AssetsBundle配置表打包
2019-09-29 本文已影响0人
pawn_c
自定义打包配置表
在Editor目录下创建编辑ABConfig.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ABConfig", menuName = "CreatABConfig", order = 0)]
public class ABConfig : ScriptableObject
{
//单个文件所在文件夹路径,会遍历这个文件夹下面所有Prefab,所有的Prefab的名字不能重复,必须保证名字的唯一性
public List<string> m_AllPrefabPath = new List<string>();
public List<FileDieABName> m_AllFileDirAB = new List<FileDieABName>();
[System.Serializable]
public struct FileDieABName
{
public string ABName;
public string Path;
}
}
然后在Assets面板下点击右键>create>CreatABConfig

点击后会在该文件夹下创建ABConfig文件,点击改文件配置文件信息

编写打包脚本
根据ABConfig设置AssetsBundle
在Editor文件夹下创建脚本BundleEditor
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class BundleEditor
{
public static string ABCONFIGPATH = "Assets/Editor/ABCOnfig.asset";
//key是包名,value是路径,所有文件夹ab包dic
public static Dictionary<string, string> m_ALLFileDir = new Dictionary<string, string>();
//过滤的list
public static List<string> m_AllFileAB = new List<string>() ;
//单个prefab的ab包
public static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
[MenuItem("Tools/打包")]
public static void Build()
{
//string path = Application.streamingAssetsPath;
//if (!Directory.Exists(path))
//{
// Directory.CreateDirectory(path);
//}
//BuildPipeline.BuildAssetBundles(path, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
//AssetDatabase.Refresh();
m_ALLFileDir.Clear();
m_AllFileAB.Clear();
ABConfig aBConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIGPATH);
foreach (ABConfig.FileDieABName fileDir in aBConfig.m_AllFileDirAB)
{
//Debug.Log(fileDir.ABName + " " + fileDir.Path);
if (m_ALLFileDir.ContainsKey(fileDir.ABName))
{
Debug.LogError("重复");
}
else
{
m_ALLFileDir.Add(fileDir.ABName, fileDir.Path);
m_AllFileAB.Add(fileDir.Path);
}
}
//foreach (string str in aBConfig.m_AllPrefabPath)
//{
// Debug.Log(str);
//}
//返回的GUID
string[] allStr = AssetDatabase.FindAssets("t:Prefab", aBConfig.m_AllPrefabPath.ToArray());
for(int i = 0; i < allStr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
EditorUtility.DisplayProgressBar("查找prefab","ss",i*1.0f/ allStr.Length);
if (!containAllFileAB(path))
{
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
string[] allDepend = AssetDatabase.GetDependencies(path);
List<string> allDependPath = new List<string>();
for(int j = 0; j < allDepend.Length; j++)
{
if (!containAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
{
m_AllFileAB.Add(allDepend[j]);
allDependPath.Add(allDepend[j]);
}
}
if (m_AllPrefabDir.ContainsKey(obj.name))
{
Debug.LogError("存在相同名字的prefabs:"+ obj.name);
}
else
{
m_AllPrefabDir.Add(obj.name, allDependPath);
}
}
}
foreach(string name in m_ALLFileDir.Keys)
{
SetABName(name, m_ALLFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
}
EditorUtility.ClearProgressBar();
}
static void SetABName(string name,string path) {
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if(assetImporter == null)
{
Debug.LogError("不存在此路径文件:"+ path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name,List<string> paths)
{
for(int i = 0; i < paths.Count; i++)
{
SetABName(name,paths[i]);
}
}
/// <summary>
/// 是否包含在已经有的AB包里
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool containAllFileAB(string path)
{
bool result = false;
for(int i = 0; i < m_AllFileAB.Count; i++)
{
if(path == m_AllFileAB[i] || path.Contains(m_AllFileAB[i]))
{
result = true;
break;
}
}
return result;
}
}
然后点击菜单栏>Tools>打包

就把我们在ABConfig文件里配置好的设置成AssetBundles了


打包AssetsBundle然后清除AsserBundle绑定,并且删除多余的AsserBundle
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System;
public class BundleEditor
{
public static string m_BundleTargetPath = Application.streamingAssetsPath;
public static string ABCONFIGPATH = "Assets/Editor/ABCOnfig.asset";
//key是包名,value是路径,所有文件夹ab包dic
public static Dictionary<string, string> m_ALLFileDir = new Dictionary<string, string>();
//过滤的list
public static List<string> m_AllFileAB = new List<string>();
//单个prefab的ab包
public static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
[MenuItem("Tools/打包")]
public static void Build()
{
//string path = Application.streamingAssetsPath;
//if (!Directory.Exists(path))
//{
// Directory.CreateDirectory(path);
//}
m_ALLFileDir.Clear();
m_AllFileAB.Clear();
m_AllPrefabDir.Clear();
ABConfig aBConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIGPATH);
foreach (ABConfig.FileDieABName fileDir in aBConfig.m_AllFileDirAB)
{
//Debug.Log(fileDir.ABName + " " + fileDir.Path);
if (m_ALLFileDir.ContainsKey(fileDir.ABName))
{
Debug.LogError("重复");
}
else
{
m_ALLFileDir.Add(fileDir.ABName, fileDir.Path);
m_AllFileAB.Add(fileDir.Path);
}
}
//foreach (string str in aBConfig.m_AllPrefabPath)
//{
// Debug.Log(str);
//}
//返回的GUID
string[] allStr = AssetDatabase.FindAssets("t:Prefab", aBConfig.m_AllPrefabPath.ToArray());
for (int i = 0; i < allStr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
EditorUtility.DisplayProgressBar("查找prefab", "ss", i * 1.0f / allStr.Length);
if (!containAllFileAB(path))
{
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
string[] allDepend = AssetDatabase.GetDependencies(path);
List<string> allDependPath = new List<string>();
for (int j = 0; j < allDepend.Length; j++)
{
if (!containAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
{
m_AllFileAB.Add(allDepend[j]);
allDependPath.Add(allDepend[j]);
}
}
if (m_AllPrefabDir.ContainsKey(obj.name))
{
Debug.LogError("存在相同名字的prefabs:" + obj.name);
}
else
{
m_AllPrefabDir.Add(obj.name, allDependPath);
}
}
}
foreach (string name in m_ALLFileDir.Keys)
{
SetABName(name, m_ALLFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
}
BuildAssetsBundle();
string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
for (int i = 0; i < oldABNames.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
EditorUtility.DisplayProgressBar("清楚AB包名", oldABNames[i], i * 1.0f / oldABNames.Length);
}
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
static void BuildAssetsBundle()
{
string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
//key为全路径,value为包名
Dictionary<string, string> resPathDic = new Dictionary<string, string>();
for (int i = 0; i < allBundles.Length; i++)
{
string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
for (int j = 0; j < allBundlePath.Length; j++)
{
if (!allBundlePath[j].EndsWith("cs"))
{
resPathDic.Add(allBundlePath[j], allBundles[i]);
}
}
}
DeleteAB();
BuildPipeline.BuildAssetBundles(m_BundleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
static void SetABName(string name, string path)
{
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if (assetImporter == null)
{
Debug.LogError("不存在此路径文件:" + path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name, List<string> paths)
{
for (int i = 0; i < paths.Count; i++)
{
SetABName(name, paths[i]);
}
}
//删除无用AB资源
static void DeleteAB()
{
string[] allBundleName = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo direction = new DirectoryInfo(m_BundleTargetPath);
FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
for (int i = 0; i < files.Length; i++)
{
if (ContainABName(files[i].Name, allBundleName) || files[i].Name.EndsWith(".meta"))
{
continue;
}
else
{
Debug.Log("此AB包被删或者改名:" + files[i].Name);
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
}
}
}
static bool ContainABName(string name, string[] strs)
{
bool result = false;
for (int i = 0; i < strs.Length; i++)
{
if (name == strs[i])
{
result = true;
break;
}
}
return result;
}
/// <summary>
/// 是否包含在已经有的AB包里
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool containAllFileAB(string path)
{
bool result = false;
for (int i = 0; i < m_AllFileAB.Count; i++)
{
if (path == m_AllFileAB[i] || path.Contains(m_AllFileAB[i]))
{
result = true;
break;
}
}
return result;
}
}
然后点击菜单栏>Tools>打包

就可以看到生成的打包文件

生成自己的配置表
在网上找一个CRC32脚本
CRC32.cs代码如下
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ALG
{
public class CRC32
{
static UInt32[] crcTable =
{
0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,
0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,
0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,
0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,
0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,
0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,
0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,
0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,
0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,
0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,
0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,
0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,
0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,
0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,
0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,
0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,
0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,
0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,
0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,
0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,
0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,
0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,
0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,
0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,
0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,
0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,
0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,
0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,
0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,
0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,
0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,
0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4
};
public static uint GetCRC32(string msg)
{
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
uint iCount = (uint)bytes.Length;
uint crc = 0xFFFFFFFF;
for (uint i = 0; i < iCount; i++)
{
crc = ((crc >> 8) & 0x00FFFFFF) ^ crcTable[(crc ^ bytes[i]) & 0xFF];
}
return crc^0xffffffff;
}
}
}
创建文件夹
Assets>GameData>Data>ABData
在Editor>ABConfig.asset添加相关文件AssetBundleConfig

生成配置表部分代码如下
static void WriteData(Dictionary<string,string> resPathDic)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABlist = new List<ABBase>();
foreach(string path in resPathDic.Keys)
{
ABBase aBBase = new ABBase();
aBBase.Path = path;
aBBase.Crc = CRC32.GetCRC32(path);
aBBase.ABNAme = resPathDic[path];
aBBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1);
aBBase.ABDependce = new List<string>();
string[] resDependce = AssetDatabase.GetDependencies(path);
for(int i = 0; i < resDependce.Length; i++)
{
string tempPath = resDependce[i];
if(tempPath == path || path.EndsWith(".cs"))
{
continue;
}
else{
string abName = "";
if(resPathDic.TryGetValue(tempPath,out abName))
{
if(abName == resPathDic[path])
{
continue;
}
else
{
if (!aBBase.ABDependce.Contains(abName))
{
aBBase.ABDependce.Add(abName);
}
}
}
}
}
config.ABlist.Add(aBBase);
}
//写人XML
string xmlPath = Application.dataPath + "/AssetbundleConfig.xml";
if (File.Exists(xmlPath))
{
File.Delete(xmlPath);
}
FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
StreamWriter sw = new StreamWriter(fileStream,System.Text.Encoding.UTF8);
XmlSerializer xs = new XmlSerializer(config.GetType());
xs.Serialize(sw, config);
sw.Close();
fileStream.Close();
//写人二进制
//清楚二进制里面的路径 因为它没有意义
foreach(ABBase ab in config.ABlist)
{
ab.Path = "";
}
string bytePath = "Assets/GameData/Data/ABData/AssetBundleConfig.bytes";
//string bytePath = m_BundleTargetPath + "/AssetBundleConfig.bytes";
FileStream fs = new FileStream(bytePath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fs, config);
fs.Close();
}
BundleEditor.cs完整代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System;
using ALG;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
public class BundleEditor
{
public static string m_BundleTargetPath = Application.streamingAssetsPath;
public static string ABCONFIGPATH = "Assets/Editor/ABCOnfig.asset";
//key是包名,value是路径,所有文件夹ab包dic
public static Dictionary<string, string> m_ALLFileDir = new Dictionary<string, string>();
//过滤的list
public static List<string> m_AllFileAB = new List<string>();
//单个prefab的ab包
public static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
//储存所有有效路径
private static List<string> m_configFile = new List<string>();
[MenuItem("Tools/打包")]
public static void Build()
{
m_ALLFileDir.Clear();
m_AllFileAB.Clear();
m_AllPrefabDir.Clear();
m_configFile.Clear();
ABConfig aBConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIGPATH);
foreach (ABConfig.FileDieABName fileDir in aBConfig.m_AllFileDirAB)
{
if (m_ALLFileDir.ContainsKey(fileDir.ABName))
{
Debug.LogError("重复");
}
else
{
m_ALLFileDir.Add(fileDir.ABName, fileDir.Path);
m_AllFileAB.Add(fileDir.Path);
m_configFile.Add(fileDir.Path);
}
}
//foreach (string str in aBConfig.m_AllPrefabPath)
//{
// Debug.Log(str);
//}
//返回的GUID
string[] allStr = AssetDatabase.FindAssets("t:Prefab", aBConfig.m_AllPrefabPath.ToArray());
for (int i = 0; i < allStr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
EditorUtility.DisplayProgressBar("查找prefab", "ss", i * 1.0f / allStr.Length);
m_configFile.Add(path);
if (!containAllFileAB(path))
{
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
string[] allDepend = AssetDatabase.GetDependencies(path);
List<string> allDependPath = new List<string>();
for (int j = 0; j < allDepend.Length; j++)
{
if (!containAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
{
m_AllFileAB.Add(allDepend[j]);
allDependPath.Add(allDepend[j]);
}
}
if (m_AllPrefabDir.ContainsKey(obj.name))
{
Debug.LogError("存在相同名字的prefabs:" + obj.name);
}
else
{
m_AllPrefabDir.Add(obj.name, allDependPath);
}
}
}
foreach (string name in m_ALLFileDir.Keys)
{
SetABName(name, m_ALLFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
}
BuildAssetsBundle();
string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
for (int i = 0; i < oldABNames.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
EditorUtility.DisplayProgressBar("清楚AB包名", oldABNames[i], i * 1.0f / oldABNames.Length);
}
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
static void BuildAssetsBundle()
{
string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
//key为全路径,value为包名
Dictionary<string, string> resPathDic = new Dictionary<string, string>();
for (int i = 0; i < allBundles.Length; i++)
{
string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
for (int j = 0; j < allBundlePath.Length; j++)
{
if ((!allBundlePath[j].EndsWith(".cs"))&&ValidPath(allBundlePath[j]))
{
resPathDic.Add(allBundlePath[j], allBundles[i]);
}
}
}
DeleteAB();
//生成自己的配置表
WriteData(resPathDic);
BuildPipeline.BuildAssetBundles(m_BundleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
static void SetABName(string name, string path)
{
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if (assetImporter == null)
{
Debug.LogError("不存在此路径文件:" + path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name, List<string> paths)
{
for (int i = 0; i < paths.Count; i++)
{
SetABName(name, paths[i]);
}
}
static void WriteData(Dictionary<string,string> resPathDic)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABlist = new List<ABBase>();
foreach(string path in resPathDic.Keys)
{
ABBase aBBase = new ABBase();
aBBase.Path = path;
aBBase.Crc = CRC32.GetCRC32(path);
aBBase.ABNAme = resPathDic[path];
aBBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1);
aBBase.ABDependce = new List<string>();
string[] resDependce = AssetDatabase.GetDependencies(path);
for(int i = 0; i < resDependce.Length; i++)
{
string tempPath = resDependce[i];
if(tempPath == path || path.EndsWith(".cs"))
{
continue;
}
else{
string abName = "";
if(resPathDic.TryGetValue(tempPath,out abName))
{
if(abName == resPathDic[path])
{
continue;
}
else
{
if (!aBBase.ABDependce.Contains(abName))
{
aBBase.ABDependce.Add(abName);
}
}
}
}
}
config.ABlist.Add(aBBase);
}
//写人XML
string xmlPath = Application.dataPath + "/AssetbundleConfig.xml";
if (File.Exists(xmlPath))
{
File.Delete(xmlPath);
}
FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
StreamWriter sw = new StreamWriter(fileStream,System.Text.Encoding.UTF8);
XmlSerializer xs = new XmlSerializer(config.GetType());
xs.Serialize(sw, config);
sw.Close();
fileStream.Close();
//写人二进制
//清楚二进制里面的路径 因为它没有意义
foreach(ABBase ab in config.ABlist)
{
ab.Path = "";
}
string bytePath = "Assets/GameData/Data/ABData/AssetBundleConfig.bytes";
//string bytePath = m_BundleTargetPath + "/AssetBundleConfig.bytes";
FileStream fs = new FileStream(bytePath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fs, config);
fs.Close();
}
//删除无用AB资源
static void DeleteAB()
{
string[] allBundleName = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo direction = new DirectoryInfo(m_BundleTargetPath);
FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
for (int i = 0; i < files.Length; i++)
{
if (ContainABName(files[i].Name, allBundleName) || files[i].Name.EndsWith(".meta"))
{
continue;
}
else
{
Debug.Log("此AB包被删或者改名:" + files[i].Name);
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
}
}
}
/// <summary>
/// 遍历文件夹里面的文件名与设置的所有AB包进行检查判断
/// </summary>
/// <param name="name"></param>
/// <param name="strs"></param>
/// <returns></returns>
static bool ContainABName(string name, string[] strs)
{
bool result = false;
for (int i = 0; i < strs.Length; i++)
{
if (name == strs[i])
{
result = true;
break;
}
}
return result;
}
/// <summary>
/// 是否包含在已经有的AB包里
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool containAllFileAB(string path)
{
bool result = false;
for (int i = 0; i < m_AllFileAB.Count; i++)
{
if (path == m_AllFileAB[i] || path.Contains(m_AllFileAB[i]))
{
result = true;
break;
}
}
return result;
}
/// <summary>
///
/// 判断是否有效路径
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool ValidPath(string path)
{
bool result = false;
for(int i = 0;i < m_configFile.Count; i++)
{
if (path.Contains(m_configFile[i]))
{
result = true;
break;
}
}
return result;
}
}
根据配置表加载
加载部分代码如下
void TestLoadAB()
{
AssetBundle configAB = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/assetbundleconfig");
TextAsset textAsset = configAB.LoadAsset<TextAsset>("AssetBundleConfig.bytes");
MemoryStream stream = new MemoryStream(textAsset.bytes);
BinaryFormatter bf = new BinaryFormatter();
AssetBundleConfig testSerilize = (AssetBundleConfig)bf.Deserialize(stream);
stream.Close();
string path = "Assets/GameData/Prefabs/Attack.prefab";
uint crc = CRC32.GetCRC32(path);
ABBase aBBase = null;
for (int i = 0; i < testSerilize.ABlist.Count; i++)
{
if (testSerilize.ABlist[i].Crc == crc)
{
aBBase = testSerilize.ABlist[i];
}
}
for (int i = 0; i < aBBase.ABDependce.Count; i++)
{
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABDependce[i]);
}
AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABNAme);
GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(aBBase.AssetName));
}
执行TestLoadAB()

加载成功