unity3d Resources.Load動(dòng)態(tài)加載模型資源
兩種加載資源方案:Resources.Load和AssetBundle Resources.Load就是從一個(gè)缺省打進(jìn)程序包里的AssetBundle里加載資源而一般AssetBundle文件需要你自己創(chuàng)建,運(yùn)行時(shí)動(dòng)態(tài)加載,可以指定路徑和來源的。其實(shí)場(chǎng)景里所有靜態(tài)的對(duì)象也有這么一個(gè)加載過程,只是Unity后臺(tái)替你自動(dòng)完成。
Resources.Load方法:使用這種方式加載資源,首先需要下Asset目錄下創(chuàng)建一個(gè)名為Resources的文件夾,這個(gè)命名是U3D規(guī)定的方式,然后把資源文件放進(jìn)去,
當(dāng)然也可以在Resources中再創(chuàng)建子文件夾,當(dāng)然在代碼加載時(shí)需要添加相應(yīng)的資源路徑,下面是一個(gè)簡(jiǎn)demo,兩個(gè)預(yù)設(shè),Cube和Sphere,
其中Cube放在Resource中的Prebs中,而Sphere放在Resources跟目錄下,下面分別實(shí)現(xiàn)Resources.Load資源的加載:
using UnityEngine;
using System.Collections;
public class LoadResDemo : MonoBehaviour {
private string cubePath = "Prebs/MyCubePreb";
private string spherePath = "MySpherePreb";
void Start () {
//把資源加載到內(nèi)存中
Object cubePreb = Resources.Load(cubePath, typeof(GameObject));
//用加載得到的資源對(duì)象,實(shí)例化游戲?qū)ο螅瑢?shí)現(xiàn)游戲物體的動(dòng)態(tài)加載
GameObject cube = Instantiate(cubePreb) as GameObject;
//以下同理實(shí)現(xiàn)Sphere的動(dòng)態(tài)實(shí)例化
//把資源加載到內(nèi)存中
Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
//用加載得到的資源對(duì)象,實(shí)例化游戲?qū)ο螅瑢?shí)現(xiàn)游戲物體的動(dòng)態(tài)加載
GameObject sphere = Instantiate(spherePreb) as GameObject;
}
void Update () {
}
}
將上面的腳本附加到某個(gè)游戲?qū)ο笊?,在運(yùn)行游戲時(shí)就可以看到場(chǎng)景中動(dòng)態(tài)創(chuàng)建的上面的游戲?qū)ο罅恕?/span>
AssetBundle的方法動(dòng)態(tài)加載游戲?qū)ο?。使用AssetBundle打包預(yù)設(shè)或者場(chǎng)景可以將與其相關(guān)的所有資源打包,這樣很好地解決資源的依賴問題,使得我們可以方便的加載GameObject,首先需要打包資源:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class AesstBundleTest : MonoBehaviour {
[MenuItem("Custom Bundle/Create Bundel Main")]
public static void creatBundleMain()
{
//獲取選擇的對(duì)象的路徑
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
foreach (Object o in os)
{
string sourcePath = AssetDatabase.GetAssetPath(o);
string targetPath = Application.dataPath + "/StreamingAssets/" + o.name + ".assetbundle";
if (BuildPipeline.BuildAssetBundle(o, null, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle cuccess!");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
[MenuItem("Custom Bundle/Create Bundle All")]
public static void CreateBundleAll()
{
bool isExist = Directory.Exists(Application.dataPath + "/StreamingAssets");
if (!isExist)
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
Object[] os = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
if (os == null || os.Length == 0)
{
return;
}
string targetPath = Application.dataPath + "/StreamingAssets/" + "All.assetbundle";
if (BuildPipeline.BuildAssetBundle(null, os, targetPath, BuildAssetBundleOptions.CollectDependencies))
{
print("create bundle all cuccess");
}
else
{
print("failure happen");
}
AssetDatabase.Refresh();
}
}
把上面的代碼放在Editor中,在菜單欄中就可以看見自定的菜單項(xiàng),選中需要打包的預(yù)設(shè),就可以把對(duì)應(yīng)的預(yù)設(shè)打包并輸出到StreamAssets中了,然后是動(dòng)態(tài)加載資源:
using UnityEngine;
using System.Collections;
public class LoadBundleTest : MonoBehaviour {
//不同平臺(tái)下StreamingAssets的路徑是不同的,這里需要注意一下。
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 // Update is called once per frame
void Update () {
}
void OnGUI()
{
if (GUILayout.Button("Load Bundle Main"))
{
string path_shpere = PathURL + "MySpherePreb.assetbundle";
StartCoroutine(loadBundleMain(path_shpere));
string path_cube = PathURL + "MyCubePreb.assetbundle";
StartCoroutine(loadBundleMain(path_cube));
print(path_cube);
}
if (GUILayout.Button("Load Bundle All"))
{
StartCoroutine(loadBundleAll(PathURL + "All.assetbundle"));
}
}
private IEnumerator loadBundleMain(string path)
{
WWW bundle = new WWW(path);
// yield return bundle;
Instantiate(bundle.assetBundle.mainAsset);
bundle.assetBundle.Unload(false);
yield return 1;
}
private IEnumerator loadBundleAll(string path)
{
WWW bundle = new WWW(path);
yield return bundle;
Instantiate(bundle.assetBundle.Load("MyCubePreb"));
Instantiate(bundle.assetBundle.Load("MySpherePreb"));
yield return 1;
}
}
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