unity3d Resources.Load動態加載模型資源
兩種加載資源方案:Resources.Load和AssetBundle Resources.Load就是(shì)從(cóng)一個缺省打進程序包裏的AssetBundle裏加載(zǎi)資源而一般AssetBundle文件需(xū)要你自己(jǐ)創建,運行時動(dòng)態加(jiā)載,可以指定路徑和來源的。其實場景裏所有(yǒu)靜態的對象也有這麽一個加載過程,隻是Unity後台替你自動完成。
Resources.Load方法(fǎ):使用(yòng)這種方式加載資源,首先(xiān)需要下Asset目錄下創建一個名為Resources的文件(jiàn)夾,這(zhè)個命名是U3D規定的方式,然後把資源文件放進去,
當然也可以在Resources中再(zài)創建子文(wén)件夾,當然在代碼加載時需要添加相應的資源路徑(jìng),下麵是一個簡demo,兩個預設,Cube和Sphere,
其中Cube放(fàng)在Resource中的(de)Prebs中,而Sphere放在Resources跟目錄下,下麵(miàn)分(fèn)別實現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 () {
        //把資源加載到內存中
        Object  cubePreb = Resources.Load(cubePath, typeof(GameObject));
        //用加載(zǎi)得(dé)到的資源對象,實例(lì)化遊戲對象,實現遊戲物體的動態加載
        GameObject cube = Instantiate(cubePreb) as GameObject;
        //以下(xià)同(tóng)理(lǐ)實現Sphere的動態實例化
        //把(bǎ)資(zī)源加(jiā)載到內存中
        Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
        //用加載得到的(de)資源(yuán)對象,實例化(huà)遊戲對象,實現(xiàn)遊戲物體的動態加載
        GameObject sphere = Instantiate(spherePreb) as GameObject;
    } 
    void Update () {   
    }
}
將上麵的腳本附加到某個遊戲對象上,在運行遊戲時(shí)就可以看到場景中動態創建的上麵的遊戲對象了。 
AssetBundle的(de)方法動態加載遊戲對象。使用AssetBundle打包預(yù)設或者場(chǎng)景可(kě)以將(jiāng)與其相關的所有資源打包(bāo),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(xuǎn)擇的對象的(de)路(lù)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();
    }
}
把上麵的代碼放在(zài)Editor中,在菜(cài)單欄中就可以看見自定的(de)菜單項,選中需要打包的預設,就可以把對應的預設打包並輸(shū)出到StreamAssets中了,然後是動態加載資源(yuán):
using UnityEngine;
using System.Collections;public class LoadBundleTest : MonoBehaviour {
    //不同平台下StreamingAssets的路徑是不(bú)同(tóng)的,這(zhè)裏需要注(zhù)意一下。
    public static readonly string PathURL =
    #if UNITY_androids
        "jar:file://" + Application.dataPath + "!/assets/";
    #elif UNITY_iphoness
        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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