参考雨松的LZMA SDK使用方法:
http://www.xuanyusong.com/archives/3095
转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn
计划在项目中使用 不压缩的Assetbundle ,所以需要对Assetbundle 进行手动压缩打包,因为之前有对 十万个冷笑话的打包分析,所以这次坚定选择 LZMA压缩算法来压缩Assetbundle。
转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn
Note:
因为暂时不知道LZMA如何压缩与解压文件夹,所以目前是计划对文件夹进行UPK打包成UPK文件,然后LZMA压缩。解压的话先解压出来UPK文件,然后读取UPK文件来释放出源文件。
LZMA 官网下载SDK
http://www.7-zip.org/sdk.html
下载过来后直接把C#里面的7zip拖到Unity中,这时Setting.cs 会报错,删除它。
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Note:
本文示例中的 LZMA SDK源代码被我修改了。
转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn
代码如下:
using UnityEngine;using System.Collections;using SevenZip;using System.IO;using UnityEditor;using System;using System.Threading;using UnityEngine.UI;public class NewBehaviourScript : MonoBehaviour { [SerializeField] Slider m_Slider; CodeProgress m_CodeProgress=null;//进度; Thread m_CompressThread=null; //压缩线程; Thread m_DecompressThread=null; //解压缩线程; string ApplicationdataPath=string.Empty; private float m_Percent=0f; // Use this for initialization void Start () { ApplicationdataPath=Application.dataPath; m_CodeProgress=new CodeProgress(SetProgressPercent); } void Update() { if(m_Percent>0f) { m_Slider.value=m_Percent; if(m_Percent==1f) { Debug.Log("m_Percent==1f"); m_Percent=0f; AssetDatabase.Refresh(); } } } void OnGUI() { if(GUI.Button(new Rect(100,100,100,100),"Compress")) { m_Slider.value=0f; m_CompressThread=new Thread(new ThreadStart(TestCompress)); m_CompressThread.Start(); } if(GUI.Button(new Rect(300,100,100,100),"DeCompress")) { m_Slider.value=0f; m_DecompressThread=new Thread(new ThreadStart(TestDeCompress)); m_DecompressThread.Start(); } } void TestCompress() { try { Compress(ApplicationdataPath+"/lib.UPK",ApplicationdataPath+"/lib.ZUPK"); } catch(Exception ex) { Debug.Log(ex); } } void TestDeCompress() { try { DeCompress(ApplicationdataPath+"/lib.ZUPK",ApplicationdataPath+"/lib1.UPK"); } catch(Exception ex) { Debug.Log(ex); } } void SetProgressPercent(Int64 fileSize,Int64 processSize) { m_Percent=(float)processSize/fileSize; } void Compress(string inpath,string outpath) { SevenZip.Compression.LZMA.Encoder encoder=new SevenZip.Compression.LZMA.Encoder(); FileStream inputFS=new FileStream(inpath,FileMode.Open); FileStream outputFS=new FileStream(outpath,FileMode.Create); encoder.WriteCoderProperties(outputFS); outputFS.Write(System.BitConverter.GetBytes(inputFS.Length),0,8); encoder.Code(inputFS,outputFS,inputFS.Length,-1,m_CodeProgress); outputFS.Flush(); outputFS.Close(); inputFS.Close(); } void DeCompress(string inpath,string outpath) { SevenZip.Compression.LZMA.Decoder decoder=new SevenZip.Compression.LZMA.Decoder(); FileStream inputFS=new FileStream(inpath,FileMode.Open); FileStream outputFS=new FileStream(outpath,FileMode.Create); int propertiesSize=SevenZip.Compression.LZMA.Encoder.kPropSize; byte[] properties=new byte[propertiesSize]; inputFS.Read(properties,0,properties.Length); byte[] fileLengthBytes=new byte[8]; inputFS.Read(fileLengthBytes,0,8); long fileLength=System.BitConverter.ToInt64(fileLengthBytes,0); decoder.SetDecoderProperties(properties); decoder.Code(inputFS,outputFS,inputFS.Length,fileLength,m_CodeProgress); outputFS.Flush(); outputFS.Close(); inputFS.Close(); }}class CodeProgress:ICodeProgress{ public delegate void ProgressDelegate(Int64 fileSize,Int64 processSize); public ProgressDelegate m_ProgressDelegate=null; public CodeProgress(ProgressDelegate del) { m_ProgressDelegate=del; } public void SetProgress(Int64 inSize, Int64 outSize) { } public void SetProgressPercent(Int64 fileSize,Int64 processSize) { m_ProgressDelegate(fileSize,processSize); }}
转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn
示例工程下载:
百度网盘
链接: http://pan.baidu.com/s/1jGlEDPO 密码: wure
CSDN下载
关于UPK打包
Unity3d 游戏资源打包加密(图片/XML/TXT等) C#编码 (一)
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