unity3d Resources.Load動態加載(zǎi)模型(xíng)資源
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,Cube和Sphere,
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)法動態加載遊戲對象。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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