首页 > 代码库 > u3d 加密资源并缓存加载

u3d 加密资源并缓存加载

// C# Example     // Builds an asset bundle from the selected objects in the project view.     // Once compiled go to "Menu" -> "Assets" and select one of the choices     // to build the Asset Bundle           using UnityEngine;     using UnityEditor;     using System.IO;     public class ExportAssetBundles {         [MenuItem("Assets/Build AssetBundle Binary file From Selection - Track dependencies ")]         static void ExportResource () {             // Bring up save panel             string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");             if (path.Length != 0) {                 // Build the resource file from the active selection.                 Object[] selection = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);                 BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets);                 Selection.objects = selection;                                         FileStream fs = new FileStream(path,FileMode.Open,FileAccess.ReadWrite);                 byte[] buff = new byte[fs.Length+1];                 fs.Read(buff,0,(int)fs.Length);                 buff[buff.Length-1] = 0;                 fs.Close();                 File.Delete(path);                               string BinPath = path.Substring(0,path.LastIndexOf(.))+".bytes";  //             FileStream cfs = new FileStream(BinPath,FileMode.Create);                 cfs.Write(buff,0,buff.Length);                 buff =null;                 cfs.Close();                   //              string AssetsPath = BinPath.Substring(BinPath.IndexOf("Assets")); //              Object ta = AssetDatabase.LoadAssetAtPath(AssetsPath,typeof(Object)); //              BuildPipeline.BuildAssetBundle(ta, null, path);             }         }         [MenuItem("Assets/Build AssetBundle From Selection - No dependency tracking")]         static void ExportResourceNoTrack () {             // Bring up save panel             string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d");             if (path.Length != 0) {                 // Build the resource file from the active selection.                 BuildPipeline.BuildAssetBundle(Selection.activeObject, Selection.objects, path);             }         }                     } 

  把打包的文件转换成了binary文件并多加了一个字节加密。

  当bytes文件生成好后再选中它,使用"Assets/Build AssetBundle From Selection - No dependency tracking"再次打包。

using UnityEngine;using System.Collections;using System;public class WWWLoadTest : MonoBehaviour{    public string BundleURL;    public string AssetName;    IEnumerator Start()    {          WWW www =WWW.LoadFromCacheOrDownload(BundleURL,2);                yield return www;                TextAsset txt = www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset;                byte[]  data =http://www.mamicode.com/ txt.bytes;                byte[] decryptedData =http://www.mamicode.com/ Decryption(data);        Debug.LogError("decryptedData length:"+decryptedData.Length);        StartCoroutine(LoadBundle(decryptedData));    }        IEnumerator LoadBundle(byte[] decryptedData){                AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);                    yield return acr;        AssetBundle bundle = acr.assetBundle;                Instantiate(bundle.Load(AssetName));            }        byte[] Decryption(byte[] data){        byte[] tmp = new byte[data.Length-1];        for(int i=0;i<data.Length-1;i++){            tmp[i] = data[i];            }        return tmp;            }    }

 

WWW.LoadFromCacheOrDownload的作用就是下载并缓存资源,要注意后面的版本号参数,如果替换了资源却没有更新版本号,客户端依然会加载缓存中的文件。

www.assetBundle.Load("characters",typeof(TextAsset)) as TextAsset  //characters是加密文件的名字

AssetBundleCreateRequest acr = AssetBundle.CreateFromMemory(decryptedData);           

这句是官网最坑爹的,AssetBundle.CreateFromMemory明明返回的是AssetBundleCreateRequest官网却写得是AssetBundle,而且AssetBundleCreateRequest是一个异步加载,必须用协程的方式加载官网也没有提到。跟多兄弟就倒在了这里

完。