轉自http://www.cnblogs.com/sifenkesi/p/3915477.html
有人在之前的部落格中問我有關共享資源打包的代碼,其實這一塊很簡單,就兩個函數:
BuildPipeline.PushAssetDependencies():依賴資源壓棧;
BuildPipeline.PopAssetDependencies():依賴資源出棧。
直接看代碼,下面為打包示例代碼,Prefab1和Prefab2共享貼圖資源Tex1,在打包時将Tex1單獨打包,而Prefab1和Prefab2對應的assetbundle包中不實際包含Tex1資源,而是記錄Tex1資源的引用:
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Collections;
using System.Collections.Generic;
public class PushAndPop
{
[MenuItem("Test/BuildAssetBundle")]
static void Execute()
{
string SavePath = "C:\\";
BuildAssetBundleOptions buildOp = BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets
| BuildAssetBundleOptions.DeterministicAssetBundle;
BuildPipeline.PushAssetDependencies();
// 共享資源Tex1.tga
Object sharedAsset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/Tex1.tga");
BuildPipeline.BuildAssetBundle(sharedAsset, null, SavePath + sharedAsset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows);
// Prefab1,引用了Tex1.tga
Object p1Asset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/P1.prefab");
BuildPipeline.BuildAssetBundle(p1Asset, null, SavePath + p1Asset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows);
BuildPipeline.PopAssetDependencies();
// Prefab2,引用了Tex1.tga
Object p2Asset = AssetDatabase.LoadMainAssetAtPath("Assets/Resources/Test/P2.prefab");
BuildPipeline.BuildAssetBundle(p2Asset, null, SavePath + p2Asset.name + ".assetbundle", buildOp, BuildTarget.StandaloneWindows);
EditorUtility.DisplayDialog("", "Completed", "OK");
AssetDatabase.Refresh();
}
}
可以看到,Push和Pos都是成對使用,一個Push/Pop對就相當于一個Layer(層),層可以嵌套,内層可以依賴外層的資源。也就是說内層某資源在打包時,如果其引用的某個資源已經在外層加載了,那麼内層的這個資源包就會包含該資源的引用而不是資源本身。Push/Pop實際上維持了一個依賴的堆棧。
那麼,在加載依賴資源包時,需要注意的是:先加載依賴的資源,然後加載其他資源,需要確定這個順序。下面的代碼示範如何使用依賴資源包:
public class NewBehaviourScript : MonoBehaviour
void OnGUI()
// 清空本地緩存
if (GUI.Button(new Rect(0f, 0f, 100f, 20f), Caching.spaceOccupied.ToString()))
{
Caching.CleanCache();
}
if (GUI.Button(new Rect(0f, 30f, 100f, 20f), "Load Share Res"))
StartCoroutine(Load(@"file://C:\Tex1.assetbundle", 1));
if (GUI.Button(new Rect(0f, 60f, 100f, 20f), "Load And Instantiate Prefab"))
StartCoroutine(LoadAndInstantiate(@"file://C:\P1.assetbundle", 1));
StartCoroutine(LoadAndInstantiate(@"file://C:\P2.assetbundle", 1));
// 加載
IEnumerator Load(string url, int version)
WWW www = WWW.LoadFromCacheOrDownload(url, version);
yield return www;
// 加載并執行個體化
IEnumerator LoadAndInstantiate(string url, int version)
if (!System.String.IsNullOrEmpty(www.error))
Debug.Log(www.error);
else
Object main = www.assetBundle.mainAsset;
GameObject.Instantiate(main);
先按第二個按鈕,然後再按第三個按鈕就能夠正确顯示兩個Prefab,如果直接進行第三步操作,則執行個體化出來的Prefab會缺少貼圖。
另外我們可以從assetbundle包的大小來看一下:
如果不打依賴包,兩個prefab都打完整包,得到的包的大小為:
P1.assetbundle 56K
P2.assetbundle 38K
如果打依賴包,得到的包的大小為:
Tex1.assetbundle 10k
P1.assetbundle 47K