支持多平台的Assetbundle的应用示例,贴代码,供学习!
这里不同平台的StreamingAssets是不同的,所以我们要写预处理!
using UnityEngine; using System.Collections; public class RunScript : MonoBehaviour { //不同平台下StreamingAssets的路径是不同的,这里需要注意一下。 public static readonly string PathURL = #if UNITY_ANDROID "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_IPHONE Application.dataPath + "/Raw/"; #elif UNITY_STANDALONE_WIN || UNITY_EDITOR "file://" + Application.dataPath + "/StreamingAssets/"; #else string.Empty; #endif void OnGUI() { if(GUILayout.Button("Main Assetbundle")) { //StartCoroutine(LoadMainGameObject(PathURL + "Prefab0.assetbundle")); //StartCoroutine(LoadMainGameObject(PathURL + "Prefab1.assetbundle")); StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab0.assetbundle")); StartCoroutine(LoadMainCacheGameObject(PathURL + "Prefab1.assetbundle")); } if(GUILayout.Button("ALL Assetbundle")) { StartCoroutine(LoadALLGameObject(PathURL + "ALL.assetbundle")); } if(GUILayout.Button("Open Scene")) { StartCoroutine(LoadScene()); } } //读取一个资源 private IEnumerator LoadMainGameObject(string path) { WWW bundle = new WWW(path); yield return bundle; //加载到游戏中 yield return Instantiate(bundle.assetBundle.mainAsset); bundle.assetBundle.Unload(false); } //读取全部资源 private IEnumerator LoadALLGameObject(string path) { WWW bundle = new WWW(path); yield return bundle; //通过Prefab的名称把他们都读取出来 Object obj0 = bundle.assetBundle.Load("Prefab0"); Object obj1 = bundle.assetBundle.Load("Prefab1"); //加载到游戏中 yield return Instantiate(obj0); yield return Instantiate(obj1); bundle.assetBundle.Unload(false); } private IEnumerator LoadMainCacheGameObject(string path) { WWW bundle = WWW.LoadFromCacheOrDownload(path,5); yield return bundle; //加载到游戏中 yield return Instantiate(bundle.assetBundle.mainAsset); bundle.assetBundle.Unload(false); } private IEnumerator LoadScene() { WWW download = WWW.LoadFromCacheOrDownload ("file://"+Application.dataPath + "/MyScene.unity3d", 1); yield return download; var bundle = download.assetBundle; Application.LoadLevel ("Level"); } }
截图:
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