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    unity3d Resources.Load动态加载模型资源

    2019/1/22      点击:

    两种加载资源方案:Resources.LoadAssetBundle Resources.Load就是从一个缺省打进程序包里的AssetBundle里加载资源而一般AssetBundle文件需要你自己创建,运行时动态加载,可以指定路径和来源的。其实场景里所有静态的对象也有这么一个加载过程,只是Unity后台替你自动完成。

    Resources.Load方法:使用这种方式加载资源,首先需要下Asset目录下创建一个名为Resources的文件夹,这个命名是U3D规定的方式,然后把资源文件放进去,

    当然也可以在Resources中再创建子文件夹,当然在代码加载时需要添加相应的资源路径,下面是一个简demo,两个预设,CubeSphere

    其中Cube放在Resource中的Prebs中,而Sphere放在Resources跟目录下,下面分别实现Resources.Load资源的加载:

    using UnityEngine;
    using System.Collections;
    public class LoadResDemo : MonoBehaviour {
    
        private string cubePath = "Prebs/MyCubePreb";
        private string spherePath = "MySpherePreb";
        void Start () {
            //把资源加载到内存中
            Object  cubePreb = Resources.Load(cubePath, typeof(GameObject));
            //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载
            GameObject cube = Instantiate(cubePreb) as GameObject;
            //以下同理实现Sphere的动态实例化
            //把资源加载到内存中
            Object spherePreb = Resources.Load(spherePath, typeof(GameObject));
            //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载
            GameObject sphere = Instantiate(spherePreb) as GameObject;
        } 
        void Update () {   
        }
    }
    将上面的脚本附加到某个游戏对象上,在运行游戏时就可以看到场景中动态创建的上面的游戏对象了。

    AssetBundle的方动态加载游戏对象。使用AssetBundle打包预设或者场景可以将与其相关的所有资源打包,这样很好地解决资源的依赖问题,使得我们可以方便的加载GameObject,首先需要打包资源:

    using UnityEngine;
    using System.Collections;
    using UnityEditor;
    using System.IO;
    public class AesstBundleTest : MonoBehaviour {
        [MenuItem("Custom Bundle/Create Bundel Main")]
        public static void creatBundleMain()
        {
            //获取选择的对象的路径
            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();
        }
    }

    把上面的代码放在Editor中,在菜单栏中就可以看见自定的菜单项,选中需要打包的预设,就可以把对应的预设打包并输出到StreamAssets中了,然后是动态加载资源:

    using UnityEngine;
    using System.Collections;
    
    public class LoadBundleTest : MonoBehaviour {
        //不同平台下StreamingAssets的路径是不同的,这里需要注意一下。
        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;
        }
    }