/// <summary> /// Initializes asset bundle namager and starts download of manifest asset bundle. /// Returns the manifest asset bundle downolad operation object. /// </summary> static public AssetBundleLoadManifestOperation Initialize() { #if UNITY_EDITOR SimulateAssetBundleInEditor = false; #endif return(Initialize(AssetsUtility.GetPlatformName())); }
public static void BuildAllAssetBundles() { string assetBundleDirectory = "Assets/StreamingAssets/AssetBundle/" + AssetsUtility.GetPlatformName() + "/"; // BuildPipeline.BuildAssetBundles (assetBundleDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); if (!Directory.Exists(assetBundleDirectory)) { Directory.CreateDirectory(assetBundleDirectory); } //第一个参数获取的是AssetBundle存放的相对地址。 BuildPipeline.BuildAssetBundles( assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DeterministicAssetBundle | BuildAssetBundleOptions.ForceRebuildAssetBundle, target); AssetDatabase.Refresh(); //BuildAssetBundleOptions.ForceRebuildAssetBundle }
public static AssetBundle LoadAB(string abPath) { if (abDic.ContainsKey(abPath) == true) { return(abDic [abPath]); } if (manifest == null) { AssetBundle manifestBundle = AssetBundle.LoadFromFile(AssetsManager.ASSETBUNDLE_PATH + AssetsManager.ASSETBUNDLE_FILENAME + "/" + AssetsUtility.GetPlatformName()); Debug.Log(AssetsManager.ASSETBUNDLE_PATH + AssetsManager.ASSETBUNDLE_FILENAME); manifest = (AssetBundleManifest)manifestBundle.LoadAsset("AssetBundleManifest"); } if (manifest != null) { // 2.获取依赖文件列表 string [] cubedepends = manifest.GetAllDependencies(abPath); for (int index = 0; index < cubedepends.Length; index++) { //Debug.Log(cubedepends[index]); // 3.加载所有的依赖资源 LoadAB(cubedepends [index]); } // 4.加载资源 abDic [abPath] = AssetBundle.LoadFromFile(AssetsManager.ASSETBUNDLE_PATH + abPath); return(abDic [abPath]); } return(null); }