[游戏开发][Unity]Assetbundle打包篇(2)打包资源配置篇

目录

打包与资源加载框架目录

正文

可视化配置的方式有很多种,Json、XML、以及Unity内置的ScriptableObject序列化

配置文件里要有哪些内容呢,很显然,最重要的就是目标文件路径,其次是权重类型,权重类型有:必要打包型、被引用打包型、忽略类型。为何会有忽略类型呢,是因为我们设置目标文件路径是个文件夹,同文件夹内可能有不想被打包的文件夹,因此,我们需要另开一条配置,把该子文件夹也设置进去,并且权重类型设置为:忽略类型即可。被引用打包型比较好理解,虽然该资源在目标文件路径中,如果最终统计该资源被引用的次数等于0,说明该资源不需要进包。

我选择的是使用 ScriptableObject,其可视化内容可以参考下图。

我安装了Odin Inspector插件所以Inspector面板是可以直接操作的,有需要自行安装

Unity2020以后不用装Odin,已经可以在Unity上编辑了。

CollectionSetting顾名思义就是收集配置,请注意还有一些比较特殊的配置


PackRule设置

PackRule看三个变量就知道是对文件夹是否收集的操作

  1. Collect必须收集该文件夹

  1. Ignore必须忽略该文件夹

  1. Passive 该文件夹被引用时收集


LabelRule

这里要重点强调一下这个规则的作用,我们测试项目中,所有的资源都在一个根目录下Assets/Works/Resource,看我时如何运用LabelRule规则对根目录下的子文件夹实现控制,如下图所示

首先,根目录Assets/Works/Resource设置为LabelByFilePath,意思是说,该目录下的每一个子文件夹内文件,都要单独打成一个AB包,那疑问就来了,每个文件一个AB包,肯定太碎了。

所以就有了第二步操作,第二个操作就是设置根目录的子文件夹类型Assets/Works/Resource/Sprite/BuffIcon 的LabelRule为LabelByFolderPath,意思是以文件夹路径打包。子路径的LabelRule可以覆盖根路径的LabelRule

还有一个重点提示的内容就是,有些文件我们想以文件夹打包,但是!部分子文件太大了,比如好几十M,因此还有个特殊选项LabelByFolderPathExceptBig,意思是,该文件夹还是打成一个整包,但是过大的文件,会根据自己的路径生成一个单独的AB包。

具体代码请看下面的第三个方法


EncryptRule加密规则

加密规则的作用是,AB包打出来后,使用我们规定的加密方式,对AB包数据进行处理,从而让外部的人无法查看包内容。这些加密方式都是自己定的,没有特定的规则

Quick模式:往AB包二进制数据前插一段数据,等将来读取的时候再把插入部分删掉。插入部分你可以自己定义,就算塞入一个数,也可以起到加密作用,只不过别人还是有办法破解,我的Quick模式是用该AB包的Hash生成了一个二进制key插进去,加载AB包时用Hash再算出来这个key,把这个key删掉读包。


BundlePos设置

buildin模式启动时要热更进APP,ingame模式比较特殊,边玩边下载。


CollectionSettingData脚本是用来管理使用CollectionSetting配置的脚本,该CollectionSettingData提供了4个基本的方法供搜集资源时使用。

下面是CollectionSettingData的全部代码,部分代码在下面单独讲解


using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;


public static class CollectionSettingData
{
public static CollectionSetting Setting;
private static long bigSizeMB = 1024;

static CollectionSettingData()
{
    // 加载配置文件
    Setting = AssetDatabase.LoadAssetAtPath<CollectionSetting>(EditorDefine.CollectorSettingFilePath);
    if (Setting == null)
    {
        Debug.LogWarning($"Create new CollectionSetting.asset : {EditorDefine.CollectorSettingFilePath}");
        Setting = ScriptableObject.CreateInstance<CollectionSetting>();
        EditorTools.CreateFileDirectory(EditorDefine.CollectorSettingFilePath);
        AssetDatabase.CreateAsset(Setting, EditorDefine.CollectorSettingFilePath);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
    else
    {
        Debug.Log("Load CollectionSetting.asset ok");
    }
}

/// <summary>
/// 存储文件
/// </summary>
public static void SaveFile()
{
    if (Setting != null)
    {
        EditorUtility.SetDirty(Setting);
        AssetDatabase.SaveAssets();
    }
}

/// <summary>
/// 添加元素
/// </summary>
public static void AddElement(string folderPath)
{
    if (IsContainsElement(folderPath) == false)
    {
        CollectionSetting.Wrapper element = new CollectionSetting.Wrapper();
        element.FolderPath = folderPath;
        Setting.Elements.Add(element);
        SaveFile();
    }
}

/// <summary>
/// 移除元素
/// </summary>
public static void RemoveElement(string folderPath)
{
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        if (Setting.Elements[i].FolderPath == folderPath)
        {
            Setting.Elements.RemoveAt(i);
            break;
        }
    }
    SaveFile();
}

public static void AddI18NDir(string folderPath)
{
    if(!Setting.I18nDirectories.Contains(folderPath))
    {
        Setting.I18nDirectories.Add(folderPath);
        SaveFile();
    }
}
public static void RemoveI18NDir(string folderPath)
{
    for (int i = 0; i < Setting.I18nDirectories.Count; i++)
    {
        if (Setting.I18nDirectories[i] == folderPath)
        {
            Setting.I18nDirectories.RemoveAt(i);
            break;
        }
    }
    SaveFile();
}

public static void AddInGameDir(string folderPath)
{
    if (!Setting.InGames.Contains(folderPath))
    {
        Setting.InGames.Add(folderPath);
        SaveFile();
    }
}
public static void RemoveInGameDir(string folderPath)
{
    for (int i = 0; i < Setting.InGames.Count; i++)
    {
        if (Setting.InGames[i] == folderPath)
        {
            Setting.InGames.RemoveAt(i);
            break;
        }
    }
    SaveFile();
}

/// <summary>
/// 编辑元素
/// </summary>
public static void ModifyElement(string folderPath, CollectionSetting.EFolderPackRule packRule, CollectionSetting.EBundleLabelRule labelRule, EEncryptMethod encryptMethod, EAssetDeliveryMode deliveryMode, EBundlePos bundlePos)
{
    // 注意:这里强制修改忽略文件夹的命名规则为None
    if (packRule == CollectionSetting.EFolderPackRule.Ignore)
        labelRule = CollectionSetting.EBundleLabelRule.None;
    else if (labelRule == CollectionSetting.EBundleLabelRule.None)
        labelRule = CollectionSetting.EBundleLabelRule.LabelByFilePath;

    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        if (Setting.Elements[i].FolderPath == folderPath)
        {
            Setting.Elements[i].PackRule = packRule;
            Setting.Elements[i].LabelRule = labelRule;
            //Setting.Elements[i].EncryptRule = encryptMethod;
            //Setting.Elements[i].DeliveryMode = deliveryMode;
            Setting.Elements[i].BundlePos = bundlePos;
            break;
        }
    }
    SaveFile();
}

/// <summary>
/// 是否包含元素
/// </summary>
public static bool IsContainsElement(string folderPath)
{
    for (int i = 0; i < Setting.Elements.Count; i++)
        if (Setting.Elements[i].FolderPath == folderPath) return true;

    return false;
}

public static CollectionSetting.Wrapper GetElement(string folderPath)
{
    for (int i = 0; i < Setting.Elements.Count; i++)
        if (Setting.Elements[i].FolderPath == folderPath) return Setting.Elements[i];

    return null;
}

/// <summary>
/// 获取所有的打包路径
/// </summary>
public static List<string> GetAllCollectPath()
{
    List<string> result = new List<string>();
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (wrapper.PackRule == CollectionSetting.EFolderPackRule.Collect)
            result.Add(wrapper.FolderPath);
    }
    return result;
}

/// <summary>
/// 是否收集该资源
/// </summary>
public static bool IsCollectAsset(string assetPath)
{
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (wrapper.PackRule == CollectionSetting.EFolderPackRule.Collect && assetPath.StartsWith(wrapper.FolderPath))
            return true;
    }

    return false;
}

/// <summary>
/// 是否忽略该资源
/// </summary>
public static bool IsIgnoreAsset(string assetPath)
{
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (wrapper.PackRule == CollectionSetting.EFolderPackRule.Ignore && assetPath.StartsWith(wrapper.FolderPath))
            return true;
    }

    //XML
    //List<string> ignoreList = ConfigParser.GetIgnoreResList();
    //foreach (string name in ignoreList)
    //    if (assetPath.Contains(name)) return true;

    return false;
}


private static bool IsSubPath(string folderA, string assetPath)
{
    if(assetPath.StartsWith(folderA))
        return assetPath.Replace(folderA, "").StartsWith("/");

    return false;
}

public static EEncryptMethod GetEncryptRule(string assetPath)
{
    // 注意:一个资源有可能被多个规则覆盖
    List<CollectionSetting.Wrapper> filterWrappers = new List<CollectionSetting.Wrapper>();
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (IsSubPath(wrapper.FolderPath, assetPath))
            filterWrappers.Add(wrapper);
    }

    // 我们使用路径最深层的规则
    CollectionSetting.Wrapper findWrapper = null;
    for (int i = 0; i < filterWrappers.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = filterWrappers[i];
        if (findWrapper == null)
        {
            findWrapper = wrapper;
            continue;
        }
        if (wrapper.FolderPath.Length > findWrapper.FolderPath.Length)
            findWrapper = wrapper;
    }

    // 如果没有找到命名规则
    if (findWrapper == null) return EEncryptMethod.None;

    return findWrapper.EncryptRule;
}
/// <summary>
/// 获取资源的打包标签
/// </summary>
public static string GetAssetBundleLabel(string assetPath)
{
    // 注意:一个资源有可能被多个规则覆盖
    List<CollectionSetting.Wrapper> filterWrappers = new List<CollectionSetting.Wrapper>();
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (IsSubPath(wrapper.FolderPath, assetPath))
            filterWrappers.Add(wrapper);
    }

    // 我们使用路径最深层的规则
    CollectionSetting.Wrapper findWrapper = null;
    for (int i = 0; i < filterWrappers.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = filterWrappers[i];
        if (findWrapper == null)
        {
            findWrapper = wrapper;
            continue;
        }
        if (wrapper.FolderPath.Length > findWrapper.FolderPath.Length)
            findWrapper = wrapper;
    }

    // 如果没有找到命名规则
    if (findWrapper == null) return assetPath.Remove(assetPath.LastIndexOf("."));
    
    string labelName = "";
    // 根据规则设置获取标签名称
    if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.None)
    {
        // 注意:如果依赖资源来自于忽略文件夹,那么会触发这个异常
        throw new Exception($"CollectionSetting has depend asset in ignore folder : {findWrapper.FolderPath}, asset : {assetPath}");
        // MotionLog.Log(ELogLevel.Log, $"CollectionSetting has depend asset in ignore folder : {findWrapper.FolderPath}, asset : {assetPath}");
        // labelName = assetPath.Remove(assetPath.LastIndexOf("."));
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFileName)
    {
        labelName = Path.GetFileNameWithoutExtension(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "test"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFilePath)
    {
        labelName = assetPath.Remove(assetPath.LastIndexOf(".")); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config\test"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderName)
    {
        string temp = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
        labelName = Path.GetFileName(temp); // "C:\Demo\Assets\Config" --> "Config"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderPath)
    {
        labelName = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderPathExceptBig)
    {
        long sizeMB = EditorTools.GetFileSize(assetPath) / 1024;
        if (sizeMB < bigSizeMB)
            labelName = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
        else
            labelName = assetPath.Remove(assetPath.LastIndexOf(".")); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config\test"
    }
    else if(findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByRootFolderPath)
    {
        labelName = findWrapper.FolderPath;
    }
    else
    {
        throw new NotImplementedException($"{findWrapper.LabelRule}");
    }

    ApplyReplaceRules(ref labelName);

    return labelName.Replace("\\", "/");
}

/// <summary>
/// 获取资源的打包位置
/// </summary>
public static EBundlePos GetAssetBundlePos(string assetPath)
{
    // if (assetPath.Contains("Assets/WorksArt/Model/Live2D")
    //      || assetPath.Contains("Assets/Works/Resource/Audio/live2D")
    //      || assetPath.Contains("Assets/Works/Resource/Model/Live2D"))
    // {
    //     return EBundlePos.ingame;
    // }
    List<string> buildInList = ConfigParser.GetBuildInResList();

    foreach(string path in Setting.InGames)
    {
        if (assetPath.Contains(path))
        {
            bool match = false;
            foreach (string name in buildInList)
            {
                if (assetPath.Contains(name))
                {
                    match = true;
                    break;
                }
            }
            if (match)
                break;
            else
                return EBundlePos.ingame;
        }
    }

    // 注意:一个资源有可能被多个规则覆盖
    List<CollectionSetting.Wrapper> filterWrappers = new List<CollectionSetting.Wrapper>();
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if(IsSubPath(wrapper.FolderPath, assetPath))
        {
            filterWrappers.Add(wrapper);
        }
    }

    // 我们使用路径最深层的规则
    CollectionSetting.Wrapper findWrapper = null;
    for (int i = 0; i < filterWrappers.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = filterWrappers[i];
        if (findWrapper == null)
        {
            findWrapper = wrapper;
            continue;
        }
        if (wrapper.FolderPath.Length > findWrapper.FolderPath.Length)
            findWrapper = wrapper;
    }

    // 如果没有找到命名规则
    if (findWrapper == null)
    {
        return EBundlePos.buildin;
    }
    
    return findWrapper.BundlePos;
}

public static void ApplyReplaceRules(ref string name)
{
    if (name.Contains("TempLuaCode"))
    {
        name = name.Replace("TempLuaCode", "Lua");
    }
    if (name.Contains("Resource_min"))
    {
        name = name.Replace("Resource_min", "Resource");
    }
}

}

2:获取所有资源配置信息,是一个很重要的接口,代码在上面也有


    public static List<string> GetAllCollectPath()
        {
            List<string> result = new List<string>();
            for (int i = 0; i < Setting.Elements.Count; i++)
            {
                CollectionSetting.Wrapper wrapper = Setting.Elements[i];
                if (wrapper.PackRule == CollectionSetting.EFolderPackRule.Collect)
                    result.Add(wrapper.FolderPath);
            }
            return result;
        }

3:获取该资源目录的AssetbundleLabel,不知道AssetbundleLabel的小伙伴,看下图


/// <summary>
/// 获取资源的打包标签
/// </summary>
public static string GetAssetBundleLabel(string assetPath)
{
    // 注意:一个资源有可能被多个规则覆盖
    List<CollectionSetting.Wrapper> filterWrappers = new List<CollectionSetting.Wrapper>();
    for (int i = 0; i < Setting.Elements.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = Setting.Elements[i];
        if (IsSubPath(wrapper.FolderPath, assetPath))
            filterWrappers.Add(wrapper);
    }

    // 我们使用路径最深层的规则
    CollectionSetting.Wrapper findWrapper = null;
    for (int i = 0; i < filterWrappers.Count; i++)
    {
        CollectionSetting.Wrapper wrapper = filterWrappers[i];
        if (findWrapper == null)
        {
            findWrapper = wrapper;
            continue;
        }
        if (wrapper.FolderPath.Length > findWrapper.FolderPath.Length)
            findWrapper = wrapper;
    }

    // 如果没有找到命名规则
    if (findWrapper == null) return assetPath.Remove(assetPath.LastIndexOf("."));
    
    string labelName = "";
    // 根据规则设置获取标签名称
    if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.None)
    {
        // 注意:如果依赖资源来自于忽略文件夹,那么会触发这个异常
        throw new Exception($"CollectionSetting has depend asset in ignore folder : {findWrapper.FolderPath}, asset : {assetPath}");
        // MotionLog.Log(ELogLevel.Log, $"CollectionSetting has depend asset in ignore folder : {findWrapper.FolderPath}, asset : {assetPath}");
        // labelName = assetPath.Remove(assetPath.LastIndexOf("."));
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFileName)
    {
        labelName = Path.GetFileNameWithoutExtension(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "test"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFilePath)
    {
        labelName = assetPath.Remove(assetPath.LastIndexOf(".")); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config\test"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderName)
    {
        string temp = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
        labelName = Path.GetFileName(temp); // "C:\Demo\Assets\Config" --> "Config"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderPath)
    {
        labelName = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
    }
    else if (findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByFolderPathExceptBig)
    {
        long sizeMB = EditorTools.GetFileSize(assetPath) / 1024;
        if (sizeMB < bigSizeMB)
            labelName = Path.GetDirectoryName(assetPath); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config"
        else
            labelName = assetPath.Remove(assetPath.LastIndexOf(".")); // "C:\Demo\Assets\Config\test.txt" --> "C:\Demo\Assets\Config\test"
    }
    else if(findWrapper.LabelRule == CollectionSetting.EBundleLabelRule.LabelByRootFolderPath)
    {
        labelName = findWrapper.FolderPath;
    }
    else
    {
        throw new NotImplementedException($"{findWrapper.LabelRule}");
    }

    ApplyReplaceRules(ref labelName);

    return labelName.Replace("\\", "/");
}

4:获取该资源的BundlePos,BundlePos是什么,前文已经介绍了


public static EBundlePos GetAssetBundlePos(string assetPath)
{
// if (assetPath.Contains("Assets/WorksArt/Model/Live2D")
//      || assetPath.Contains("Assets/Works/Resource/Audio/live2D")
//      || assetPath.Contains("Assets/Works/Resource/Model/Live2D"))
// {
//     return EBundlePos.ingame;
// }
List<string> buildInList = ConfigParser.GetBuildInResList();

foreach(string path in Setting.InGames)
{
    if (assetPath.Contains(path))
    {
        bool match = false;
        foreach (string name in buildInList)
        {
            if (assetPath.Contains(name))
            {
                match = true;
                break;
            }
        }
        if (match)
            break;
        else
            return EBundlePos.ingame;
    }
}

// 注意:一个资源有可能被多个规则覆盖
List<CollectionSetting.Wrapper> filterWrappers = new List<CollectionSetting.Wrapper>();
for (int i = 0; i < Setting.Elements.Count; i++)
{
    CollectionSetting.Wrapper wrapper = Setting.Elements[i];
    if(IsSubPath(wrapper.FolderPath, assetPath))
    {
        filterWrappers.Add(wrapper);
    }
}

// 我们使用路径最深层的规则
CollectionSetting.Wrapper findWrapper = null;
for (int i = 0; i < filterWrappers.Count; i++)
{
    CollectionSetting.Wrapper wrapper = filterWrappers[i];
    if (findWrapper == null)
    {
        findWrapper = wrapper;
        continue;
    }
    if (wrapper.FolderPath.Length > findWrapper.FolderPath.Length)
        findWrapper = wrapper;
}

// 如果没有找到命名规则
if (findWrapper == null)
{
    return EBundlePos.buildin;
}

return findWrapper.BundlePos;
}

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转载自blog.csdn.net/liuyongjie1992/article/details/129176660