unity3d Resources.Load動態加載(zǎi)模型(xíng)資源
兩種加(jiā)載資源方案:Resources.Load和(hé)AssetBundle Resources.Load就是從一個缺省打進程(chéng)序包裏的AssetBundle裏加載資源而一般(bān)AssetBundle文件需要你自己創(chuàng)建,運行時動態加載,可以指定路徑和來源的。其實場(chǎng)景裏(lǐ)所有靜態的(de)對象也有這(zhè)麽一個加載過程,隻是Unity後(hòu)台替你自動完成。
Resources.Load方法:使用這種方式加載資源(yuán),首(shǒu)先需要下Asset目錄下創建一個名為Resources的文件夾,這(zhè)個命名是U3D規定的方式,然(rán)後把資源文件放進去,
當然也可以在Resources中再創建子文(wén)件夾,當然在代碼加(jiā)載時需要添(tiān)加相應的資源路徑,下麵(miàn)是一個簡demo,兩個預設,Cube和Sphere,
其中(zhōng)Cube放在Resource中的Prebs中,而Sphere放在Resources跟目錄下,下麵分別實現Resources.Load資源的(de)加載:
using UnityEngine;
using System.Collections;
public class LoadResDemo : MonoBehaviour { private string cubePath = "Prebs/MyCubePreb";
private string spherePath = "MySpherePreb";
void Start () {
//把資源加載到內存中
Object cubePreb = Resources.Load(cubePath, typeof(GameObject));
//用加載得(dé)到的資源對(duì)象,實例化遊戲對象,實現遊戲物體的(de)動態加載
GameObject cube = Instantiate(cubePreb) as GameObject;
//以下同理實現(xiàn)Sphere的動(dòng)態實例化
//把資(zī)源加載到內存中(zhōng)
Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
//用加載得到(dào)的資源(yuán)對象,實例化遊戲對象,實現遊戲物體的動態加載
GameObject sphere = Instantiate(spherePreb) as GameObject;
}
void Update () {
}
}
將上麵的(de)腳本附加到某個(gè)遊戲對象上(shàng),在運行遊戲時就可以看到場景中動態創建的上麵的遊戲對象了。
AssetBundle的方(fāng)法動態加載遊戲對象。使用AssetBundle打包預設或(huò)者場(chǎng)景可(kě)以將與其相關的所有(yǒu)資源打包,這樣很好地解決資源的依賴問題,使得我們(men)可(kě)以(yǐ)方便(biàn)的加載GameObject,首先需要打包資源:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AesstBundleTest : MonoBehaviour {
[MenuItem("Custom Bundle/Create Bundel Main")]
public static void creatBundleMain()
{
//獲取選擇的對象的路徑
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
foreach (Object o in os)
{
string sourcePath = AssetDatabase.GetAssetPath(o); string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle";
if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle cuccess!");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
[MenuItem("Custom Bundle/Create Bundle All")]
public static void CreateBundleAll()
{
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
if (os == null || os.Length == 0)
{
return;
}
string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle";
if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle all cuccess");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
把上麵(miàn)的代碼放在Editor中,在菜單欄中就(jiù)可以看見自定的菜單項,選中(zhōng)需要(yào)打包(bāo)的預(yù)設,就可以把對應的預設打包並輸出(chū)到StreamAssets中了,然後是動態加(jiā)載資(zī)源:
using UnityEngine;
using System.Collections;public class LoadBundleTest : MonoBehaviour {
//不同平台下StreamingAssets的路徑是不同的,這裏需(xū)要注意一(yī)下。
public static readonly string PathURL =
#if UNITY_androids
"jar:file://" + Application.dataPath + "!/assets/";
#elif UNITY_iphoness
Application.dataPath + "/Raw/";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR
"file://" + Application.dataPath + "/StreamingAssets/";
#else
string.Empty;
#endif // Update is called once per frame
void Update () {
}
void OnGUI()
{
if (GUILayout.Button("Load Bundle Main"))
{
string path_shpere = PathURL + "MySpherePreb.assetbundle";
StartCoroutine(loadBundleMain(path_shpere)); string path_cube = PathURL + "MyCubePreb.assetbundle";
StartCoroutine(loadBundleMain(path_cube));
print(path_cube);
} if (GUILayout.Button("Load Bundle All"))
{
StartCoroutine(loadBundleAll(PathURL + "All.assetbundle"));
}
} private IEnumerator loadBundleMain(string path)
{
WWW bundle = new WWW(path);
// yield return bundle;
Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
yield return 1;
} private IEnumerator loadBundleAll(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
Instantiate(bundle.assetBundle.Load("MyCubePreb"));
Instantiate(bundle.assetBundle.Load("MySpherePreb"));
yield return 1;
}
}
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