[游戏开发][Unity] ScriptableObject数据创建与各种加载方式

  前言

ScriptableObject支持把类对象数据序列化成Unity asset文件,同时支持反序列化成类对象。本文章通过两个案例讲解ScriptableObject的使用方式,第一个是简单案例,序列化简单的bool值和Sting数据。第二个是复杂案例,在类对象里嵌套类对象并序列化成asset文件,再把它反序列化出来。

案例1 

[CreateAssetMenu]
public class GameSetting : ScriptableObject
{
    public static GameSetting Instance;

    public bool AssetbundleMode;

    public string GameName = "Story";
}

案例2 

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public class TestData
{
    public string Name;
    public int index;
}

[CreateAssetMenu]
public class TestScriptableObject : ScriptableObject
{
    public List<TestData> dataList = new List<TestData>();
}

 正文

 下面开始第一个案例,序列化数据如下

using UnityEngine;

[CreateAssetMenu]
public class GameSetting : ScriptableObject
{
    public static GameSetting Instance;
    public bool AssetbundleMode;
    public string GameName = "Test!!!!!";
}

 创建Unity Aseet文件的两种方式

 创建方式1,通过菜单创建,文件会出现在Assets文件夹内

 创建方式2,通过代码创建,可以设置创建路径,并设置数据

private void CreateGameSetting()
{
    string path = "Assets/Works/Resource/AllGameSetting/GameSetting.asset";
    GameSetting setting = ScriptableObject.CreateInstance<GameSetting>();
    setting.AssetbundleMode = true;
    setting.GameName = "Test!!!!!";
    AssetDatabase.CreateAsset(setting, path);
    AssetDatabase.SaveAssets();
    AssetDatabase.Refresh();
}

加载GameSetting.asset的三种方式

 方式1:Resources加载

GameSetting setting = Resources.Load<GameSetting>("GameSetting");

方式2:编辑器加载

  private void EditorLoadGameSetting()
    {
        GameSetting setting = AssetDatabase.LoadAssetAtPath<GameSetting>("Assets/Works/Resource/AllGameSetting/GameSetting.asset");
        Debug.LogError(setting.AssetbundleMode);
        FSMManager.Instance.Init();
    }

方式3:assetbundle加载GameSetting

把这个GameSetting.asset文件打包成ab包

 void LoadGameSettingFromBundle()
    {
        string loadPath = Application.streamingAssetsPath + "/assets/works/resource/allgamesetting/gamesetting.unity3d";
        AssetBundle bundle = AssetBundle.LoadFromFile(loadPath);
        //全路径加载也可以
        //GameSetting.Instance = bundle.LoadAsset<GameSetting>("assets/works/resource/allgamesetting/gamesetting.asset");
        GameSetting.Instance = bundle.LoadAsset<GameSetting>("GameSetting.asset");
        Debug.LogError("GameName: " + GameSetting.Instance.GameName);
    }

案例二

 下面开始第二个复杂案例。

调用下面的代码都可以创建一个Unity Asset文件

private void GetBundleRelationFile()
{
    string path = "Assets/Works/Resource/AllGameSetting/TestData.asset";
    TestScriptableObject testData = ScriptableObject.CreateInstance<TestScriptableObject>();
    AssetDatabase.CreateAsset(test, path);
    AssetDatabase.SaveAssets();
    AssetDatabase.Refresh();
}

再把这个Asset打包成ab

 加载AB包并从反序列化数据

Resources加载方式和编辑器加载就不展示了,直接从ab包里反序列化数据

   public void LoadBundleRelation()
    {
        string loadPath = Application.streamingAssetsPath + "/assets/works/resource/allgamesetting/testdata.unity3d";
        AssetBundle bundle = AssetBundle.LoadFromFile(loadPath);
        TestScriptableObject TestData = bundle.LoadAsset<TestScriptableObject>("TestData.asset");
        Debug.LogError("TestScriptableObject.TestData.dataList[1].Name: " + TestData.dataList[1].Name);
        Debug.LogError("TestScriptableObject.TestData.dataList[1].Index: " + TestData.dataList[1].index);
    }

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转载自blog.csdn.net/liuyongjie1992/article/details/133925415
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