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Unity打包之AssetBundleBuild的使用

作者:互联网

打包方法有两个重载,以前一直用第一个,没怎么用这个去做,查阅了官方的api,和自己的尝试,发现这个api用于给所有的资源和依赖资源都打成单个资源包,需要用到资源的时候把依赖资源先加载出来,等到引用计数或者内存到达一定的时候对内存进行释放。

public static void FragmentBuild()
    {
        if (!Directory.Exists(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString()))
        {
            Directory.CreateDirectory(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString());
        }

        BuildPipeline.BuildAssetBundles(Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString(),
            BundleTool.GetAssetBundleBuild(Selection.gameObjects), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
        DeleteMainfest();
    }

    public static AssetBundleBuild[] GetAssetBundleBuild(GameObject[] objs)
    {
        List<string> all = GetAllBuildGamobj(objs);

        AssetBundleBuild[] builds = new AssetBundleBuild[all.Count];
        for (int i = 0; i < all.Count; i++)
        {
            if (all[i].EndsWith(".mat")) continue;
            AssetBundleBuild build = new AssetBundleBuild();
            string[] str = all[i].Split('/');
            string name = str[str.Length - 1];
            string[] str1 = name.Split('.');
            string result = str1[0];
            build.assetBundleName = result;
            build.assetNames = new string[] { all[i] };
            build.assetBundleVariant = "ab";
            builds[i] = build;
        }
        return builds;
    }
    static List<string> GetAllBuildGamobj(GameObject[] objs)
    {
        List<string> all = new List<string>();
        for (int i = 0; i < objs.Length; i++)
        {
            if (!Check(all, AssetDatabase.GetAssetPath(objs[i])))
                all.Add(AssetDatabase.GetAssetPath(objs[i]));
            string[] depend = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(objs[i]));
            for (int j = 0; j < depend.Length; j++)
            {
                if (!Check(all, depend[j]))
                    all.Add(depend[j]);
            }
        }
        return all;
    }
    private static bool Check(List<string> list, string target)
    {
        for (int i = 0; i < list.Count; i++)
        {
            if (list[i] == target)
            {
                return true;
            }
        }
        return false;
    }
其中assetBundleVariant,这个属性,翻译过来是assbundle变体,实际上是给添加后缀。

标签:objs,depend,string,AssetBundleBuild,List,Unity,build,打包
来源: https://www.cnblogs.com/zjr0/p/16407689.html