工具类封装
通过上文中对AB包加载API的了解和简单使用,对AB包资源加载的几种方法进行封装,将其写入单例类中,如代码展示。
确保每个AB资源包只加载一次:
在LoadAssetBundleManager 单例工具类中,首先提供基本的AB包及其AB包依赖包的加载方法,为保持AssetBundle只加载一次,使用DIctionary键值对来记录已经加载出的AB资源。
主包路径的灵活获取:
加载主包路径的获取,采用宏来对不同的打包平台来选择对应的主包名称。(可自行定义使用)
依赖包的加载:
通过加载主包中的AssetBundleManifest 来获取目标AB包的依赖AB包名称,根据名称进行逐个加载。
加载方法有异步和同步两种:
异步加载是在AB包获取之后进行的资源的异步加载,和同步加载一样有对加载函数进行3此重载。分别为根据名称加载,
泛型加载(C#中使用方便),根据类型加载(供Lua调用)。
卸载方法的实现:单个AB资源包卸载和所有资源包卸载两种方式。
C#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace BaseFramework
{
/// <summary>
/// 加载AssetBundle工具类 单例
/// </summary>
public class LoadAssetBundleManager: SingletonAutoMono<LoadAssetBundleManager>
{
//主AB包
private AssetBundle mainAssetBundle = null;
//包体依赖manifest
private AssetBundleManifest assetBundleManifest = null;
//防止AB包重复加载 对已经加载的AB包存储
private Dictionary<string, AssetBundle> assetBundlesDic = new Dictionary<string, AssetBundle>();
//加载路径
private string pathAssetBundle
{
get
{
return Application.streamingAssetsPath + "/";
}
}
//主包名称
private string mainAssetBundleName
{
get
{
#if UnITY_IOS
return "IOS";
#elif UNITY_ANDROID
return "Android";
#else
return "StandaloneWindows";
#endif
}
}
/// <summary>
/// 根据名称加载AB包 也会检查相关依赖包 进行加载
/// </summary>
/// <param name="assetBundleName">AB包的名称</param>
public void LoadAssetBundle(string assetBundleName)
{
if (!assetBundlesDic.ContainsKey(assetBundleName))
{
AssetBundle resAssetBundle = AssetBundle.LoadFromFile(pathAssetBundle+assetBundleName);
assetBundlesDic.Add(assetBundleName,resAssetBundle);
}
//加载主资源包 从主资源包中获取对manifest
if (mainAssetBundle == null)
{
mainAssetBundle = AssetBundle.LoadFromFile(pathAssetBundle + mainAssetBundleName);
assetBundleManifest = mainAssetBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
}
//加载目标资源包的依赖AB
string[] dependencies = assetBundleManifest.GetAllDependencies(assetBundleName);
foreach (var dependency in dependencies)
{
AssetBundle currentAB = null;
if (!assetBundlesDic.ContainsKey(dependency))
{
//加载依赖的ab包
currentAB = AssetBundle.LoadFromFile(pathAssetBundle + dependency);
assetBundlesDic.Add(dependency,currentAB);
}
}
}
/// <summary>
/// 从AB包中获取具体资源
/// </summary>
/// <param name="abName">AB包名称</param>
/// <param name="resName">资源名称</param>
/// <returns>Object资源</returns>
public Object LoadResource(string abName, string resName)
{
LoadAssetBundle(abName);
Object resObj = null;
resObj = assetBundlesDic[abName].LoadAsset(resName);
return resObj;
}
/// <summary>
/// 泛型方法重载
/// </summary>
public T LoadResource<T>(string abName, string resName) where T:Object
{
LoadAssetBundle(abName);
T res = assetBundlesDic[abName].LoadAsset<T>(resName);
return res;
}
/// <summary>
/// 根据资源类型重载方法
/// </summary>
public Object LoadResource(string abName, string resName, System.Type type)
{
LoadAssetBundle(abName);
Object obj = assetBundlesDic[abName].LoadAsset(resName, type);
return obj;
}
//--------------------------------------------------------
//同步加载的AB包 异步加载res资源
public void LoadResourceAsync(string abName, string resName, UnityAction<Object> callback)
{
StartCoroutine(LoadResourceIEn(abName, resName, callback));
}
//异步加载协程
private IEnumerator LoadResourceIEn(string abName, string resName, UnityAction<Object> callback)
{
LoadAssetBundle(abName);
AssetBundleRequest request = assetBundlesDic[abName].LoadAssetAsync(resName);
yield return request;
callback(request.asset);
}
//根据泛型来异步加资源
public void LoadResourceAsync<T>(string abName, string resName, UnityAction<Object> callback) where T : Object
{
StartCoroutine(LoadResourceIEn<T>(abName, resName, callback));
}
//异步加载协程
private IEnumerator LoadResourceIEn<T>(string abName, string resName, UnityAction<Object> callback) where T :Object
{
LoadAssetBundle(abName);
AssetBundleRequest request = assetBundlesDic[abName].LoadAssetAsync<T>(resName);
yield return request;
callback(request.asset);
}
//根据res类型异步加载资源
//根据泛型来异步加资源
public void LoadResourceAsync(string abName, string resName, System.Type type,UnityAction<Object> callback)
{
StartCoroutine(LoadResourceIEn(abName, resName, type, callback));
}
//异步加载协程
private IEnumerator LoadResourceIEn(string abName, string resName, System.Type type, UnityAction<Object> callback)
{
LoadAssetBundle(abName);
AssetBundleRequest request = assetBundlesDic[abName].LoadAssetAsync(resName,type);
yield return request;
callback(request.asset);
}
//资源包的卸载
public void UnLoadAssetBundle(string abName)
{
if (assetBundlesDic.ContainsKey(abName))
{
assetBundlesDic[abName].Unload(false);
assetBundlesDic.Remove(abName);
}
}
//卸载所有加载的资源包
public void UnLoadAllAssetBundle()
{
AssetBundle.UnloadAllAssetBundles(false);
assetBundlesDic.Clear();
mainAssetBundle = null;
assetBundleManifest = null;
}
}
}
该Manager继承的单例脚本:
C#
using UnityEngine;
namespace BaseFramework
{
public class SingletonAutoMono<T> : MonoBehaviour where T : MonoBehaviour
{
private static T instance;
public static T Instance()
{
if (instance == null)
{
GameObject gameObject = new GameObject();
gameObject.name = typeof(T).ToString();
DontDestroyOnLoad(gameObject);
instance = gameObject.AddComponent<T>();
}
return instance;
}
}
}
在测试脚本中我们使用6种不同的加载方式进行cube的加载,完成方法测试。
C#
//测试使用工具类加载
Object cube = LoadAssetBundleManager.Instance().LoadResource("model", "cube");
if (cube is GameObject)
{
GameObject cube1 = cube as GameObject;
cube1.transform.position = Vector3.up;
Instantiate(cube1);
}
//异步加载
LoadAssetBundleManager.Instance().LoadResourceAsync("model", "cube", (obj) =>
{
GameObject cube1 = obj as GameObject;
cube1.transform.position = new Vector3(0,1.5f,0);
Instantiate(cube1);
});
//重新测试
//使用泛型
GameObject cube2 = LoadAssetBundleManager.Instance().LoadResource<GameObject>("model", "cube");
cube2.transform.position = Vector3.left;
Instantiate(cube2);
LoadAssetBundleManager.Instance().LoadResourceAsync<GameObject>("model", "cube", (obj) =>
{
GameObject cube1 = obj as GameObject;
cube1.transform.position = Vector3.right;
Instantiate(cube1);
});
//通过类型加载测试
GameObject cube3 = LoadAssetBundleManager.Instance().LoadResource("model", "cube",typeof(GameObject)) as GameObject;
cube3.transform.position = new Vector3(0,-1.5f,0);
Instantiate(cube3);
LoadAssetBundleManager.Instance().LoadResourceAsync("model", "cube",typeof(GameObject), (obj) =>
{
GameObject cube1 = obj as GameObject;
cube1.transform.position = Vector3.zero;
Instantiate(cube1);
});
LoadAssetBundleManager.Instance().UnLoadAllAssetBundle();