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(转)unity3d加密资源并缓存加载

2013-07-21 10:21 274 查看
http://www.haogongju.net/art/1931680

首先要鄙视下unity3d的文档编写人员极度不负责任,到发帖为止依然没有更新正确的示例代码。

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print?

// C# Example
// Builds an asset bundle from the selected objects in the project view.
// Once compiled go to "Menu" -> "Assets" and select one of the choices
// to build the Asset Bundle
using
UnityEngine;
using
UnityEditor;
using
System.IO;
public
class
ExportAssetBundles {
[MenuItem(
"Assets/Build AssetBundle Binary file From Selection - Track dependencies "
)]
static
void
ExportResource () {
// Bring up save panel
string
path = EditorUtility.SaveFilePanel (
"Save Resource"
,
""
,
"New Resource"
,
"unity3d"
);
if
(path.Length != 0) {
// Build the resource file from the active selection.
Object[] selection = Selection.GetFiltered(
typeof
(Object),SelectionMode.DeepAssets);
BuildPipeline.BuildAssetBundle(Selection.activeObject,selection,path,BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);
Selection.objects = selection;
FileStream fs =
new
FileStream(path,FileMode.Open,FileAccess.ReadWrite);
byte
[] buff =
new
byte
[fs.Length+1];
fs.Read(buff,0,(
int
)fs.Length);
buff[buff.Length-1] = 0;
fs.Close();
File.Delete(path);
string
BinPath = path.Substring(0,path.LastIndexOf(
'.'
))+
".bytes"
;
//              FileStream cfs = new FileStream(BinPath,FileMode.Create);
cfs.Write(buff,0,buff.Length);
buff =
null
;
cfs.Close();
//              string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets"));
//              Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object));
//              BuildPipeline.BuildAssetBundle(ta,null,path);
}
}
[MenuItem(
"Assets/Build AssetBundle From Selection - No dependency tracking"
)]
static
void
ExportResourceNoTrack () {
// Bring up save panel
string
path = EditorUtility.SaveFilePanel (
"Save Resource"
,
""
,
"New Resource"
,
"unity3d"
);
if
(path.Length != 0) {
// Build the resource file from the active selection.
BuildPipeline.BuildAssetBundle(Selection.activeObject,Selection.objects,path);
}
}
}
  把打包的文件转换成了binary文件并多加了一个字节加密。

  当bytes文件生成好后再选中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

using UnityEngine;
using System.Collections;
using System;
public class WWWLoadTest : MonoBehaviour
{
public string BundleURL;
public string AssetName;
IEnumerator Start()
{
WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);
yield return www;
TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;
byte[]  data = txt.bytes;
byte[] decryptedData = Decryption(data);
Debug.LogError("decryptedData length:"+decryptedData.Length);
StartCoroutine(LoadBundle(decryptedData));
}
IEnumerator LoadBundle(byte[] decryptedData){
AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);
yield return acr;
AssetBundle bundle = acr.assetBundle;
Instantiate(bundle.Load(AssetName));
}
byte[] Decryption(byte[] data){
byte[] tmp = new byte[data.Length-1];
for(int i=0;i<data.Length-1;i++){
tmp[i] = data[i];
}
return tmp;
}
}


WWW.LoadFromCacheOrDownload的作用就是下载并缓存资源,要注意后面的版本号参数,如果替换了资源却没有更新版本号,客户端依然会加载缓存中的文件。

www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset //characters是加密文件的名字

AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);

这句是官网最坑爹的,AssetBundle.CreateFromMemory明明返回的是AssetBundleCreateRequest官网却写得是AssetBundle,而且AssetBundleCreateRequest是一个异步加载,必须用协程的方式加载官网也没有提到。跟多兄弟就倒在了这里

完。
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