Ejemplo n.º 1
0
        public void SetAssetBundleName()
        {
            // 脑子不好,直接粗糙算法,直接按照顺序加下去
            //int length = _assets_map.Count;
            float  leftSize  = EAssetBundleConst.ASSETBUILD_MAX_SIZE;
            string directory = EPathHelper.AbsoluteToRelativePathRemoveAssets(_directory);
            int    nameIndex = 1;

            foreach (var info in _assetsMap)
            {
                string assetPath = info.Key;
                float  fileSize  = EMemorySizeHelper.CalculateTextureSizeBytes(assetPath);
                if (fileSize >= EAssetBundleConst.ASSETBUILD_MAX_SIZE)
                {
                    SetAbName(info.Key, directory, nameIndex);
                    nameIndex++;
                }
                else
                {
                    if (leftSize >= fileSize)
                    {
                        SetAbName(assetPath, directory, nameIndex);
                        leftSize = leftSize - fileSize;
                    }
                    else
                    {
                        nameIndex++;
                        leftSize = EAssetBundleConst.ASSETBUILD_MAX_SIZE - fileSize;

                        SetAbName(assetPath, directory, nameIndex);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public static TextureFormatInfo Create(string assetPath)
        {
            TextureFormatInfo info     = GetInfo(assetPath);
            TextureImporter   importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;

            Debug.Assert(!(importer == null), "错误的地址:" + assetPath);
            if (importer == null)
            {
                return(null);
            }

            // 1.初始化纹理格式化信息
            info.Path            = importer.assetPath;
            info.ImportType      = importer.textureType;
            info.ImportShape     = importer.textureShape;
            info.ReadWriteEnable = importer.isReadable;
            info.MipmapEnable    = importer.mipmapEnabled;
            info.IsSpriteTag     = !string.IsNullOrEmpty(importer.spritePackingTag);
            info.AndroidFormat   = GetPlatformTextureSettings(importer, AssetFormatConst.PLATFORM_ANDROID);
            info.IosFormat       = GetPlatformTextureSettings(importer, AssetFormatConst.PLATFORM_IOS);

            // 计算纹理的大小内存占用
            Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(assetPath);

            info.Width       = texture.width;
            info.Height      = texture.height;
            info.AndroidSize = EMemorySizeHelper.CalculateTextureSizeBytes(texture, info.AndroidFormat);
            info.IosSize     = EMemorySizeHelper.CalculateTextureSizeBytes(texture, info.IosFormat);
            info.MemSize     = (int)(Mathf.Max(info.AndroidSize, info.IosSize));
            info.FileSize    = EPathHelper.GetFileSize(assetPath);
            if (Selection.activeObject != texture)
            {
                Resources.UnloadAsset(texture);
            }

            if (++LoadCount % 256 == 0)
            {
                Resources.UnloadUnusedAssets();
            }

            return(info);
        }