213 lines
6.6 KiB
C#
213 lines
6.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
/// <summary>
|
|
/// 知识点
|
|
/// 1.AB包相关的API
|
|
/// 2.单例模式
|
|
/// 3.委托——>Lambda表达式
|
|
/// 4.协程
|
|
/// 5.字典
|
|
/// </summary>
|
|
public class ABMgr : AutoMonoSingleton<ABMgr>
|
|
{
|
|
//AB包管理器 目的是
|
|
//让外部更方便的进行资源加载
|
|
|
|
//主包
|
|
private AssetBundle mainAB = null;
|
|
//依赖包获取用的配置文件
|
|
private AssetBundleManifest manifest = null;
|
|
|
|
//AB包不能够重复加载 重复加载会报错
|
|
//字典 用字典来存储 加载过的AB包
|
|
private Dictionary<string, AssetBundle> abDic = new Dictionary<string, AssetBundle>();
|
|
|
|
/// <summary>
|
|
/// 这个AB包存放路径 方便修改
|
|
/// </summary>
|
|
private string PathUrl
|
|
{
|
|
get
|
|
{
|
|
return Application.streamingAssetsPath + "/";
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 主包名 方便修改
|
|
/// </summary>
|
|
private string MainABName
|
|
{
|
|
get
|
|
{
|
|
#if UNITY_IOS
|
|
return "IOS";
|
|
#elif UNITY_ANDROID
|
|
return "Android";
|
|
#else
|
|
return "StandaloneWindows";
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 加载AB包
|
|
/// </summary>
|
|
/// <param name="abName"></param>
|
|
public void LoadAB( string abName )
|
|
{
|
|
//加载AB包
|
|
if (mainAB == null)
|
|
{
|
|
mainAB = AssetBundle.LoadFromFile(PathUrl + MainABName);
|
|
manifest = mainAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
|
|
}
|
|
//我们获取依赖包相关信息
|
|
AssetBundle ab = null;
|
|
string[] strs = manifest.GetAllDependencies(abName);
|
|
for (int i = 0; i < strs.Length; i++)
|
|
{
|
|
//判断包是否加载过
|
|
if (!abDic.ContainsKey(strs[i]))
|
|
{
|
|
ab = AssetBundle.LoadFromFile(PathUrl + strs[i]);
|
|
abDic.Add(strs[i], ab);
|
|
}
|
|
}
|
|
//加载资源来源包
|
|
//如果没有加载过 再加载
|
|
if (!abDic.ContainsKey(abName))
|
|
{
|
|
ab = AssetBundle.LoadFromFile(PathUrl + abName);
|
|
abDic.Add(abName, ab);
|
|
}
|
|
}
|
|
|
|
//同步加载 不指定类型
|
|
public Object LoadRes(string abName, string resName)
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
Object obj = abDic[abName].LoadAsset(resName);
|
|
if (obj is GameObject)
|
|
return Instantiate(obj);
|
|
else
|
|
return obj;
|
|
}
|
|
|
|
//同步加载 根据type指定类型
|
|
public Object LoadRes(string abName, string resName, System.Type type)
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
Object obj = abDic[abName].LoadAsset(resName, type);
|
|
if (obj is GameObject)
|
|
return Instantiate(obj);
|
|
else
|
|
return obj;
|
|
}
|
|
|
|
//同步加载 根据泛型指定类型
|
|
public T LoadRes<T>(string abName, string resName) where T:Object
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
T obj = abDic[abName].LoadAsset<T>(resName);
|
|
if (obj is GameObject)
|
|
return Instantiate(obj);
|
|
else
|
|
return obj;
|
|
}
|
|
|
|
//异步加载的方法
|
|
//这里的异步加载 AB包并没有使用异步加载
|
|
//知识从AB包中 加载资源时 使用异步
|
|
//根据名字异步加载资源
|
|
public void LoadResAsync(string abName, string resName, UnityAction<Object> callBack)
|
|
{
|
|
StartCoroutine(ReallyLoadResAsync(abName, resName, callBack));
|
|
}
|
|
private IEnumerator ReallyLoadResAsync(string abName, string resName, UnityAction<Object> callBack)
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
AssetBundleRequest abr = abDic[abName].LoadAssetAsync(resName);
|
|
yield return abr;
|
|
//异步加载结束后 通过委托 传递给外部 外部来使用
|
|
if (abr.asset is GameObject)
|
|
callBack(Instantiate(abr.asset));
|
|
else
|
|
callBack(abr.asset);
|
|
}
|
|
|
|
//根据Type异步加载资源
|
|
public void LoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
|
|
{
|
|
StartCoroutine(ReallyLoadResAsync(abName, resName, type, callBack));
|
|
}
|
|
private IEnumerator ReallyLoadResAsync(string abName, string resName, System.Type type, UnityAction<Object> callBack)
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
AssetBundleRequest abr = abDic[abName].LoadAssetAsync(resName, type);
|
|
yield return abr;
|
|
//异步加载结束后 通过委托 传递给外部 外部来使用
|
|
if (abr.asset is GameObject)
|
|
callBack(Instantiate(abr.asset));
|
|
else
|
|
callBack(abr.asset);
|
|
}
|
|
|
|
|
|
//根据泛型 异步加载资源
|
|
public void LoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T:Object
|
|
{
|
|
StartCoroutine(ReallyLoadResAsync<T>(abName, resName, callBack));
|
|
}
|
|
private IEnumerator ReallyLoadResAsync<T>(string abName, string resName, UnityAction<T> callBack) where T : Object
|
|
{
|
|
//加载AB包
|
|
LoadAB(abName);
|
|
//为了外面方便 在加载资源时 判断一下 资源是不是GameObject
|
|
//如果是 直接实例化了 再返回给外部
|
|
AssetBundleRequest abr = abDic[abName].LoadAssetAsync<T>(resName);
|
|
yield return abr;
|
|
//异步加载结束后 通过委托 传递给外部 外部来使用
|
|
if (abr.asset is GameObject)
|
|
callBack(Instantiate(abr.asset) as T);
|
|
else
|
|
callBack(abr.asset as T);
|
|
}
|
|
|
|
//单个包卸载
|
|
public void UnLoad(string abName)
|
|
{
|
|
if( abDic.ContainsKey(abName) )
|
|
{
|
|
abDic[abName].Unload(false);
|
|
abDic.Remove(abName);
|
|
}
|
|
}
|
|
|
|
//所有包的卸载
|
|
public void ClearAB()
|
|
{
|
|
AssetBundle.UnloadAllAssetBundles(false);
|
|
abDic.Clear();
|
|
mainAB = null;
|
|
manifest = null;
|
|
}
|
|
}
|