Addressable热更新

文章目录

前提配置

(1)勾选AddressableAssetSettings设置的Disable Catalog Update On Startup选项
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(2)相应的热更戏资源分组配置(注:此文采用的是动态资源更新)
Can Change Post Release:No-Static(全量更新资源,直接替换旧资源)
Cannot Change Post Release:Static(增量更新,不更新旧包资源,直接生成新的资源包)
在这里插入图片描述

代码实现

(1)如果本地已经确定好了具体需要热更的资源,可以将需要更新资源的标签记录到本地,每次游戏启动时,做热更新检查,本地系统会对比远程与本地资源的Catalog,不同则更新
(2)有服务器下发热更新资源的名称或标签,同上
(3)暴力热更,获取全部Adressable资源的标签,逐一检车是否需要更新,当然这种方式是不建议的

/// <summary>
    /// 暴力获取所有Key
    /// </summary>
    public void HotUpdate()
    {
    
    
        IEnumerable<IResourceLocator> locators = Addressables.ResourceLocators;
        List<object> keys = new List<object>();
        foreach (var item in locators)
        {
    
    
            foreach (var key in item.Keys)
            {
    
    
                keys.Add(key);
                Debug.Log("Key:"+key);
            }
        }
        Debug.Log("Keys:" + keys.Count);
        if (keys.Count > 0)
            StartCoroutine(CheckForContentUpdate(keys));
    }

热更新核心代码

/// <summary>
    /// 检查更新
    /// </summary>
    /// <param name="keys">确保Keys内标签都需要热更,否则,所有的Key资源都会被下载,并且删除旧资源时,真实更新key的旧资源不会被删除</param>
    /// <returns></returns>
    public IEnumerator CheckForContentUpdate(List<object> keys)
    {
    
    
        for (int index = 0; index < keys.Count; index++)
        {
    
    
            AsyncOperationHandle<long> DownloadSize = Addressables.GetDownloadSizeAsync(keys[index]);
            yield return DownloadSize;
            if (DownloadSize.Result <= 0)
            {
    
    
                Debug.Log("没有更新的资源标签:" + keys[index]);
                keys.Remove(keys[index]);
            }
            else
            {
    
    
                m_TotalSize += DownloadSize.Result / Mathf.Pow(1024, 2);
            }
        }
        if (keys.Count <= 0)
            yield return null;
        m_DownLoadKeyList = keys;
        m_DownloadDependencies = Addressables.DownloadDependenciesAsync(keys, Addressables.MergeMode.Union, false);
        yield return m_DownloadDependencies;
    }
    private void Update()
    {
    
    
        if (m_DownloadDependencies.IsValid())
        {
    
    
            if (m_DownloadDependencies.PercentComplete < 1)
            {
    
    
                m_CurAssetSize = m_DownloadDependencies.PercentComplete * m_TotalSize;
                Debug.Log(m_CurAssetSize + "/" + m_TotalSize);
            }
            else if (m_DownloadDependencies.Status == AsyncOperationStatus.Succeeded)
            {
    
    
                m_CurAssetSize = m_DownloadDependencies.PercentComplete * m_TotalSize;
                Debug.Log(m_CurAssetSize + "/" + m_TotalSize);
                if (m_DownLoadKeyList.Count > 0)
                {
    
    
                    //删除旧资源包,前提Bundle name选择FileName,aa管理AB包名是带Hash的,每个版本的包名都不一致,导致Cache无法区分
                    Addressables.ClearDependencyCacheAsync(m_DownLoadKeyList);
                }
                Addressables.Release(m_DownloadDependencies);
            }
        }
    }

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转载自blog.csdn.net/weixin_42186644/article/details/118000390