Unity | spine资源动态化管理

目录

一、收集SkeletonDataAsset

二、制作预制体

三、打AB包

四、执行

五、加载AB包并保存到本地

1.UnityWebRequest

2.www下载并保存到本地


        继Unity | Spine动画动态加载 之后,本文进一步介绍自动获取Assets中的spine资源,并制作成预制体,Editor下一键打成AB包。

一、收集SkeletonDataAsset

        寻找Assets下所有的SkeletonDataAsset。

    public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
    /// <summary>
    /// 寻找所有的SkeletonDataAsset
    /// </summary>
    private void FindAllSkeletonDataAssets()
    {
#if UNITY_EDITOR
        string[] assetGuids = AssetDatabase.FindAssets("t:SkeletonDataAsset");

        foreach (string guid in assetGuids)
        {
            string assetPath = AssetDatabase.GUIDToAssetPath(guid);
            SkeletonDataAsset skeletonDataAsset = AssetDatabase.LoadAssetAtPath<SkeletonDataAsset>(assetPath);
            if (skeletonDataAsset != null)
            {
                skeletonDataAssets.Add(skeletonDataAsset);
            }
        }
#endif
    }

二、制作预制体

        制作预制体,并设置AB标签。

    public Material materialPropertySource;
    void MakePrefabs(SkeletonDataAsset runtimeSkeletonDataAsset)
    {
        string name = runtimeSkeletonDataAsset.name;
        name = name.Substring(0, name.IndexOf("_"));

        GameObject gameObject = new GameObject(name);
        gameObject.transform.parent = GameObject.Find("Canvas").transform;
        gameObject.transform.localPosition = new Vector3(0, 0, 0);


        SkeletonGraphic spineGameObject = gameObject.AddComponent<SkeletonGraphic>();
        spineGameObject.skeletonDataAsset = runtimeSkeletonDataAsset;
        spineGameObject.material = materialPropertySource;
        spineGameObject.allowMultipleCanvasRenderers = true;

        //设置skin
        spineGameObject.initialSkinName = spineGameObject.Skeleton.Data.Skins.Items[0].Name;
        //设置动画
        List<string> animsName = new List<string>();
        foreach (var 

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转载自blog.csdn.net/weixin_39766005/article/details/139267647