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(转)AssetBundle系列——游戏资源打包(一)

2014-09-27 23:14 543 查看
转自:/article/5052702.html

将本地资源打包,然后放到资源服务器上供游戏客户端下载或更新。服务器上包含以下资源列表:
(1)游戏内容资源assetbundle
(2)资源维护列表,包含每个资源的名字(完整路径名)和对应的版本号[资源名,版本号],如下表所示(VersionNum.xml):

<VersionNum>
<File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" Num="1" />
<File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" Num="1" />
<File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" Num="1" />
<File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" Num="1" />
<File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" Num="1" />
<File FileName="Assets.Resources.PetTexture.Empty.assetbundle" Num="1" />
</VersionNum>


那么本地客户端的资源打包编辑器就需要完成以下工作:将资源打包、生成版本号。
我们采用通过MD5码对比的方式来对版本号进行管理,如果某资源的MD5码变更了,则将其版本号+1,否则不变。那么,可以将编辑器的具体任务划分如下:
(1)将资源打包成assetbundle,并放到指定目录下
(2)为每个assetbund生成最新MD5码,用于检查资源是否有修改
(3)比较新旧MD5码列表,产生资源变更列表,对于每个变更的资源,将其版本号+1
(4)将变更列表文件也打包成assetbundle

各个平台使用的资源包时各自独立的,打包资源代码时的选项不一样,编辑器界面如下,图2中的4个按钮每个对应上述的一步操作:





最终生成的资源目录结构如下所示:



编辑器代码如下所示(包括菜单项和窗口):

using UnityEditor;
using UnityEngine;
using System.IO;
using System.Collections;
using System.Collections.Generic;

public class AssetBundleController : EditorWindow
{
public static AssetBundleController window;
public static UnityEditor.BuildTarget buildTarget = BuildTarget.StandaloneWindows;

[MenuItem("XiYouEditor/AssetBundle/AssetBundle For Windows32", false, 1)]
public static void ExecuteWindows32()
{
if (window == null)
{
window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
}
buildTarget = UnityEditor.BuildTarget.StandaloneWindows;
window.Show();
}

[MenuItem("XiYouEditor/AssetBundle/AssetBundle For IPhone", false, 2)]
public static void ExecuteIPhone()
{
if (window == null)
{
window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
}
buildTarget = UnityEditor.BuildTarget.iPhone;
window.Show();
}

[MenuItem("XiYouEditor/AssetBundle/AssetBundle For Mac", false, 3)]
public static void ExecuteMac()
{
if (window == null)
{
window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
}
buildTarget = UnityEditor.BuildTarget.StandaloneOSXUniversal;
window.Show();
}

[MenuItem("XiYouEditor/AssetBundle/AssetBundle For Android", false, 4)]
public static void ExecuteAndroid()
{
if (window == null)
{
window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
}
buildTarget = UnityEditor.BuildTarget.Android;
window.Show();
}

[MenuItem("XiYouEditor/AssetBundle/AssetBundle For WebPlayer", false, 5)]
public static void ExecuteWebPlayer()
{
if (window == null)
{
window = (AssetBundleController)GetWindow(typeof(AssetBundleController));
}
buildTarget = UnityEditor.BuildTarget.WebPlayer;
window.Show();
}

void OnGUI()
{
if (GUI.Button(new Rect(10f, 10f, 200f, 50f), "(1)CreateAssetBundle"))
{
CreateAssetBundle.Execute(buildTarget);
EditorUtility.DisplayDialog("", "Step (1) Completed", "OK");
}

if (GUI.Button(new Rect(10f, 80f, 200f, 50f), "(2)Generate MD5"))
{
CreateMD5List.Execute(buildTarget);
EditorUtility.DisplayDialog("", "Step (2) Completed", "OK");
}

if (GUI.Button(new Rect(10f, 150f, 200f, 50f), "(3)Compare MD5"))
{
CampareMD5ToGenerateVersionNum.Execute(buildTarget);
EditorUtility.DisplayDialog("", "Step (3) Completed", "OK");
}

if (GUI.Button(new Rect(10f, 220f, 200f, 50f), "(4)Build VersionNum.xml"))
{
CreateAssetBundleForXmlVersion.Execute(buildTarget);
EditorUtility.DisplayDialog("", "Step (4) Completed", "OK");
}
}

public static string GetPlatformPath(UnityEditor.BuildTarget target)
{
string SavePath = "";
switch (target)
{
case BuildTarget.StandaloneWindows:
SavePath = "Assets/AssetBundle/Windows32/";
break;
case BuildTarget.StandaloneWindows64:
SavePath = "Assets/AssetBundle/Windows64/";
break;
case BuildTarget.iPhone:
SavePath = "Assets/AssetBundle/IOS/";
break;
case BuildTarget.StandaloneOSXUniversal:
SavePath = "Assets/AssetBundle/Mac/";
break;
case BuildTarget.Android:
SavePath = "Assets/AssetBundle/Android/";
break;
case BuildTarget.WebPlayer:
SavePath = "Assets/AssetBundle/WebPlayer/";
break;
default:
SavePath = "Assets/AssetBundle/";
break;
}

if (Directory.Exists(SavePath) == false)
Directory.CreateDirectory(SavePath);

return SavePath;
}

public static string GetPlatformName(UnityEditor.BuildTarget target)
{
string platform = "Windows32";
switch (target)
{
case BuildTarget.StandaloneWindows:
platform = "Windows32";
break;
case BuildTarget.StandaloneWindows64:
platform = "Windows64";
break;
case BuildTarget.iPhone:
platform = "IOS";
break;
case BuildTarget.StandaloneOSXUniversal:
platform = "Mac";
break;
case BuildTarget.Android:
platform = "Android";
break;
case BuildTarget.WebPlayer:
platform = "WebPlayer";
break;
default:
break;
}
return platform;
}

}


PS:每个操作的具体实现,见下一篇讲解...
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