打包加载 AssetBundle

1.先创建Asset序列化(单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性),配置好ConfigAB表

 
/*              #########                       
              ############                     
              #############                    
             ##  ###########                   
            ###  ###### #####                  
            ### #######   ####                 
           ###  ########## ####                
          ####  ########### ####               
         ####   ###########  #####             
        #####   ### ########   #####           
       #####   ###   ########   ######         
      ######   ###  ###########   ######       
     ######   #### ##############  ######      
    #######  #####################  ######     
    #######  ######################  ######    
   #######  ###### #################  ######   
   #######  ###### ###### #########   ######   
   #######    ##  ######   ######     ######   
   #######        ######    #####     #####    
    ######        #####     #####     ####     
     #####        ####      #####     ###      
      #####       ###        ###      #        
        ###       ###        ###              
         ##       ###        ###               
__________#_______####_______####______________
    身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
                我们的未来没有BUG              
* ==============================================================================
* Filename: ABConfig 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName = "ABConfig",menuName = "CreateABConfig",order = 0)]
public class ABConfig : ScriptableObject {

    //单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性
    public List<string> m_AllPrefabPath = new List<string>();
    public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>();

    [System.Serializable]
    public struct FileDirABName
    {
        public string ABName;
        public string Path;
    }
}

2. 打包加载 AssetBundle 

/*              #########                       
              ############                     
              #############                    
             ##  ###########                   
            ###  ###### #####                  
            ### #######   ####                 
           ###  ########## ####                
          ####  ########### ####               
         ####   ###########  #####             
        #####   ### ########   #####           
       #####   ###   ########   ######         
      ######   ###  ###########   ######       
     ######   #### ##############  ######      
    #######  #####################  ######     
    #######  ######################  ######    
   #######  ###### #################  ######   
   #######  ###### ###### #########   ######   
   #######    ##  ######   ######     ######   
   #######        ######    #####     #####    
    ######        #####     #####     ####     
     #####        ####      #####     ###      
      #####       ###        ###      #        
        ###       ###        ###              
         ##       ###        ###               
__________#_______####_______####______________
    身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
                我们的未来没有BUG              
* ==============================================================================
* Filename: BundleEditor 
* Created:  
* Author:   WYC
* Purpose:  打包加载 AssetBundle
* ==============================================================================
*/
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary;

public class BundleEditor
{
    private static string m_BunleTargetPath = Application.streamingAssetsPath;
    private static string ABCONGFIGPATH = "Assets/Editor/ABConfig.asset";
    //key是AB包名,value是路径,所有文件AB包dic
    private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>();
    //过滤的list
    private static List<string> m_AllFileAB = new List<string>();
    //单个Prefab的AB包
    private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
    //存储所有有效路径
    private static List<string> m_ConfigFile = new List<string>();
    //标签
    [MenuItem("Tools/AB打包")]
    public static void Build()
    {
        //AssetBundle打包设置
        m_AllFileAB.Clear();
        m_AllFileDir.Clear();
        m_AllPrefabDir.Clear();
        m_ConfigFile.Clear();
        ABConfig abconfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONGFIGPATH);
        foreach (ABConfig.FileDirABName f in abconfig.m_AllFileDirAB)
        {
            if (m_AllFileDir.ContainsKey(f.ABName))
            {
                Debug.LogError("AB包配置名字重复,请检查!");
            }
            else
            {
                m_AllFileDir.Add(f.ABName, f.Path);
                m_AllFileAB.Add(f.Path);
                m_ConfigFile.Add(f.Path);
            }
        }
        string[] allStr = AssetDatabase.FindAssets("t:Prefab", abconfig.m_AllPrefabPath.ToArray());//加载预设体
        for (int i = 0; i < allStr.Length; i++)
        {
            string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
            //加载进度条
            EditorUtility.DisplayProgressBar("查找Prefab", "Prefab" + path, i * 1.0f / allStr.Length);
            m_ConfigFile.Add(path);
            if (!ContainAllFileAB(path))
            {
                GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
                string[] allDepend = AssetDatabase.GetDependencies(path);
                List<string> allDependPath = new List<string>();
                for (int j = 0; j < allDepend.Length; j++)
                {
                    //Debug.Log(allDepend[j]);
                    if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
                    {
                        m_AllFileAB.Add(allDepend[j]);
                        allDependPath.Add(allDepend[j]);
                    }
                }
                if (m_AllPrefabDir.ContainsKey(obj.name))
                {
                    Debug.LogError("存在相同名字的Prefab名字" + obj.name);
                }
                else
                {
                    m_AllPrefabDir.Add(obj.name, allDependPath);
                }
            }
        }
        foreach (string name in m_AllFileDir.Keys)
        {
            SetABName(name, m_AllFileDir[name]);
        }
        foreach (string name in m_AllPrefabDir.Keys)
        {
            SetABName(name, m_AllPrefabDir[name]);
        }

        BunildAssetBunble();


        //清除老的AB包设置
        string[] oldNameAB = AssetDatabase.GetAllAssetBundleNames();
        for (int i = 0; i < oldNameAB.Length; i++)
        {
            AssetDatabase.RemoveAssetBundleName(oldNameAB[i], true);
            EditorUtility.DisplayProgressBar("清除AB包名", "名字" + oldNameAB[i], i * 1.0f / oldNameAB.Length);
        }

        AssetDatabase.Refresh();//编辑器的刷新
        EditorUtility.ClearProgressBar();//清除进度条

    }



    //开始AB打包
    static void BunildAssetBunble()
    {
        string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
        //key 为全路径 value为包名
        Dictionary<string, string> resPathDic = new Dictionary<string, string>();
        for (int i = 0; i < allBundles.Length; i++)
        {
            string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
            for (int j = 0; j < allBundlePath.Length; j++)
            {
                if (allBundlePath[j].EndsWith(".cs"))
                {
                    continue;
                }
                Debug.Log("此AB包:" + allBundles[i] + "下面包含的资源文件路径:" + allBundlePath[j]);
                if (ValidPath(allBundlePath[j]))
                {
                    resPathDic.Add(allBundlePath[j], allBundles[i]);
                }
            }
        }

        DeleteAB();
        WriteDate(resPathDic);

        BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
    }
    //生成自己的AB配置表
    static void WriteDate(Dictionary<string, string> resPathDic)
    {
        AssetBundleConfig config = new AssetBundleConfig();
        config.ABList = new List<ABBase>();
        foreach (string s in resPathDic.Keys)
        {
            ABBase aBBase = new ABBase();
            aBBase.Path = s;
            aBBase.Crc = CRC32.GetCRC32(s);
            aBBase.ABName = resPathDic[s];
            aBBase.AssetName = s.Remove(0, s.LastIndexOf("/") + 1);
            aBBase.ABDependce = new List<string>();
            string[] resDependce = AssetDatabase.GetDependencies(s);
            for (int i = 0; i < resDependce.Length; i++)
            {
                string tempPath = resDependce[i];
                if (tempPath == s || s.EndsWith(".cs"))
                {
                    continue;
                }
                string abName = "";
                if (resPathDic.TryGetValue(tempPath, out abName))
                {
                    if (abName == resPathDic[s])
                    {
                        continue;
                    }
                    if (!aBBase.ABDependce.Contains(abName))
                    {
                        aBBase.ABDependce.Add(abName);
                    }
                }
            }
            config.ABList.Add(aBBase);
        }
        //写入XML
        string xmlPath = Application.dataPath + "/Resources/XML/AssetBundleConfig.xml";
        if (File.Exists(xmlPath))
        {
            File.Delete(xmlPath);
        }
        using (FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite))
        {
            using (StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8))
            {
                XmlSerializer xml = new XmlSerializer(config.GetType());
                xml.Serialize(sw, config);
            }
        }
        //写入二进制
        foreach (ABBase a in config.ABList)
        {
            a.Path = "";
        }
        string batysPath = Application.dataPath + "/Resources/Bytes/AssetBundleConfig.bytes";
        if (File.Exists(batysPath))
        {
            File.Delete(batysPath);
        }
        using (FileStream fileStream = new FileStream(batysPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite))
        {
            BinaryFormatter bf = new BinaryFormatter();
            bf.Serialize(fileStream, config);
        }
    }

    //删除多余的AB包资源
    static void DeleteAB()
    {
        string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();
        DirectoryInfo info = new DirectoryInfo(m_BunleTargetPath);
        FileInfo[] files = info.GetFiles("*", SearchOption.AllDirectories);
        for (int i = 0; i < files.Length; i++)
        {
            if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta"))
            {
                continue;
            }
            else
            {
                Debug.Log("此AB包已经改名字了: " + files[i].Name);
                if (File.Exists(files[i].FullName))
                {
                    File.Delete(files[i].FullName);
                }
            }
        }
    }
    static bool ConatinABName(string name, string[] strs)
    {
        for (int i = 0; i < strs.Length; i++)
        {
            if (name == strs[i])
            {
                return true;
            }
        }
        return false;
    }

    //设置AB包名字
    static void SetABName(string name, string path)
    {
        AssetImporter assetImporter = AssetImporter.GetAtPath(path);
        if (assetImporter == null)
        {
            Debug.LogError("不存在的路径文件" + path);
        }
        else
        {
            assetImporter.assetBundleName = name;
        }
    }
    static void SetABName(string name, List<string> paths)
    {
        for (int i = 0; i < paths.Count; i++)
        {
            SetABName(name, paths[i]);
        }
    }

    //过滤的list  有没有重复的路径
    static bool ContainAllFileAB(string path)
    {
        for (int i = 0; i < m_AllFileAB.Count; i++)
        {
            if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i], "")[0] == '/')))
            {
                return true;
            }
        }
        return false;
    }

    //是否有效路径
    static bool ValidPath(string path)
    {
        for (int i = 0; i < m_ConfigFile.Count; i++)
        {
            if (path.Contains(m_ConfigFile[i]))
            {
                return true;
            }
        }
        return false;
    }
}

(注意以上2个脚本需要放在Editor文件夹里面)

3、完善一下AB配置表类

/*              #########                       
              ############                     
              #############                    
             ##  ###########                   
            ###  ###### #####                  
            ### #######   ####                 
           ###  ########## ####                
          ####  ########### ####               
         ####   ###########  #####             
        #####   ### ########   #####           
       #####   ###   ########   ######         
      ######   ###  ###########   ######       
     ######   #### ##############  ######      
    #######  #####################  ######     
    #######  ######################  ######    
   #######  ###### #################  ######   
   #######  ###### ###### #########   ######   
   #######    ##  ######   ######     ######   
   #######        ######    #####     #####    
    ######        #####     #####     ####     
     #####        ####      #####     ###      
      #####       ###        ###      #        
        ###       ###        ###              
         ##       ###        ###               
__________#_______####_______####______________
    身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
                我们的未来没有BUG              
* ==============================================================================
* Filename: AssetBundleConfig 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization;


[System.Serializable]
public class AssetBundleConfig {
    [XmlElement("ABList")]
    public List<ABBase> ABList { get; set; }
}
[System.Serializable]
public class ABBase
{
    [XmlAttribute("Path")]
    public string Path { get; set; }
    [XmlAttribute("Crc")]
    public uint Crc { get; set; }
    [XmlAttribute("ABName")]
    public string ABName { get; set; }
    [XmlAttribute("AssetName")]
    public string AssetName { get; set; }
    [XmlElement("ABDependce")]
    public List<string> ABDependce { get; set; }
}
/*              #########                       
              ############                     
              #############                    
             ##  ###########                   
            ###  ###### #####                  
            ### #######   ####                 
           ###  ########## ####                
          ####  ########### ####               
         ####   ###########  #####             
        #####   ### ########   #####           
       #####   ###   ########   ######         
      ######   ###  ###########   ######       
     ######   #### ##############  ######      
    #######  #####################  ######     
    #######  ######################  ######    
   #######  ###### #################  ######   
   #######  ###### ###### #########   ######   
   #######    ##  ######   ######     ######   
   #######        ######    #####     #####    
    ######        #####     #####     ####     
     #####        ####      #####     ###      
      #####       ###        ###      #        
        ###       ###        ###              
         ##       ###        ###               
__________#_______####_______####______________
    身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
                我们的未来没有BUG              
* ==============================================================================
* Filename: CRC32 
* Created:  
* Author:   WYC
* Purpose:  
* ==============================================================================
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CRC32 {
    //crc表
    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
        };

    //返回字符串的crc
    public static uint GetCRC32(string msg)
    {
        byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
        int iCount = bytes.Length;
        uint crc = 0xFFFFFFFF;
        for (int i = 0; i < iCount; i++)
        {
            crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]];
        }
        return crc;
    }
}

4.先工具栏初始化运行 Tool/AB打包   然后反序列化加载  测试代码如下

 void TextLoadAB()
    {
        TextAsset textAsset = Resources.Load<TextAsset>("Bytes/AssetBundleConfig");
        using (MemoryStream stream = new MemoryStream(textAsset.bytes))
        {
            BinaryFormatter binaryFormatter = new BinaryFormatter();
            AssetBundleConfig textSerilize = (AssetBundleConfig)binaryFormatter.Deserialize(stream);
            string path = "Assets/GameData/Prefabs/Attack.prefab";
            uint crc = CRC32.GetCRC32(path);
            Debug.Log(textSerilize.ABList.Count);
            ABBase aBBase = null;
           
            for (int i = 0; i < textSerilize.ABList.Count; i++)
            {
             
                if (textSerilize.ABList[i].Crc == crc)
                {
                    aBBase = textSerilize.ABList[i];
                }
                Debug.Log(textSerilize.ABList[i].Path);
            }

            for (int i = 0; i < aBBase.ABDependce.Count; i++)
            {
                Debug.Log(aBBase.ABDependce[i]);
                AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABDependce[i]);
            }
            AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABName);
            GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(aBBase.ABName));
        }
    }

  

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转载自www.cnblogs.com/mclll520/p/10132834.html