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[Unity Asset]AssetBundle系列——游戏资源打包

转载:http://www.cnblogs.com/sifenkesi/p/3557231.html

将本地资源打包,然后放到资源服务器上供游戏客户端下载或更新。服务器上包含以下资源列表:
(1)游戏内容资源assetbundle
(2)资源维护列表,包含每个资源的名字(完整路径名)和对应的版本号[资源名,版本号],如下表所示(VersionNum.xml):

<VersionNum>  <File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" Num="1" />  <File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" Num="1" />  <File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" Num="1" />  <File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" Num="1" />  <File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" Num="1" />  <File FileName="Assets.Resources.PetTexture.Empty.assetbundle" Num="1" /></VersionNum>

那么本地客户端的资源打包编辑器就需要完成以下工作:将资源打包、生成版本号。
我们采用通过MD5码对比的方式来对版本号进行管理,如果某资源的MD5码变更了,则将其版本号+1,否则不变。那么,可以将编辑器的具体任务划分如下:
(1)将资源打包成assetbundle,并放到指定目录下
(2)为每个assetbund生成最新MD5码,用于检查资源是否有修改
(3)比较新旧MD5码列表,产生资源变更列表,对于每个变更的资源,将其版本号+1
(4)将变更列表文件也打包成assetbundle

各个平台使用的资源包时各自独立的,打包资源代码时的选项不一样,编辑器界面如下,图2中的4个按钮每个对应上述的一步操作:

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最终生成的资源目录结构如下所示:

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编辑器代码如下所示(包括菜单项和窗口):

using UnityEditor;using UnityEngine;using System.IO;using System.Collections;using System.Collections.Generic;public class AssetBundleController : EditorWindow{    public static AssetBundleController window;    public static UnityEditor.BuildTarget buildTarget = BuildTarget.StandaloneWindows;    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Windows32", false, 1)]    public static void ExecuteWindows32()    {        if (window == null)        {            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));        }        buildTarget = UnityEditor.BuildTarget.StandaloneWindows;        window.Show();    }    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For IPhone", false, 2)]    public static void ExecuteIPhone()    {        if (window == null)        {            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));        }        buildTarget = UnityEditor.BuildTarget.iPhone;        window.Show();    }    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Mac", false, 3)]    public static void ExecuteMac()    {        if (window == null)        {            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));        }        buildTarget = UnityEditor.BuildTarget.StandaloneOSXUniversal;        window.Show();    }    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For Android", false, 4)]    public static void ExecuteAndroid()    {        if (window == null)        {            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));        }        buildTarget = UnityEditor.BuildTarget.Android;        window.Show();    }    [MenuItem("XiYouEditor/AssetBundle/AssetBundle For WebPlayer", false, 5)]    public static void ExecuteWebPlayer()    {        if (window == null)        {            window = (AssetBundleController)GetWindow(typeof(AssetBundleController));        }        buildTarget = UnityEditor.BuildTarget.WebPlayer;        window.Show();    }    void OnGUI()    {        if (GUI.Button(new Rect(10f, 10f, 200f, 50f), "(1)CreateAssetBundle"))        {            CreateAssetBundle.Execute(buildTarget);            EditorUtility.DisplayDialog("", "Step (1) Completed", "OK");        }        if (GUI.Button(new Rect(10f, 80f, 200f, 50f), "(2)Generate MD5"))        {            CreateMD5List.Execute(buildTarget);            EditorUtility.DisplayDialog("", "Step (2) Completed", "OK");        }        if (GUI.Button(new Rect(10f, 150f, 200f, 50f), "(3)Compare MD5"))        {            CampareMD5ToGenerateVersionNum.Execute(buildTarget);            EditorUtility.DisplayDialog("", "Step (3) Completed", "OK");        }        if (GUI.Button(new Rect(10f, 220f, 200f, 50f), "(4)Build VersionNum.xml"))        {            CreateAssetBundleForXmlVersion.Execute(buildTarget);            EditorUtility.DisplayDialog("", "Step (4) Completed", "OK");        }    }    public static string GetPlatformPath(UnityEditor.BuildTarget target)    {        string SavePath = "";        switch (target)        {            case BuildTarget.StandaloneWindows:                SavePath = "Assets/AssetBundle/Windows32/";                break;            case BuildTarget.StandaloneWindows64:                SavePath = "Assets/AssetBundle/Windows64/";                break;            case BuildTarget.iPhone:                SavePath = "Assets/AssetBundle/IOS/";                break;            case BuildTarget.StandaloneOSXUniversal:                SavePath = "Assets/AssetBundle/Mac/";                break;            case BuildTarget.Android:                SavePath = "Assets/AssetBundle/Android/";                break;            case BuildTarget.WebPlayer:                SavePath = "Assets/AssetBundle/WebPlayer/";                break;            default:                SavePath = "Assets/AssetBundle/";                break;        }        if (Directory.Exists(SavePath) == false)            Directory.CreateDirectory(SavePath);        return SavePath;    }    public static string GetPlatformName(UnityEditor.BuildTarget target)    {        string platform = "Windows32";        switch (target)        {            case BuildTarget.StandaloneWindows:                platform = "Windows32";                break;            case BuildTarget.StandaloneWindows64:                platform = "Windows64";                break;            case BuildTarget.iPhone:                platform = "IOS";                break;            case BuildTarget.StandaloneOSXUniversal:                platform = "Mac";                break;            case BuildTarget.Android:                platform = "Android";                break;            case BuildTarget.WebPlayer:                platform = "WebPlayer";                break;            default:                break;        }        return platform;    }}

(1)将资源打包成assetbundle,并放到自定目录下:

using UnityEditor;using UnityEngine;using System.IO;using System.Collections;using System.Collections.Generic;public class CreateAssetBundle{    public static void Execute(UnityEditor.BuildTarget target)    {        string SavePath = AssetBundleController.GetPlatformPath(target);                // 当前选中的资源列表        foreach (Object o in Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets))        {            string path = AssetDatabase.GetAssetPath(o);            // 过滤掉meta文件和文件夹            if(path.Contains(".meta") || path.Contains(".") == false)                continue;            // 过滤掉UIAtlas目录下的贴图和材质(UI/Common目录下的所有资源都是UIAtlas)            if (path.Contains("UI/Common"))            {                if ((o is Texture) || (o is Material))                    continue;            }            path = SavePath + ConvertToAssetBundleName(path);            path = path.Substring(0, path.LastIndexOf(‘.‘));            path += ".assetbundle";            BuildPipeline.BuildAssetBundle(o, null, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, target);        }        // scene目录下的资源        AssetDatabase.Refresh();    }    static string ConvertToAssetBundleName(string ResName)    {        return ResName.Replace(‘/‘, ‘.‘);    }}

(2)为每个assetbund生成MD5码,用于检查资源是否有修改

using UnityEngine;using UnityEditor;using System.IO;using System.Xml;using System.Collections;using System.Collections.Generic;using System.Security.Cryptography;public class CreateMD5List{    public static void Execute(UnityEditor.BuildTarget target)    {        string platform = AssetBundleController.GetPlatformName(target);        Execute(platform);        AssetDatabase.Refresh();    }    public static void Execute(string platform)    {        Dictionary<string, string> DicFileMD5 = new Dictionary<string, string>();        MD5CryptoServiceProvider md5Generator = new MD5CryptoServiceProvider();        string dir = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform);        foreach (string filePath in Directory.GetFiles(dir))        {            if (filePath.Contains(".meta") || filePath.Contains("VersionMD5") || filePath.Contains(".xml"))                continue;            FileStream file = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.Read);            byte[] hash = md5Generator.ComputeHash(file);            string strMD5 = System.BitConverter.ToString(hash);            file.Close();            string key = filePath.Substring(dir.Length + 1, filePath.Length - dir.Length - 1);            if (DicFileMD5.ContainsKey(key) == false)                DicFileMD5.Add(key, strMD5);            else                Debug.LogWarning("<Two File has the same name> name = " + filePath);        }        string savePath = System.IO.Path.Combine(Application.dataPath, "AssetBundle/") + platform + "/VersionNum";        if (Directory.Exists(savePath) == false)            Directory.CreateDirectory(savePath);        // 删除前一版的old数据        if (File.Exists(savePath + "/VersionMD5-old.xml"))        {            System.IO.File.Delete(savePath + "/VersionMD5-old.xml");        }        // 如果之前的版本存在,则将其名字改为VersionMD5-old.xml        if (File.Exists(savePath + "/VersionMD5.xml"))        {            System.IO.File.Move(savePath + "/VersionMD5.xml", savePath + "/VersionMD5-old.xml");        }        XmlDocument XmlDoc = new XmlDocument();        XmlElement XmlRoot = XmlDoc.CreateElement("Files");        XmlDoc.AppendChild(XmlRoot);        foreach (KeyValuePair<string, string> pair in DicFileMD5)        {            XmlElement xmlElem = XmlDoc.CreateElement("File");            XmlRoot.AppendChild(xmlElem);            xmlElem.SetAttribute("FileName", pair.Key);            xmlElem.SetAttribute("MD5", pair.Value);        }        // 读取旧版本的MD5        Dictionary<string, string> dicOldMD5 = ReadMD5File(savePath + "/VersionMD5-old.xml");        // VersionMD5-old中有,而VersionMD5中没有的信息,手动添加到VersionMD5        foreach (KeyValuePair<string, string> pair in dicOldMD5)        {            if (DicFileMD5.ContainsKey(pair.Key) == false)                DicFileMD5.Add(pair.Key, pair.Value);        }        XmlDoc.Save(savePath + "/VersionMD5.xml");        XmlDoc = null;    }    static Dictionary<string, string> ReadMD5File(string fileName)    {        Dictionary<string, string> DicMD5 = new Dictionary<string, string>();        // 如果文件不存在,则直接返回        if (System.IO.File.Exists(fileName) == false)            return DicMD5;        XmlDocument XmlDoc = new XmlDocument();        XmlDoc.Load(fileName);        XmlElement XmlRoot = XmlDoc.DocumentElement;        foreach (XmlNode node in XmlRoot.ChildNodes)        {            if ((node is XmlElement) == false)                continue;            string file = (node as XmlElement).GetAttribute("FileName");            string md5 = (node as XmlElement).GetAttribute("MD5");            if (DicMD5.ContainsKey(file) == false)            {                DicMD5.Add(file, md5);            }        }        XmlRoot = null;        XmlDoc = null;        return DicMD5;    }}

MD5列表如下所示:

<Files>  <File FileName="Assets.Resources.BigLevelTexture.TestLevel.assetbundle" MD5="54-00-42-38-D5-86-43-A6-57-9D-7C-09-3A-F8-6E-10" />  <File FileName="Assets.Resources.EquipmentTexture.Test001.assetbundle" MD5="A1-19-D4-04-17-94-18-61-60-99-35-25-3F-7C-39-93" />  <File FileName="Assets.Resources.EquipmentTexture.Test002.assetbundle" MD5="CF-36-DA-C8-D2-DB-CE-FD-4A-BF-31-81-A1-D1-D2-21" />  <File FileName="Assets.Resources.EquipmentTexture.Test003.assetbundle" MD5="EF-30-78-AE-F8-F4-A0-EC-5B-4E-45-3F-1E-EF-42-44" />  <File FileName="Assets.Resources.EquipmentTexture.Test004.assetbundle" MD5="3D-5D-A7-01-D2-B1-20-5F-B9-89-C5-CB-40-96-EC-89" />  <File FileName="Assets.Resources.PetTexture.Empty.assetbundle" MD5="D9-AC-54-F8-EB-AA-1C-36-8C-2B-6C-12-37-AB-3B-48" /></Files>

(3)比较新旧MD5码,生成资源变更列表

using UnityEngine;using UnityEditor;using System.IO;using System.Xml;using System.Collections;using System.Collections.Generic;public class CampareMD5ToGenerateVersionNum{    public static void Execute(UnityEditor.BuildTarget target)    {        string platform = AssetBundleController.GetPlatformName(target);        Execute(platform);        AssetDatabase.Refresh();    }    // 对比对应版本目录下的VersionMD5和VersionMD5-old,得到最新的版本号文件VersionNum.xml    public static void Execute(string platform)    {        // 读取新旧MD5列表        string newVersionMD5 = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionMD5.xml");        string oldVersionMD5 = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionMD5-old.xml");        Dictionary<string, string> dicNewMD5Info = ReadMD5File(newVersionMD5);        Dictionary<string, string> dicOldMD5Info = ReadMD5File(oldVersionMD5);        // 读取版本号记录文件VersinNum.xml        string oldVersionNum = System.IO.Path.Combine(Application.dataPath, "AssetBundle/" + platform + "/VersionNum/VersionNum.xml");        Dictionary<string, int> dicVersionNumInfo = ReadVersionNumFile(oldVersionNum);        // 对比新旧MD5信息,并更新版本号,即对比dicNewMD5Info&&dicOldMD5Info来更新dicVersionNumInfo        foreach (KeyValuePair<string, string> newPair in dicNewMD5Info)        {            // 旧版本中有            if (dicOldMD5Info.ContainsKey(newPair.Key))            {                // MD5一样,则不变                // MD5不一样,则+1                // 容错:如果新旧MD5都有,但是还没有版本号记录的,则直接添加新纪录,并且将版本号设为1                if (dicVersionNumInfo.ContainsKey(newPair.Key) == false)                {                    dicVersionNumInfo.Add(newPair.Key, 1);                }                else if (newPair.Value != dicOldMD5Info[newPair.Key])                {                    int num = dicVersionNumInfo[newPair.Key];                    dicVersionNumInfo[newPair.Key] = num + 1;                }            }            else // 旧版本中没有,则添加新纪录,并=1            {                dicVersionNumInfo.Add(newPair.Key, 1);            }        }        // 不可能出现旧版本中有,而新版本中没有的情况,原因见生成MD5List的处理逻辑        // 存储最新的VersionNum.xml        SaveVersionNumFile(dicVersionNumInfo, oldVersionNum);    }    static Dictionary<string, string> ReadMD5File(string fileName)    {        Dictionary<string, string> DicMD5 = new Dictionary<string, string>();        // 如果文件不存在,则直接返回        if (System.IO.File.Exists(fileName) == false)            return DicMD5;        XmlDocument XmlDoc = new XmlDocument();        XmlDoc.Load(fileName);        XmlElement XmlRoot = XmlDoc.DocumentElement;        foreach (XmlNode node in XmlRoot.ChildNodes)        {            if ((node is XmlElement) == false)                continue;            string file = (node as XmlElement).GetAttribute("FileName");            string md5 = (node as XmlElement).GetAttribute("MD5");            if (DicMD5.ContainsKey(file) == false)            {                DicMD5.Add(file, md5);            }        }        XmlRoot = null;        XmlDoc = null;        return DicMD5;    }    static Dictionary<string, int> ReadVersionNumFile(string fileName)    {        Dictionary<string, int> DicVersionNum = new Dictionary<string, int>();        // 如果文件不存在,则直接返回        if (System.IO.File.Exists(fileName) == false)            return DicVersionNum;        XmlDocument XmlDoc = new XmlDocument();        XmlDoc.Load(fileName);        XmlElement XmlRoot = XmlDoc.DocumentElement;        foreach (XmlNode node in XmlRoot.ChildNodes)        {            if ((node is XmlElement) == false)                continue;            string file = (node as XmlElement).GetAttribute("FileName");            int num = XmlConvert.ToInt32((node as XmlElement).GetAttribute("Num"));            if (DicVersionNum.ContainsKey(file) == false)            {                DicVersionNum.Add(file, num);            }        }        XmlRoot = null;        XmlDoc = null;        return DicVersionNum;    }    static void SaveVersionNumFile(Dictionary<string, int> data, string savePath)    {        XmlDocument XmlDoc = new XmlDocument();        XmlElement XmlRoot = XmlDoc.CreateElement("VersionNum");        XmlDoc.AppendChild(XmlRoot);        foreach (KeyValuePair<string, int> pair in data)        {            XmlElement xmlElem = XmlDoc.CreateElement("File");            XmlRoot.AppendChild(xmlElem);            xmlElem.SetAttribute("FileName", pair.Key);            xmlElem.SetAttribute("Num", XmlConvert.ToString(pair.Value));        }        XmlDoc.Save(savePath);        XmlRoot = null;        XmlDoc = null;    }}

如下图所示,根据VersionMD5.xml和VersionMD5-old.xml对比产生VersionNum.xml:

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(4)将变更列表文件也打包成assetbundle

也就是讲VersionNum.xml打包后供下载:

using UnityEditor;using UnityEngine;using System.IO;using System.Collections;using System.Collections.Generic;public class CreateAssetBundleForXmlVersion{    public static void Execute(UnityEditor.BuildTarget target)    {        string SavePath = AssetBundleController.GetPlatformPath(target);        Object obj = AssetDatabase.LoadAssetAtPath(SavePath + "VersionNum/VersionNum.xml", typeof(Object));        BuildPipeline.BuildAssetBundle(obj, null, SavePath + "VersionNum/VersionNum.assetbundle", BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.DeterministicAssetBundle, target);        AssetDatabase.Refresh();    }    static string ConvertToAssetBundleName(string ResName)    {        return ResName.Replace(‘/‘, ‘.‘);    }}

 

[Unity Asset]AssetBundle系列——游戏资源打包