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Unity ab包(assetbundle加载)-ui和预设体以及场景

作者:互联网

    protected Dictionary<string, object> m_bundles = new Dictionary<string, object>();

//----------------------------------------------------------------加载UI或预设体--------------------------------------------------------------------------------------------------
第一步:加载ab包
   UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(_uri + it);
                    //request.Send();
                    request.SendWebRequest();
                    while (!request.isDone)
                    {
                        m_prograss_txt = "正在加载\"" + str_names[0] + "\"资源包";
                        m_prograss = (int)(request.downloadProgress * 100);
                        yield return 1;
                    }
                    if (request.isDone)
                    {
                        m_prograss = (int)(request.downloadProgress * 100);
                        m_prograss_color -= new Color(0.33f, 0.0f, 0.33f, 0.0f);
                        AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
                        print(str_names[0] + "保存到字典");
                        m_bundles.Add(str_names[0], ab);
                    }



第二步:加载资源到场景
  if (m_bundles.ContainsKey(_ab_key) && m_bundles[_ab_key] != null)
        {
            AssetBundle ab = m_bundles[_ab_key] as AssetBundle;
            if (ab != null)
            {
                
                GameObject obj = Instantiate<GameObject>(ab.LoadAsset(_key) ) as GameObject;
            }
        }
 


//----------------------------------------------------------------加载场景--------------------------------------------------------------------------------------------------
第一步:加载场景的ab包
  protected Dictionary<string, object> m_bundles = new Dictionary<string, object>();
  UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(_uri + it);
                    //request.Send();
                    request.SendWebRequest();
                    while (!request.isDone)
                    {
                        m_prograss_txt = "正在加载\"" + str_names[0] + "\"资源包";
                        m_prograss = (int)(request.downloadProgress * 100);
                        yield return 1;
                    }
                    if (request.isDone)
                    {
                        m_prograss = (int)(request.downloadProgress * 100);
                        m_prograss_color -= new Color(0.33f, 0.0f, 0.33f, 0.0f);
                        AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
                        print(str_names[0] + "保存到字典");
                        m_bundles.Add(str_names[0], ab);
                    }


 第二步:跳转场景
  SceneManager.sceneLoaded += OnSceneLoaded;
  SceneManager.LoadScene(this.getLoadSceneName());
第三步:加载完成,卸载场景
   public void OnSceneLoaded()
    {
        SceneManager.sceneLoaded -= OnSceneLoaded;
        foreach (var it in _ab_key)
        {
            if (m_bundles.ContainsKey(it))
            {
                AssetBundle ab = m_bundles[it] as AssetBundle;
                if (ab != null)
                {
                    ab.Unload(false);
                }
                m_bundles.Remove(it);
                return;
            }
        }
    }
  //------------------------------------------------------------------加载配置文件ab包------------------------------------------------------------------------------
if (str_names[1] == "xml" || str_names[1] =="cfg" || str_names[1] == "txt")
                {
                    UnityWebRequest request = UnityWebRequest.Get(_uri + it);
                    request.SendWebRequest();
                    while (!request.isDone)
                    {
                        m_prograss_txt = "正在加载\"" + str_names[0] + "\"资源包";
                        m_prograss = (int)(request.downloadProgress * 100);
                        yield return 1;
                    }
                    if (request.isDone)
                    {
                        m_prograss = (int)(request.downloadProgress * 100);
                        m_prograss_color -= new Color(0.33f, 0.0f, 0.33f, 0.0f);
                        string data = request.downloadHandler.text;
                        print(data);
                        m_bundles.Add(str_names[0], data);
                    }

                }

FR:徐海涛(hunk Xu)
QQ技术交流群:386476712

标签:ab,prograss,bundles,request,Unity,assetbundle,names,str
来源: https://blog.csdn.net/qq_15267341/article/details/121476245