AssetBundle和Manifest----个人学习

using UnityEditor;
using System.IO;

public class CreatAssetBundles  {
   


    [MenuItem("Assets/Build AssetBundles")]
    static void BuildAllAssetBundles()
    {
        string dir = "AssetBundles";
        if (!Directory.Exists(dir))
        {
            Directory.CreateDirectory(dir);
        }          
            BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows64);              
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Networking;

public class LoadABExample : MonoBehaviour
{
    IEnumerator Start()
    {
        string path = @"file:///E:\UnityProject\AssetBundleProject\AssetBundles\scene\cubewall.unity3d";
        //string path = @"http://localhost/AssetBundles/scene/cubewall.unity3d";
        //while (Caching.ready == false)
        //{
        //    yield return null;
        //}
        //WWW www = WWW.LoadFromCacheOrDownload(path, 1);
        //yield return www;
        //if (!string.IsNullOrEmpty(www.error))
        //{
        //    print(www.error);
        //}
       
        using (UnityWebRequest request = UnityWebRequest.GetAssetBundle(path))
        {
            yield return request.SendWebRequest();
            AssetBundle ab = DownloadHandlerAssetBundle.GetContent(request);
            //AssetBundle ab = (request.downloadHandler as DownloadHandlerAssetBundle).assetBundle;


            AssetBundle manifestAB = AssetBundle.LoadFromFile("AssetBundles/AssetBundles");
            AssetBundleManifest manifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");


            string[] strs = manifest.GetAllDependencies("scene/cubewall.unity3d");
            foreach (string name in strs)
            {
                print(name);
                AssetBundle.LoadFromFile("AssetBundles/" + name);
            }

            GameObject wallPrefab = ab.LoadAsset<GameObject>("CubeWall");

            Instantiate(wallPrefab);
            ab.Unload(false);

        }
    }
    
}
 

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转载自blog.csdn.net/Edision_li/article/details/82628777