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?,?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笊希谶\(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; } }
- 上一篇: Unity3D動(dòng)畫制作方法 2019/2/1
- 下一篇:Unity3d 動(dòng)態(tài)加載模型文件的方法 2019/1/22