1.先创建Asset序列化(单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性),配置好ConfigAB表


/*              #########
############
#############
## ###########
### ###### #####
### ####### ####
### ########## ####
#### ########### ####
#### ########### #####
##### ### ######## #####
##### ### ######## ######
###### ### ########### ######
###### #### ############## ######
####### ##################### ######
####### ###################### ######
####### ###### ################# ######
####### ###### ###### ######### ######
####### ## ###### ###### ######
####### ###### ##### #####
###### ##### ##### ####
##### #### ##### ###
##### ### ### #
### ### ###
## ### ###
__________#_______####_______####______________
身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
我们的未来没有BUG
* ==============================================================================
* Filename: ABConfig
* Created:
* Author: WYC
* Purpose:
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine; [CreateAssetMenu(fileName = "ABConfig",menuName = "CreateABConfig",order = )]
public class ABConfig : ScriptableObject { //单个文件夹所在文件夹路径,会遍历这个文件夹所有的Prefab,所有的Prefab名字不能重复,必须保证名字得唯一性
public List<string> m_AllPrefabPath = new List<string>();
public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>(); [System.Serializable]
public struct FileDirABName
{
public string ABName;
public string Path;
}
}

2. 打包加载 AssetBundle

/*              #########
############
#############
## ###########
### ###### #####
### ####### ####
### ########## ####
#### ########### ####
#### ########### #####
##### ### ######## #####
##### ### ######## ######
###### ### ########### ######
###### #### ############## ######
####### ##################### ######
####### ###################### ######
####### ###### ################# ######
####### ###### ###### ######### ######
####### ## ###### ###### ######
####### ###### ##### #####
###### ##### ##### ####
##### #### ##### ###
##### ### ### #
### ### ###
## ### ###
__________#_______####_______####______________
身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
我们的未来没有BUG
* ==============================================================================
* Filename: BundleEditor
* Created:
* Author: WYC
* Purpose: 打包加载 AssetBundle
* ==============================================================================
*/
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml.Serialization;
using System.Runtime.Serialization.Formatters.Binary; public class BundleEditor
{
private static string m_BunleTargetPath = Application.streamingAssetsPath;
private static string ABCONGFIGPATH = "Assets/Editor/ABConfig.asset";
//key是AB包名,value是路径,所有文件AB包dic
private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>();
//过滤的list
private static List<string> m_AllFileAB = new List<string>();
//单个Prefab的AB包
private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
//存储所有有效路径
private static List<string> m_ConfigFile = new List<string>();
//标签
[MenuItem("Tools/AB打包")]
public static void Build()
{
//AssetBundle打包设置
m_AllFileAB.Clear();
m_AllFileDir.Clear();
m_AllPrefabDir.Clear();
m_ConfigFile.Clear();
ABConfig abconfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONGFIGPATH);
foreach (ABConfig.FileDirABName f in abconfig.m_AllFileDirAB)
{
if (m_AllFileDir.ContainsKey(f.ABName))
{
Debug.LogError("AB包配置名字重复,请检查!");
}
else
{
m_AllFileDir.Add(f.ABName, f.Path);
m_AllFileAB.Add(f.Path);
m_ConfigFile.Add(f.Path);
}
}
string[] allStr = AssetDatabase.FindAssets("t:Prefab", abconfig.m_AllPrefabPath.ToArray());//加载预设体
for (int i = ; i < allStr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
//加载进度条
EditorUtility.DisplayProgressBar("查找Prefab", "Prefab" + path, i * 1.0f / allStr.Length);
m_ConfigFile.Add(path);
if (!ContainAllFileAB(path))
{
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
string[] allDepend = AssetDatabase.GetDependencies(path);
List<string> allDependPath = new List<string>();
for (int j = ; j < allDepend.Length; j++)
{
//Debug.Log(allDepend[j]);
if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
{
m_AllFileAB.Add(allDepend[j]);
allDependPath.Add(allDepend[j]);
}
}
if (m_AllPrefabDir.ContainsKey(obj.name))
{
Debug.LogError("存在相同名字的Prefab名字" + obj.name);
}
else
{
m_AllPrefabDir.Add(obj.name, allDependPath);
}
}
}
foreach (string name in m_AllFileDir.Keys)
{
SetABName(name, m_AllFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
} BunildAssetBunble(); //清除老的AB包设置
string[] oldNameAB = AssetDatabase.GetAllAssetBundleNames();
for (int i = ; i < oldNameAB.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldNameAB[i], true);
EditorUtility.DisplayProgressBar("清除AB包名", "名字" + oldNameAB[i], i * 1.0f / oldNameAB.Length);
} AssetDatabase.Refresh();//编辑器的刷新
EditorUtility.ClearProgressBar();//清除进度条 } //开始AB打包
static void BunildAssetBunble()
{
string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
//key 为全路径 value为包名
Dictionary<string, string> resPathDic = new Dictionary<string, string>();
for (int i = ; i < allBundles.Length; i++)
{
string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
for (int j = ; j < allBundlePath.Length; j++)
{
if (allBundlePath[j].EndsWith(".cs"))
{
continue;
}
Debug.Log("此AB包:" + allBundles[i] + "下面包含的资源文件路径:" + allBundlePath[j]);
if (ValidPath(allBundlePath[j]))
{
resPathDic.Add(allBundlePath[j], allBundles[i]);
}
}
} DeleteAB();
WriteDate(resPathDic); BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
//生成自己的AB配置表
static void WriteDate(Dictionary<string, string> resPathDic)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABList = new List<ABBase>();
foreach (string s in resPathDic.Keys)
{
ABBase aBBase = new ABBase();
aBBase.Path = s;
aBBase.Crc = CRC32.GetCRC32(s);
aBBase.ABName = resPathDic[s];
aBBase.AssetName = s.Remove(, s.LastIndexOf("/") + );
aBBase.ABDependce = new List<string>();
string[] resDependce = AssetDatabase.GetDependencies(s);
for (int i = ; i < resDependce.Length; i++)
{
string tempPath = resDependce[i];
if (tempPath == s || s.EndsWith(".cs"))
{
continue;
}
string abName = "";
if (resPathDic.TryGetValue(tempPath, out abName))
{
if (abName == resPathDic[s])
{
continue;
}
if (!aBBase.ABDependce.Contains(abName))
{
aBBase.ABDependce.Add(abName);
}
}
}
config.ABList.Add(aBBase);
}
//写入XML
string xmlPath = Application.dataPath + "/Resources/XML/AssetBundleConfig.xml";
if (File.Exists(xmlPath))
{
File.Delete(xmlPath);
}
using (FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite))
{
using (StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8))
{
XmlSerializer xml = new XmlSerializer(config.GetType());
xml.Serialize(sw, config);
}
}
//写入二进制
foreach (ABBase a in config.ABList)
{
a.Path = "";
}
string batysPath = Application.dataPath + "/Resources/Bytes/AssetBundleConfig.bytes";
if (File.Exists(batysPath))
{
File.Delete(batysPath);
}
using (FileStream fileStream = new FileStream(batysPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite))
{
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fileStream, config);
}
} //删除多余的AB包资源
static void DeleteAB()
{
string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo info = new DirectoryInfo(m_BunleTargetPath);
FileInfo[] files = info.GetFiles("*", SearchOption.AllDirectories);
for (int i = ; i < files.Length; i++)
{
if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta"))
{
continue;
}
else
{
Debug.Log("此AB包已经改名字了: " + files[i].Name);
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
}
}
}
static bool ConatinABName(string name, string[] strs)
{
for (int i = ; i < strs.Length; i++)
{
if (name == strs[i])
{
return true;
}
}
return false;
} //设置AB包名字
static void SetABName(string name, string path)
{
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if (assetImporter == null)
{
Debug.LogError("不存在的路径文件" + path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name, List<string> paths)
{
for (int i = ; i < paths.Count; i++)
{
SetABName(name, paths[i]);
}
} //过滤的list 有没有重复的路径
static bool ContainAllFileAB(string path)
{
for (int i = ; i < m_AllFileAB.Count; i++)
{
if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i], "")[] == '/')))
{
return true;
}
}
return false;
} //是否有效路径
static bool ValidPath(string path)
{
for (int i = ; i < m_ConfigFile.Count; i++)
{
if (path.Contains(m_ConfigFile[i]))
{
return true;
}
}
return false;
}
}

(注意以上2个脚本需要放在Editor文件夹里面)

3、完善一下AB配置表类

/*              #########
############
#############
## ###########
### ###### #####
### ####### ####
### ########## ####
#### ########### ####
#### ########### #####
##### ### ######## #####
##### ### ######## ######
###### ### ########### ######
###### #### ############## ######
####### ##################### ######
####### ###################### ######
####### ###### ################# ######
####### ###### ###### ######### ######
####### ## ###### ###### ######
####### ###### ##### #####
###### ##### ##### ####
##### #### ##### ###
##### ### ### #
### ### ###
## ### ###
__________#_______####_______####______________
身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
我们的未来没有BUG
* ==============================================================================
* Filename: AssetBundleConfig
* Created:
* Author: WYC
* Purpose:
* ==============================================================================
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Xml.Serialization; [System.Serializable]
public class AssetBundleConfig {
[XmlElement("ABList")]
public List<ABBase> ABList { get; set; }
}
[System.Serializable]
public class ABBase
{
[XmlAttribute("Path")]
public string Path { get; set; }
[XmlAttribute("Crc")]
public uint Crc { get; set; }
[XmlAttribute("ABName")]
public string ABName { get; set; }
[XmlAttribute("AssetName")]
public string AssetName { get; set; }
[XmlElement("ABDependce")]
public List<string> ABDependce { get; set; }
}
/*              #########
############
#############
## ###########
### ###### #####
### ####### ####
### ########## ####
#### ########### ####
#### ########### #####
##### ### ######## #####
##### ### ######## ######
###### ### ########### ######
###### #### ############## ######
####### ##################### ######
####### ###################### ######
####### ###### ################# ######
####### ###### ###### ######### ######
####### ## ###### ###### ######
####### ###### ##### #####
###### ##### ##### ####
##### #### ##### ###
##### ### ### #
### ### ###
## ### ###
__________#_______####_______####______________
身是菩提树,心如明镜台,时时勤拂拭,勿使惹尘埃。
我们的未来没有BUG
* ==============================================================================
* Filename: CRC32
* Created:
* Author: WYC
* Purpose:
* ==============================================================================
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class CRC32 {
//crc表
static UInt32[] crcTable =
{
0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,
0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,
0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,
0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,
0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,
0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,
0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,
0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,
0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,
0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,
0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,
0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,
0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,
0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,
0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,
0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,
0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,
0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,
0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,
0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,
0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,
0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,
0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,
0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,
0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,
0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,
0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,
0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,
0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,
0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,
0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,
0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4
}; //返回字符串的crc
public static uint GetCRC32(string msg)
{
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(msg);
int iCount = bytes.Length;
uint crc = 0xFFFFFFFF;
for (int i = ; i < iCount; i++)
{
crc = (crc << ) ^ crcTable[(crc >> ) ^ bytes[i]];
}
return crc;
}
}

4.先工具栏初始化运行 Tool/AB打包   然后反序列化加载  测试代码如下

 void TextLoadAB()
{
TextAsset textAsset = Resources.Load<TextAsset>("Bytes/AssetBundleConfig");
using (MemoryStream stream = new MemoryStream(textAsset.bytes))
{
BinaryFormatter binaryFormatter = new BinaryFormatter();
AssetBundleConfig textSerilize = (AssetBundleConfig)binaryFormatter.Deserialize(stream);
string path = "Assets/GameData/Prefabs/Attack.prefab";
uint crc = CRC32.GetCRC32(path);
Debug.Log(textSerilize.ABList.Count);
ABBase aBBase = null; for (int i = 0; i < textSerilize.ABList.Count; i++)
{ if (textSerilize.ABList[i].Crc == crc)
{
aBBase = textSerilize.ABList[i];
}
Debug.Log(textSerilize.ABList[i].Path);
} for (int i = 0; i < aBBase.ABDependce.Count; i++)
{
Debug.Log(aBBase.ABDependce[i]);
AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABDependce[i]);
}
AssetBundle assetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + aBBase.ABName);
GameObject obj = GameObject.Instantiate(assetBundle.LoadAsset<GameObject>(aBBase.ABName));
}
}

  

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