コード例 #1
0
    /// <summary>
    /// アセットバンドル情報一覧のファイル保存
    /// </summary>
    /// <param name="outputPath">出力先のパス</param>
    /// <param name="assetBundleManifest">ビルドしたアセットバンドルの全体マニフェスト</param>
    private static void SaveAssetBundleInfoListFile(string outputPath, AssetBundleManifest assetBundleManifest)
    {
        var builtAssetBundleNames = assetBundleManifest.GetAllAssetBundles();

        var assetBundleInfoList = new AssetBundleInfoList();

        assetBundleInfoList.AssetBundleInfos = new List <AssetBundleInfo>();
        for (var i = 0; i < builtAssetBundleNames.Length; ++i)
        {
            var assetBundlePath = string.Format("{0}/{1}", outputPath, builtAssetBundleNames[i]);
            var assetBundleInfo = new AssetBundleInfo();
            assetBundleInfo.AssetBundleName         = builtAssetBundleNames[i];
            assetBundleInfo.DependenciesBundleNames = assetBundleManifest.GetAllDependencies(builtAssetBundleNames[i]);
            assetBundleInfo.HashString = assetBundleManifest.GetAssetBundleHash(builtAssetBundleNames[i]).ToString();
            uint crc;
            if (BuildPipeline.GetCRCForAssetBundle(assetBundlePath, out crc))
            {
                assetBundleInfo.Crc = crc;
            }
            assetBundleInfoList.AssetBundleInfos.Add(assetBundleInfo);
        }
        var jsonString = JsonUtility.ToJson(assetBundleInfoList);
        var fullPath   = string.Format("{0}/{1}", outputPath, AssetBundleManagerConfig.AssetBundleInfoListFileName);

        System.IO.File.WriteAllText(fullPath, jsonString);
    }
コード例 #2
0
    /// <summary>
    /// アセットバンドル情報一覧のダウンロード
    /// </summary>
    /// <returns>コルーチン</returns>
    public IEnumerator DownloadAssetBundleInfoList()
    {
        var platformName = PlatformNameManager.GetPlatformName(Application.platform);
        var url          = string.Format("{0}/{1}/{2}", AssetBundleManagerConfig.ServerURL, platformName, AssetBundleManagerConfig.AssetBundleInfoListFileName);
        var webRequest   = UnityWebRequest.Get(url);

        webRequest.timeout = 300;

#if UNITY_2017_2_OR_NEWER
        yield return(webRequest.SendWebRequest());
#else
        yield return(webRequest.Send());
#endif

        while (!webRequest.isDone)
        {
            if (webRequest.isNetworkError || webRequest.isHttpError)
            {
                Debug.LogError("AssetBundleInfoList Download Error.");
                webRequest.Dispose();
                yield break;
            }
            yield return(null);
        }

        if (webRequest.responseCode != 200)
        {
            Debug.LogErrorFormat("Respose Error : Code = {0}", webRequest.responseCode);
            yield break;
        }

        this.assetBundleInfoList = JsonUtility.FromJson <AssetBundleInfoList>(webRequest.downloadHandler.text);
        this.assetBundleInfoList.CreateDictionary();
        webRequest.Dispose();
    }