AssetBundle加载的三种方式

AssetBundle加载的三种方式(脚本挂载直接可以使用。复习使用。商业有待验证)

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
public enum LoadType
{
    
    
    None = -1,
    WebRequest = 0,
    Memroy = 1,
    File = 2
}
public enum MemoryType
{
    
    
    Normal = 1,
    Async = 2
}
public enum FileType
{
    
    
    Normal = 1,
    Async = 2
}
public class BundleLoader : MonoBehaviour
{
    
    
    [Header("路径不需要填写Asset")]
    public string url;
    [Header("选择加载方式")]

    public LoadType loadType = LoadType.WebRequest;
    [Header("内存加载方式(同步Or异步)")]
    public MemoryType memoryType = MemoryType.Normal;

    [Header("从本地文件加载方式(同步Or异步)")]
    public FileType fileType = FileType.Normal;
    private void Start()
    {
    
    
        switch (loadType)
        {
    
    
            case LoadType.WebRequest:
                StartCoroutine(LoadAssetsByWebRequest());
                break;
            case LoadType.Memroy:
                LoadAssetsByMemory(memoryType);
                break;
            case LoadType.File:
                LoadAssetsByFile(fileType);
                break;
            default:
                Debug.LogError("Nothing To Do");
                break;
        }
    }
    /// <summary>
    /// 通过WebRequest加载AssetBundle包
    /// </summary>
    /// <returns></returns>
    private IEnumerator LoadAssetsByWebRequest()
    {
    
    
        Debug.LogError("从Web加载AssetBundle包");
        UnityWebRequest www = UnityWebRequestAssetBundle.GetAssetBundle(Application.dataPath + "/" + url);
        yield return www.SendWebRequest();

        if (www.isNetworkError || www.isHttpError)
        {
    
    
            Debug.LogError(www.error);
        }
        else
        {
    
    
            AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(www);
            InstGameObject(bundle);
        }
    }
    #region 从内存加载AssetBundle包

    /// <summary>
    /// 通过内存加载AssetBundle包
    /// </summary>
    /// <param name="memoryType"></param>
    private void LoadAssetsByMemory(MemoryType memoryType)
    {
    
    
        Debug.LogError("从内存加载AssetBundle包");
        switch (memoryType)
        {
    
    
            case MemoryType.Normal:
                LoadAssetsByMemroyNormal();
                break;
            case MemoryType.Async:
                StartCoroutine(LoadAssetsByMemoryAsync());
                break;
            default:
                Debug.LogError("请选择同步或者异步");
                break;
        }
    }
    /// <summary>
    /// 从内存中正常读取二进制文信息
    /// </summary>
    private void LoadAssetsByMemroyNormal()
    {
    
    
        Debug.LogError("从内存加载AssetBundle包------>普通方式");
        byte[] bin = File.ReadAllBytes(Application.dataPath + "/" + url);
        AssetBundle bundle = AssetBundle.LoadFromMemory(bin);
        InstGameObject(bundle);
    }
    /// <summary>
    /// 从内存中异步读取二进制文件信息
    /// </summary>
    /// <returns></returns>
    private IEnumerator LoadAssetsByMemoryAsync()
    {
    
    
        Debug.LogError("从内存加载AssetBundle包------>异步方式");
        byte[] bin = File.ReadAllBytes(Application.dataPath + "/" + url);
        AssetBundleCreateRequest request = AssetBundle.LoadFromMemoryAsync(bin);
        yield return request;
        if (request.isDone)
        {
    
    
            AssetBundle bundle = request.assetBundle;
            InstGameObject(bundle);
        }

    }
    #endregion

    #region 从本地文件加载包
    private void LoadAssetsByFile(FileType fileType)
    {
    
    
        Debug.LogError("从本地文件加载AssetBundle包");
        switch (fileType)
        {
    
    
            case FileType.Normal:
                LoadAssetByFileNormal();
                break;
            case FileType.Async:
                StartCoroutine(LoadAssetsByFileAsync());
                break;
            default:
                Debug.LogError("请选择同步或者异步");
                break;
        }
    }
    private void LoadAssetByFileNormal()
    {
    
    
        Debug.LogError("从本地文件加载AssetBundle包------>普通方式");
        AssetBundle bundle = AssetBundle.LoadFromFile(Application.dataPath + "/" + url);
        InstGameObject(bundle);
    }
    /// <summary>
    /// 通过本地文件加载AssetBundle包
    /// </summary>
    /// <returns></returns>
    private IEnumerator LoadAssetsByFileAsync()
    {
    
    
        Debug.LogError("从本地文件加载AssetBundle包------>异步方式");
        AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(Application.dataPath + "/" + url);
        yield return request;
        if (request.isDone)
        {
    
    
            AssetBundle bundle = request.assetBundle;
            InstGameObject(bundle);
        }
    }
    #endregion
    /// <summary>
    /// 业务操做
    /// </summary>
    /// <param name="bundle"></param>
    private void InstGameObject(AssetBundle bundle)
    {
    
    
        GameObject go = bundle.LoadAsset<GameObject>("Player001");
        Instantiate(go);
        //释放为解压的资源
        bundle.Unload(false);
    }
}

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转载自blog.csdn.net/qq_39691716/article/details/124596362