• unity3d Resources.Load動態加載(zǎi)模型(xíng)資源

    2019/1/22      點擊:

    兩種加(jiā)載資源方案:Resources.Load和(hé)AssetBundle Resources.Load就是從一個缺省打進程(chéng)序包裏的AssetBundle裏加載資源而一般(bān)AssetBundle文件需要你自己創(chuàng)建,運行時動態加載,可以指定路徑和來源的。其實場(chǎng)景裏(lǐ)所有靜態的(de)對象也有這(zhè)麽一個加載過程,隻是Unity後(hòu)台替你自動完成。

    Resources.Load方法:使用這種方式加載資源(yuán),首(shǒu)先需要下Asset目錄下創建一個名為Resources的文件夾,這(zhè)個命名是U3D規定的方式,然(rán)後把資源文件放進去,

    當然也可以在Resources中再創建子文(wén)件夾,當然在代碼加(jiā)載時需要添(tiān)加相應的資源路徑,下麵(miàn)是一個簡demo,兩個預設,CubeSphere

    其中(zhōng)Cube放在Resource中的Prebs中,而Sphere放在Resources跟目錄下,下麵分別實現Resources.Load資源的(de)加載:

    using UnityEngine;
    using System.Collections;
    public class LoadResDemo : MonoBehaviour {    private string cubePath = "Prebs/MyCubePreb";
        private string spherePath = "MySpherePreb";
        void Start () {
            //把資源加載到內存中
            Object  cubePreb = Resources.Load(cubePath, typeof(GameObject));
            //用加載得(dé)到的資源對(duì)象,實例化遊戲對象,實現遊戲物體的(de)動態加載
            GameObject cube = Instantiate(cubePreb) as GameObject;
            //以下同理實現(xiàn)Sphere的動(dòng)態實例化
            //把資(zī)源加載到內存中(zhōng)
            Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
            //用加載得到(dào)的資源(yuán)對象,實例化遊戲對象,實現遊戲物體的動態加載
            GameObject sphere = Instantiate(spherePreb) as GameObject;
        } 
        void Update () {   
        }
    }
    將上麵的(de)腳本附加到某個(gè)遊戲對象上(shàng),在運行遊戲時就可以看到場景中動態創建的上麵的遊戲對象了。

    AssetBundle的方(fāng)動態加載遊戲對象。使用AssetBundle打包預設或(huò)者場(chǎng)景可(kě)以將與其相關的所有(yǒu)資源打包,這樣很好地解決資源的依賴問題,使得我們(men)可(kě)以(yǐ)方便(biàn)的加載GameObject,首先需要打包資源:

    using UnityEngine;
    using System.Collections;
    using UnityEditor;
    using System.IO;
    public class AesstBundleTest : MonoBehaviour {
        [MenuItem("Custom Bundle/Create Bundel Main")]
        public static void creatBundleMain()
        {
            //獲取選擇的對象的路徑
            Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
            bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
            if (!isExist)
            {
                Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
            }
            foreach (Object o in os)
            {
                string sourcePath = AssetDatabase.GetAssetPath(o);            string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle";
                if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
                {
                    print("create bundle cuccess!");
                }
                else
                {
                    print("failure happen");
                }
                AssetDatabase.Refresh();
            }
        }
        [MenuItem("Custom Bundle/Create Bundle All")]
        public static void CreateBundleAll()
        {
            bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
            if (!isExist)
            {
                Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
            }
            Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
            if (os == null || os.Length == 0)
            {
                return;
            }
            string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle";
            if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies))
            {
                print("create bundle all cuccess");
            }
            else
            {
                print("failure happen");
            }
            AssetDatabase.Refresh();
        }
    }

    把上麵(miàn)的代碼放在Editor中,在菜單欄中就(jiù)可以看見自定的菜單項,選中(zhōng)需要(yào)打包(bāo)的預(yù)設,就可以把對應的預設打包並輸出(chū)到StreamAssets中了,然後是動態加(jiā)載資(zī)源:

    using UnityEngine;
    using System.Collections;public class LoadBundleTest : MonoBehaviour {
        //不同平台下StreamingAssets的路徑是不同的,這裏需(xū)要注意一(yī)下。
        public static readonly string PathURL =
        #if UNITY_androids
            "jar:file://" + Application.dataPath + "!/assets/";
        #elif UNITY_iphoness
            Application.dataPath + "/Raw/";
        #elif UNITY_STANDALONE_WIN || UNITY_EDITOR
        "file://" + Application.dataPath + "/StreamingAssets/";
        #else
            string.Empty;
        #endif  // Update is called once per frame
        void Update () {
        
        }
        void OnGUI()
        {
            if (GUILayout.Button("Load Bundle Main"))
            {
                string path_shpere = PathURL + "MySpherePreb.assetbundle";
                StartCoroutine(loadBundleMain(path_shpere));            string path_cube = PathURL + "MyCubePreb.assetbundle";
                StartCoroutine(loadBundleMain(path_cube));
                print(path_cube);
            }        if (GUILayout.Button("Load Bundle All"))
            {
                StartCoroutine(loadBundleAll(PathURL + "All.assetbundle"));
            }
        }    private IEnumerator loadBundleMain(string path)
        {
            WWW bundle = new WWW(path);
          //  yield return bundle;
             Instantiate(bundle.assetBundle.mainAsset);
             bundle.assetBundle.Unload(false);
             yield return 1;
        }    private IEnumerator loadBundleAll(string path)
        {
            WWW bundle = new WWW(path);
            yield return bundle;
            Instantiate(bundle.assetBundle.Load("MyCubePreb"));
            Instantiate(bundle.assetBundle.Load("MySpherePreb"));
            yield return 1;
        }
    }



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