原理:
- 获取ab里面所有依赖
- 每个依赖的全路径作为字典key,被一个ab应用+1
public void CheckABInfo(AssetBundle ab, string abName)
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string[] names = ab.GetAllAssetNames();//这里如果是预制体-》ab的包,里面包含只有预制体一个
string[] dependencies = AssetDatabase.GetDependencies(names);//预制体包含的所有资源
string[] allDepen = dependencies.Length > 0 ? dependencies : names;
//Dictionary<string, UnityEngine.Object> assetMap = new Dictionary<string, UnityEngine.Object>();
for (int i = 0; i < allDepen.Length; ++i)
{
//实例化不出来且卡,直接采用字符串加载方式
//UnityEngine.Object obj = ab.LoadAsset(allDepen[i]);
//if (obj != null && assetTypeList.Contains(obj.GetType()))
// TryAddAssetToMap(obj.name, allDepen[i], abName, GetObjectType(obj));
//直接加字符串
string[] typename = allDepen[i].Split('.');
TryAddAssetToMap(allDepen[i], allDepen[i], abName, typename[typename.Length-1]);
}
}
/// <summary>
/// 加入到字典保存标记
/// </summary>
/// <param name="assetName">资源名</param>
/// <param name="assetPath">散资源路径,作为key</param>
/// <param name="abName">ab包名</param>
/// <param name="type">类型</param>
private void TryAddAssetToMap(string assetName, string assetPath, string abName, string type)
{
if (_AssetMap.ContainsKey(assetPath))
{
AssetInfo assetInfo = _AssetMap[assetPath];
if (!assetInfo.referenceABNames.Contains(abName))
{
assetInfo.referenceCount += 1;
assetInfo.referenceABNames += "`" + abName + "` ";
_AssetMap[assetPath] = assetInfo;
}
}
else
{
AddAssetToMap(assetName, assetPath, abName, type);
}
}
private void AddAssetToMap(string assetName, string assetPath, string abName, string type)
{
AssetInfo assetInfo = new AssetInfo();
assetInfo.name = assetName;
assetInfo.abType = type;
assetInfo.referenceCount += 1;
assetInfo.referenceABNames += "`" + abName + "` ";
_AssetMap.Add(assetPath, assetInfo);
}