Unity Editor 打包指定资源(AssetBundle)和加载指定资源

前言:

        一般用于ui资源打包和加载,代码比较简单没什么好说的,直接上代码。

        打包代码:

    [MenuItem("Assets/打包指定的预设")]
    public static void BuildAsset() {
        var selectObject = Selection.activeObject;
        if (selectObject != null) {
            if (selectObject is GameObject go) {
                try {
                    EditorUtility.DisplayProgressBar("打包资源", go.name, 1.0f);
                    AssetBundleBuild build = new AssetBundleBuild();

                    var path = Application.streamingAssetsPath + "/assetbundle";
                    if (!Directory.Exists(path)) {
                        Directory.CreateDirectory(path);
                    }

                    build.assetBundleName = go.name;
                    build.assetNames = new string[] { AssetDatabase.GetAssetPath(selectObject) };
                    AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(path,
                        new AssetBundleBuild[] { build },
                        BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
                    File.Delete(path + "/" + go.name + ".manifest");
                    AssetDatabase.Refresh();
                }
                catch (Exception e) {
                    Debug.Log($"打包资源:{go.name}失败,Error:{e.Message}");
                }

                EditorUtility.ClearProgressBar();
            }
        }


        //string inputPath = EditorUtility.OpenFolderPanel("选择编译文件夹",
        //      UnityEngine.Application.dataPath, "HostScripts");
        //if (string.IsNullOrEmpty(inputPath)) {
        //    EditorUtility.DisplayDialog("错误", "必须选择文件夹才能进行编译", "确定");
        //}
    }

加载代码:

    public void LoadUIformAB<T>(string path, string assetName, Action<T> callBack) where T : UnityEngine.Object {
        AssetBundle ab = null;
        if (abUIMap.TryGetValue(path, out ab)) {
            try {
                T asset = (T)GameObject.Instantiate(ab.LoadAsset(assetName));
                callBack?.Invoke(asset);
            }
            catch (Exception e) {
                McLogger.Error("UI", nameof(UISetting), $"加载UIab包报错{e.Message}---->{e.StackTrace}");
                callBack?.Invoke(null);
            }
        }
        else {
            if (File.Exists(path)) {
                try {
                    ab = AssetBundle.LoadFromFile(path);
                    abUIMap.Add(path, ab);
                    T asset = (T)GameObject.Instantiate(ab.LoadAsset(assetName));
                    callBack?.Invoke(asset);
                }
                catch (Exception e) {
                    McLogger.Error("UI", nameof(UISetting), $"加载UIab包报错{e.Message}---->{e.StackTrace}");
                    callBack?.Invoke(null);
                }
            }
            else {
                callBack?.Invoke(null);
            }
        }
    }
    private string path = Application.streamingAssetsPath + $"/assetbundle/sequenceframe";//ab包路径

    private void LoadAssetBundleFile(){
        SimApp.UIRuntime.LoadUIformAB<GameObject>(path, "sequenceframe", (data) =>
        {
            if (data != null)
            {
                data.transform.SetParent(transform);
                data.GetComponent<RectTransform>().localPosition = Vector3.zero;
                data.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
                data.transform.localScale = Vector3.one;
            }
        });
    }

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转载自blog.csdn.net/ThreePointsHeat/article/details/133947324