Unity

Addressable是Unity推出的打ab包方案,自动依赖;

不需要手动写AB打包方案,不需要关心依赖;

提供本地远程服务异步加载;

打包粒度可调节;

1.Group

Addressable打包需要先将资源放入Group中,按group来打包,每个group对应一个ScriptableObject配置可调节;

Group可以调节包体是本地加载还是远程服务器加载;

可调节压缩方式,是否缓存,请求超时时间等;

image-20220515195301242

打包粒度:

同一Group可选择一起打包,完全分开打包和按标签打包;

同一标签会打成一个ab包,一个资源可选择多个标签;

这里设置Group中的打包粒度;

image-20220515195444849

2.Build

直接将资源拖进对应的分组;

image-20220515200525999

或在资源Inspector界面勾选addressable,资源会自动根据路径生成一个Name(用于加载);

image-20220515200446115

打包资源点击Build-NewBuild-Default Build;

Update是再打过包的基础上,更新资源,热更新时候用到;

image-20220515200032183

Profiles界面设置本地远程加载资源的路径

image-20220515200637866

Addressable提供了本地服务器hosting界面,设置好端口点enable即可,或者使用其他服务器测试也可;

3.Load

3.1加载方式

根据Name加载

Addressables加载需要上面Group中资源的Name=>参数path;

LoadAssetAsync加载完成后返回handle,可以用于释放资源;

因为异步加载资源无法及时返回加载后的资源,可以使用委托加载完成后,接收或操作资源;

public static AsyncOperationHandle<GameObject> LoadPrefab(string path, Action<GameObject> onComplete, bool isInstantiate = true) {     var handle = Addressables.LoadAssetAsync<GameObject>(path);     handle.Completed += (obj) =>     {         GameObject go = obj.Result;          if (isInstantiate)         {             go = GameObject.Instantiate(go);             go.name = go.name.Substring(0, go.name.Length - 7);         }         onComplete(go);     };     return handle; }  //提供直接实例化函数 Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Completed += (obj) => {     // 已实例化的物体     GameObject cubeObj = obj.Result; }; 

可以使用async,await方式加载资源,可以直接接收结果;C#async&await&Task

但是webgl可能无法调用,js不支持多线程;

private async void InstantiateCube() {  GameObject prefabObj = await Addressables.LoadAssetAsync<GameObject>("Assets/Prefabs/Cube.prefab").Task;  GameObject cubeObj = Instantiate(prefabObj);     // InstantiateAsync方法  // GameObject cubeObj = await Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Task; } 
根据AssetReference加载

在Inspector界面,将需要加载的文件拖动赋值给AssetReference;

public AssetReference spherePrefabRef; void Start() {     spherePrefabRef.LoadAssetAsync<GameObject>().Completed += (obj) =>   {   GameObject spherePrefab = obj.Result;   GameObject sphereObj = Instantiate(spherePrefab);  }; }  //通过标签引用,可以批量加载同标签所有资源 AssetLabelReference label;  Addressables.LoadAssetsAsync<Texture2D>(textureLabel, (t) => {      //每加载完一次会回调一次     Logger.Log(t.name); }); 

3.2加载类型

上面Prefab加载已经写了;下面来加载图片,音频和场景;

//图片 Addressables.LoadAssetAsync<Texture2D>("Assets/Textures/a.jpg").Completed += (obj) => {     Texture2D tex2D = obj.Result;     img.texture = tex2D;     img.GetComponent<RectTransform>().sizeDelta = new Vector2(tex2D.width, tex2D.height); };  //textrue2D转sprite Texture2D tex; Sprite sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);  //场景 var handle = Addressables.LoadSceneAsync("Assets/Scenes/GameScene.unity"); if (handle.Status == AsyncOperationStatus.Failed) {     Debug.LogError("ERROR: " + handle.OperationException.ToString());     yield break; } //加载百分比 while (!handle.IsDone) {  float percentage = handle.PercentComplete;  yield return null; }  //音频 Addressables.LoadAssetAsync<AudioClip>("Assets/Scenes/1.ogg"); 

3.3资源释放

加载的资源销毁组件后并不会销毁资源;(prefab不用如此释放)

直接释放资源,或者释放handle都可;

Addressables.Release(tex2D); Addressables.Release(handle);  

3.4PlayMode:

第一个不使用AB加载,开发时候用;

第二个模拟ab加载;

第三个会根据LoadPath去加载真实的AB包读取资源,必须先Build;

image-20220515195628905

4.热更新

Addressables更新流程:

CheckForCatalogUpdates ->检测更新;

UpdateCatalogs -> 下载Catalogs文件;

GetDownloadSizeAsync ->获取更新资源大小;

DownloadDependenciesAsync->下载更新资源;

中途断网强退,使用AsyncOperationHandle的Status判断;

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.AddressableAssets.ResourceLocators; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.UI;  public class CheckUpdateAndDownload : MonoBehaviour {     public Text updateText;      void Start()     {         StartCoroutine(UpdateAddressable());     }      private IEnumerator UpdateAddressable()     {         AsyncOperationHandle<IResourceLocator> initHandle = Addressables.InitializeAsync();         yield return initHandle;          // 检测更新         var checkHandle = Addressables.CheckForCatalogUpdates(true);         yield return checkHandle;         if (checkHandle.Status != AsyncOperationStatus.Succeeded)         {             Debug.LogError("CheckForCatalogUpdates Error/n" + checkHandle.OperationException.ToString());             yield break;         }          if (checkHandle.Result.Count > 0)         {             var updateHandle = Addressables.UpdateCatalogs(checkHandle.Result, true);             yield return updateHandle;              if (updateHandle.Status != AsyncOperationStatus.Succeeded)             {                 Debug.LogError("UpdateCatalogs Error/n" + updateHandle.OperationException.ToString());                 yield break;             }              // 更新列表迭代器             List<IResourceLocator> locators = updateHandle.Result;             foreach (var locator in locators)             {                 List<object> keys = new List<object>();                 keys.AddRange(locator.Keys);                 // 获取待下载的文件总大小                 var sizeHandle = Addressables.GetDownloadSizeAsync(keys.GetEnumerator());                 yield return sizeHandle;                 if (sizeHandle.Status != AsyncOperationStatus.Succeeded)                 {                     Debug.LogError("GetDownloadSizeAsync Error/n" + sizeHandle.OperationException.ToString());                     yield break;                 }                  long totalDownloadSize = sizeHandle.Result;                 updateText.text = updateText.text + "/ndownload size : " + totalDownloadSize;                 Debug.Log("download size : " + totalDownloadSize);                 if (totalDownloadSize > 0)                 {                     // 下载                     var downloadHandle = Addressables.DownloadDependenciesAsync(keys, true);                     while (!downloadHandle.IsDone)                     {                         if (downloadHandle.Status == AsyncOperationStatus.Failed)                         {                             Debug.LogError("DownloadDependenciesAsync Error/n" + downloadHandle.OperationException.ToString());                             yield break;                         }                         // 下载进度                         float percentage = downloadHandle.PercentComplete;                         Debug.Log($"已下载: {percentage}");                         updateText.text = updateText.text + $"/n已下载: {percentage}";                         yield return null;                     }                     if (downloadHandle.Status == AsyncOperationStatus.Succeeded)                     {                         Debug.Log("下载完毕!");                         updateText.text = updateText.text + "/n下载完毕";                     }                 }             }         }         else         {             updateText.text = updateText.text + "/n没有检测到更新";         }     } } 

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