class ABBase
{
///
/// path全路径 为了在xml中可视化,方便观察,在二进制中有crc,可以优化掉。
///
[XmlAttribute("Path")]
public string Path { get; set; }
///
/// crc 类似于MD5码,但是没有MD5精确,是文件的唯一标识。
///
[XmlAttribute("Crc")]
public uint Crc { get; set; }
[XmlAttribute("ABName")]
public string ABName { get; set; }
///
/// AB包中的资源名
///
[XmlAttribute("AssetName")]
public string AssetName { get; set; }
///
/// 当前资源所依赖的其他 资源 他所在的AB包
///
[XmlElement("ABDpendece")]
public List ABDpendece { get; set; }
}
使用:(运行前检查是否打包好AssetBundleConfig.bytes文件)
using System.Collections;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public class TestLoad : MonoBehaviour
{
byte[] bytes = null;
private void Start()
{
//第一种用www加载
StartCoroutine(Load());
//第二种将bytes文件打包成AB包加载
}
///
/// 二进制加载测试
///
void ByteLoadTest()
{
//加载bytes文件
MemoryStream memoryStream = new MemoryStream(bytes);
BinaryFormatter binaryFormatter = new BinaryFormatter();
AssetBundleConfig testSerilize = (AssetBundleConfig)binaryFormatter.Deserialize(memoryStream);
memoryStream.Close();
string path = "Assets/Res/Prefabs/Cube.prefab";
uint crc = Crc32.GetCrc32(path);
ABBase abBase = null;
for (int i = 0; i < testSerilize.ABList.Count; i++)
{
if (testSerilize.ABList[i].Crc==crc)
{
abBase = testSerilize.ABList[i];
}
}
//先加载依赖的AB包
for (int i = 0; i < abBase.ABDpendece.Count; i++)
{
AssetBundle.LoadFromFile(Application.streamingAssetsPath+"/"+abBase.ABDpendece[i]);
}
AssetBundle ab = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + abBase.ABName);
GameObject go = Instantiate(ab.LoadAsset(abBase.AssetName));
}
IEnumerator Load()
{
WWW www = new WWW(Application.streamingAssetsPath + "/AssetBundleConfig.bytes");
yield return www;
if (www.isDone)
{
bytes = www.bytes;
ByteLoadTest();
}
}
}