Unity AB管理

2021-06-18  本文已影响0人  ___________6a1d

Assetbundle管理

核心:读配置表,依赖加载管理

读取AssetBundle配置表
设置中间类进行引用计数
根据路径加载AssetBundle
根据路径卸载AssetBundle
为ResourceManager提供加载中间类,根据中间类释放资源,查找中间类等方法
项目中新建一个空物体,名字为#StartCRT#,挂上以下脚本,用来加载配置文件:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;

/// <summary>
/// 加载AssetBundleConfig.bytes文件,这个必须在最开始运行
/// </summary>
public class StartCRT : MonoBehaviour
{
    [HideInInspector]
    public byte[] bytes = null;
    [HideInInspector]
    public AssetBundleConfig config = null;
    // Use this for initialization
    void Start()
    {
        StartCoroutine(Load());
    }
 
    IEnumerator Load()
    {
        string path = Application.streamingAssetsPath + "/AssetBundleConfig.bytes";
        WWW www = new WWW(path);
        yield return www;
        if (www.isDone)
        {
            bytes = www.bytes;
            MemoryStream memoryStream = new MemoryStream(bytes);
            BinaryFormatter binaryFormatter = new BinaryFormatter();
            config = (AssetBundleConfig)binaryFormatter.Deserialize(memoryStream);
            memoryStream.Close();
        }
    }
}


AB管理类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
 
 /// <summary>
 /// AB管理类
 /// </summary>
public class AssetBundleManager : Singleton<AssetBundleManager>
{
    private StartCRT m_startCRT;//为了开启协成加载bytes文件
 
    /// <summary>
    /// 资源关系配置表
    /// 可以根据CRC找到对应资源块
    /// </summary>                                              
    protected Dictionary<uint, ResourceItem> m_ResourceItemDict = new Dictionary<uint, ResourceItem>();
    /// <summary>
    /// 储存已加载的AB包
    /// key为CRC
    /// </summary>
    protected Dictionary<uint, AssetBundleItem> m_AssetBundleItemDict = new Dictionary<uint, AssetBundleItem>();
    /// <summary>
    /// AssetBundleItem类对象池(因为有些对象经常可能用到)
    /// </summary>
    protected ClassObjectPool<AssetBundleItem> m_AssetBundleItemPool = ObjectManager.Instance.GetOrCreateClassPool<AssetBundleItem>(500);
    /// <summary>
    /// 加载AB配置表,返回是否正确加载,在游戏开始场景调用
    /// </summary>
    /// <returns></returns>
    public bool LoadAssetBundleConfig()
    {
        m_ResourceItemDict.Clear();
        m_startCRT = GameObject.Find("#StartCRT#").GetComponent<StartCRT>();
        if (m_startCRT.bytes == null)
        {
            Debug.LogError("AssetBundleConfig is not exist!");
            return false;
        }
 
        for (int i = 0; i < m_startCRT.config.ABList.Count; i++)
        {
            ABBase abBase = m_startCRT.config.ABList[i];
            //使用中间类进行保存
            ResourceItem item = new ResourceItem();
            item.m_Crc = abBase.Crc;
            item.m_AssetName = abBase.AssetName;
            item.m_ABName = abBase.ABName;
            item.m_DependedAssetBundle = abBase.ABDpendece;
            if (m_ResourceItemDict.ContainsKey(item.m_Crc))
            {
                Debug.LogError("重复的CRC,资源名:" + item.m_AssetName + "AB包名:" + item.m_ABName);
            }
            else
            {
                m_ResourceItemDict.Add(item.m_Crc, item);
            }
        }
        return true;
    }
    /// <summary>
    /// 根据路径的CRC加载中间类RecourseItem
    /// </summary>
    /// <param name="crc"></param>
    /// <returns></returns>
    public ResourceItem LoadResourceAssetBundle(uint crc)
    {
        ResourceItem item = null;
        //未找到资源的情况下
        if (!m_ResourceItemDict.TryGetValue(crc, out item) || item == null)
        {
            Debug.Log(string.Format("LoadResourceAssetBundle Error:can not find crc {0} in AssetBundleConfig", crc.ToString()));
            return item;
        }
        //证明这个ab被加载了,直接返回
        if (item.m_AssetBundle != null)
        {
            return item;
        }
        item.m_AssetBundle = LoadAssetBundle(item.m_ABName);
        //加载另外的AB
        if (item.m_DependedAssetBundle != null)
        {
            for (int i = 0; i < item.m_DependedAssetBundle.Count; i++)
            {
                LoadAssetBundle(item.m_DependedAssetBundle[i]);
            }
        }
        return item;
    }
    /// <summary>
    /// 根据名字加载单个AssetBundle
    /// 有可能会出现这种情况,A和B都依赖了C资源,加载A和B的话就会加载两次(第二次会报错),如果卸载了A依赖的C,那B可能就显示不正常了
    /// 因此采用引用计数,加载时+1,判断卸载的时候引用计数为0的时候才让卸载
    /// </summary>
    /// <param name="name"></param>
    /// <returns></returns>
    private AssetBundle LoadAssetBundle(string name)
    {
        AssetBundleItem item = null;
        uint crc = Crc32.GetCrc32(name);
        if (!m_AssetBundleItemDict.TryGetValue(crc, out item))
        {
            AssetBundle ab = null;
            string fullPath = Application.streamingAssetsPath + "/" + name;
            if (File.Exists(fullPath))
            {
                ab = AssetBundle.LoadFromFile(fullPath);
            }
            if (ab == null)
            {
                Debug.LogError("LoadAssetBundle error:" + fullPath);
            }
            item = m_AssetBundleItemPool.Spawn(true);
            item.assetBundle = ab;
            item.refCount++;
            m_AssetBundleItemDict.Add(crc, item);
        }
        else
        {
            item.refCount++;
        }
 
        return item.assetBundle;
    }
    /// <summary>
    /// 释放资源
    /// </summary>
    /// <param name="item"></param>
    public void ReleaseAsset(ResourceItem item)
    {
        if (item == null)
        {
            return;
        }
        if (item.m_DependedAssetBundle != null && item.m_DependedAssetBundle.Count >= 0)
        {
            for (int i = 0; i < item.m_DependedAssetBundle.Count; i++)
            {
                UnLoadAssetBundle(item.m_DependedAssetBundle[i]);
            }
        }
        UnLoadAssetBundle(item.m_ABName);
    }
    /// <summary>
    /// 卸载依赖包
    /// </summary>
    /// <param name="name"></param>
    private void UnLoadAssetBundle(string name)
    {
        AssetBundleItem item = null;
        uint crc = Crc32.GetCrc32(name);
        if (m_AssetBundleItemDict.TryGetValue(crc, out item) && item != null)
        {
            item.refCount--;
            if (item.refCount <= 0 && item.assetBundle != null)
            {
                item.assetBundle.Unload(true);
                item.Reset();
                m_AssetBundleItemPool.Recycle(item);
                m_ResourceItemDict.Remove(crc);
            }
        }
    }
    /// <summary>
    /// 根据crc查找ResourcesItem
    /// </summary>
    /// <param name="crc"></param>
    /// <returns></returns>
    public ResourceItem FindResourceItem(uint crc)
    {
        return m_ResourceItemDict[crc];
    }
}
/// <summary>
/// AB Item
/// </summary>
public class AssetBundleItem
{
    public AssetBundle assetBundle = null;
    //引用计数
    public int refCount;
    //卸载时的话需要还原
    public void Reset()
    {
        assetBundle = null;
        refCount = 0;
    }
}
/// <summary>
/// 资源item
/// </summary>
public class ResourceItem
{
    /// <summary>
    /// 资源路径CRC
    /// </summary>
    public uint m_Crc = 0;
    /// <summary>
    /// 该资源文件名字
    /// </summary>
    public string m_AssetName = string.Empty;
    /// <summary>
    /// 该资源所在的AssetBundle名字
    /// </summary>
    public string m_ABName = string.Empty;
    /// <summary>
    /// 该资源所依赖的AssetBundle
    /// </summary>
    public List<string> m_DependedAssetBundle = null;
    /// <summary>
    /// 该资源所在的AssetBundle名字
    /// </summary>
    public AssetBundle m_AssetBundle = null;
}
 

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