unity3d Resources.Load動態加載模(mó)型資源
兩種加載資源方案:Resources.Load和AssetBundle Resources.Load就是從(cóng)一個缺省(shěng)打進程序包裏(lǐ)的AssetBundle裏加載資源(yuán)而一般(bān)AssetBundle文件(jiàn)需要你自己創建,運行時動態加載,可以指定路徑和來源的。其實(shí)場景裏所有靜態的對象也有這麽一個加載過程,隻是Unity後台替你自動完成。
Resources.Load方法:使用(yòng)這種方式加載資源,首先需要下Asset目錄下創建(jiàn)一(yī)個名為Resources的文件(jiàn)夾,這個命名(míng)是U3D規定的方式,然後把資源文件放進去,
當然也可以在Resources中再創建子文件夾,當然在代碼加載時需要添加(jiā)相應的資源路徑,下麵是一個簡demo,兩個預設,Cube和Sphere,
其中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(yòng)加載得到的資源對象,實例化遊戲對象,實現遊戲物體的動態加載
GameObject cube = Instantiate(cubePreb) as GameObject;
//以下同理實現Sphere的動態實例化
//把資源加載到內存中
Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
//用(yòng)加載得到的資源對象,實例化遊戲對象,實現遊戲物體的動態加(jiā)載
GameObject sphere = Instantiate(spherePreb) as GameObject;
}
void Update () {
}
}
將(jiāng)上麵的腳本附加到某(mǒu)個遊戲對象上,在運行遊戲時就可(kě)以看到場景中動態創建的上麵的遊(yóu)戲對象了。
AssetBundle的方法動態加載遊戲對象。使用AssetBundle打包(bāo)預設或者場景可以將與其相關的所有資源打包,這樣很好地解決資源的依賴問題,使得我們可以方便的加載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(huò)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();
}
}
把上麵的代碼放(fàng)在Editor中,在菜單欄中就可(kě)以看見自(zì)定的菜單項,選中需要打(dǎ)包的預設,就(jiù)可以把對應(yīng)的預設打包並(bìng)輸(shū)出到StreamAssets中了,然後是動態加載資源:
using UnityEngine;
using System.Collections;public class LoadBundleTest : MonoBehaviour {
//不(bú)同平台下StreamingAssets的路(lù)徑(jìng)是不同的,這裏(lǐ)需要注意一下(xià)。
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;
}
}
- 上一篇: Unity3D動畫製(zhì)作方法 2019/2/1
- 下一(yī)篇:Unity3d 動態加載模型文件的方(fāng)法(fǎ) 2019/1/22
