遊戲底層資源管理載入框架(二) ------ AssetBundle打包管理
阿新 • • 發佈:2018-12-29
一.打包策略
二.自定義打包配置表
1.新建ABConfig指令碼
[CreateAssetMenu(fileName ="ABConfig",menuName = "CreateABConfig",order = 0)] public class ABConfig : ScriptableObject { //單個檔案所在資料夾路徑,會遍歷這個資料夾下所有prefab(一般單個檔案打包都是打包prefab) //所有的prefab的名字都不能重複,必須保證名字的唯一性 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; } }
在editor資料夾下右鍵
2.配置要打包的檔案及資料夾路徑
三.生成AB包
思路 :
1,根據單個檔案和資料夾設定AB包
2,剔除冗餘AB包
3,生成AB包配置表
整體程式碼:
public class BundleEditor { private static string m_BunleTargetPath = Application.dataPath+"/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString(); //配置檔案的路徑 private static string ABCONFIGPATH = "Assets/RealFram/Editor/Resource/ABConfig.asset"; private static string ABBYTEPATH = RealConfig.GetRealFram().m_ABBytePath; //key:ab包名,value : 路徑 所有資料夾ab包dir private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>(); //過濾的list private static List<string> m_AllFileAB = new List<string>(); //單個prefab的ab包 private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>(); //儲存所有有效路徑 private static List<string> m_ConfigFil = new List<string>(); [MenuItem("Tools/打包")] public static void Build() { DataEditor.AllXmlToBinary(); m_ConfigFil.Clear(); m_AllFileAB.Clear(); m_AllFileDir.Clear(); m_AllPrefabDir.Clear(); //將AB打包在StreamingAssets資料夾下,注意先建立該資料夾 //BuildPipeline.BuildAssetBundles(m_BundleTargetPath, // BuildAssetBundleOptions.ChunkBasedCompression,EditorUserBuildSettings.activeBuildTarget); //AssetDatabase.Refresh(); //編輯器的重新整理 ABConfig abConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIGPATH); //剔除重複路徑,將單個檔案及資料夾的路徑儲存下來 //先處理資料夾再處理單個檔案,因為有可能prefab依賴某個檔案中的東西,所以要進行過濾 foreach (ABConfig.FileDirABName fileDir in abConfig.m_AllFileDirAB) { if (m_AllFileDir.ContainsKey(fileDir.ABName)) { Debug.LogError("AB包配置名字重複,請檢查!"); } else { m_AllFileDir.Add(fileDir.ABName, fileDir.Path); //儲存已打包的AB包路徑 m_AllFileAB.Add(fileDir.Path); m_ConfigFil.Add(fileDir.Path); } } string[] allStr = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabPath.ToArray()); for (int i = 0; i < allStr.Length; i++) { string path = AssetDatabase.GUIDToAssetPath(allStr[i]); //出現進度條 EditorUtility.DisplayProgressBar("查詢Prefab", "Prefab:" + path, i * 1.0f / allStr.Length); m_ConfigFil.Add(path); if (!ContainAllFileAB(path)) { //將prefab以及他所依賴的包一起打包 GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path); string[] allDepend = AssetDatabase.GetDependencies(path); //建立的目的就是儲存過濾後的所有路徑 List<string> allDependPath = new List<string>(); for (int j = 0; j < allDepend.Length; j++) { if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs")) { //新增到過濾中 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); } } } //點選打包之後可以看見更改的檔案的.meta檔案改變 //資料夾設定ABName foreach (string name in m_AllFileDir.Keys) { SetABName(name, m_AllFileDir[name]); } foreach (string name in m_AllPrefabDir.Keys) { SetABName(name, m_AllPrefabDir[name]); } ////編輯器進行重新整理和載入,重新設定.meta檔案,打包時間會被拉長 ////因此在設定的時候儘量不要寫這個,完全處於記憶體的時候才考慮 //AssetDatabase.SaveAssets(); //AssetDatabase.Refresh(); //打包 BunildAssetBundle(); //清除AB包名,因為上面更改了.meta檔案,我們很多時候會使用svn或者git,有可能會導致一不小心上傳特別亂 string[] oldABNames = AssetDatabase.GetAllAssetBundleNames(); for (int i = 0; i < oldABNames.Length; i++) { AssetDatabase.RemoveAssetBundleName(oldABNames[i], true); EditorUtility.DisplayProgressBar("清除AB包名", "名字:" + oldABNames[i], i * 1.0f / oldABNames.Length); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.ClearProgressBar(); } static void SetABName(string name, string path) { AssetImporter assetImporter = AssetImporter.GetAtPath(path); if (assetImporter == null) { Debug.LogError("不存在此路徑檔案:" + path); } else { assetImporter.assetBundleName = name; } } static void SetABName(string name, List<string> paths) { for (int i = 0; i < paths.Count; i++) { SetABName(name, paths[i]); } } static void BunildAssetBundle() { string[] allBundles = AssetDatabase.GetAllAssetBundleNames(); //key : 為全路徑 value :為名字 Dictionary<string, string> resPathDic = new Dictionary<string, string>(); for (int i = 0; i < allBundles.Length; i++) { string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]); for (int j = 0; j < allBundlePath.Length; j++) { //判斷有沒有包含指令碼檔案 if (allBundlePath[j].EndsWith(".cs")) continue; Debug.Log("此AB包:" + allBundles[i] + "下面包含的資原始檔路徑:" + allBundlePath[j]); if (ValidPath(allBundlePath[j])) { resPathDic.Add(allBundlePath[j], allBundles[i]); } } } if (!Directory.Exists(m_BunleTargetPath)) { Directory.CreateDirectory(m_BunleTargetPath); } //清除無用的AB包,比如之前存在的AB包 DeleteAB(); //生成自己的配置表 WriteData(resPathDic); AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); if (manifest == null) { Debug.LogError("AssetBundle 打包失敗!"); } else { Debug.Log("AssetBundle 打包完畢"); } } //寫入資料 //resPathDic : 路徑對應的AB包 static void WriteData(Dictionary<string ,string> resPathDic) { AssetBundleConfig config = new AssetBundleConfig(); config.ABList = new List<ABBase>(); foreach (string path in resPathDic.Keys) { //進行賦值 ABBase abBase = new ABBase(); abBase.Path = path; abBase.Crc = Crc32.GetCrc32(path); abBase.ABName = resPathDic[path]; abBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1); abBase.ABDependce = new List<string>(); string[] resDependce = AssetDatabase.GetDependencies(path); for (int i = 0; i < resDependce.Length; i++) { string tempPath = resDependce[i]; //排除自身與指令碼檔案 if (tempPath == path || path.EndsWith(".cs")) continue; string abName = ""; //所依賴的資源是不是在其他AB包裡面 if (resPathDic.TryGetValue(tempPath, out abName)) { if (abName == resPathDic[path]) continue; //判斷是否已經新增到aBBase包裡面 if (!abBase.ABDependce.Contains(abName)) { abBase.ABDependce.Add(abName); } } } config.ABList.Add(abBase); } //寫入xml string xmlPath = Application.dataPath + "/AssetbundleConfig.xml"; if (File.Exists(xmlPath)) File.Delete(xmlPath); FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite); StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8); XmlSerializer xs = new XmlSerializer(config.GetType()); xs.Serialize(sw, config); sw.Close(); fileStream.Close(); //AssetBundleConfig.bytes放在streamingAssetsPath資料夾下載入不到,不知什麼原因,因此將bytes資料夾打包成AB包,也就是streamingasset資料夾下全是AB包 //注意Assets/GameData/Data第一次執行是沒有該二進位制檔案的,因此打包要打兩次 //寫入二進位制 foreach (ABBase abBase in config.ABList) { abBase.Path = ""; } FileStream fs = new FileStream(ABBYTEPATH, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite); fs.Seek(0, SeekOrigin.Begin); fs.SetLength(0); BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(fs, config); fs.Close(); AssetDatabase.Refresh(); SetABName("assetbundleconfig", ABBYTEPATH); } /// <summary> /// 刪除無用/冗餘AB包 /// </summary> static void DeleteAB() { //現在要打包的所有AB包名 string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames(); DirectoryInfo direction = new DirectoryInfo(m_BunleTargetPath); FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories); for (int i = 0; i < files.Length; i++) { //判斷當前檔名是否是要打包的AB包名 if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta")|| files[i].Name.EndsWith(".manifest") || files[i].Name.EndsWith("assetbundleconfig")) { continue; } else { //刪除多餘的AB包 Debug.Log("此AB包已經被刪或者改名了:" + files[i].Name); if (File.Exists(files[i].FullName)) { File.Delete(files[i].FullName); } if(File.Exists(files[i].FullName + ".manifest")) { File.Delete(files[i].FullName + ".manifest"); } } } } /// <summary> /// 遍歷資料夾裡的檔名與設定的所有AB包進行檢查判斷,判斷當前檔名是否是要打包的AB包名,有就代表不需刪除,沒有代表要刪除 /// </summary> /// <param name="name"></param> /// <param name="strs"></param> /// <returns></returns> static bool ConatinABName(string name, string[] strs) { for (int i = 0; i < strs.Length; i++) { if (name == strs[i]) return true; } return false; } /// <summary> /// 是否包含在已經有的AB包裡,做來做AB包冗餘剔除 /// </summary> /// <param name="path"></param> /// <returns></returns> static bool ContainAllFileAB(string path) { for (int i = 0; i < m_AllFileAB.Count; i++) { //為了排除資料夾相似,因此要判斷一下包含之後還要判斷第一個字元為/,保證是該資料夾下的子檔案 if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i],"")[0] == '/'))) return true; } return false; } /// <summary> /// 判斷是否是有效路徑,包含prefabs路徑或者資料夾路徑就認為是有效路徑 /// </summary> /// <param name="path"></param> /// <returns></returns> static bool ValidPath(string path) { for (int i = 0; i < m_ConfigFil.Count; i++) { if (path.Contains(m_ConfigFil[i])) { return true; } } return false; } }
Crc校驗程式碼(直接用path也是可以的,這裡呢是做個簡單的轉化罷了,crc是uint佔的位元組比string少,生成的表會小很多,其實去看unity本身的也是crc。所以就直接使用了crc) :
public class Crc32 { 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 }; public static uint GetCrc32(byte[] bytes) { uint iCount = (uint)bytes.Length; uint crc = 0xFFFFFFFF; for (uint i = 0; i < iCount; i++) { crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]]; } return crc; } public static uint GetCrc32(string msg) { byte[] bytes = Encoding.UTF8.GetBytes(msg); return GetCrc32(bytes); } }
自定義配置表結構(後面載入AB包需要用到):
[System.Serializable]
public class AssetBundleConfig
{
[XmlElement("ABList")]
public List<ABBase> ABList { get; set; }
}
[System.Serializable]
public class ABBase
{
//(全路徑,方便後面載入資源)只是為了看對不對,如果為了優化流程,可以去掉
[XmlAttribute("Path")]
//根據路徑找到AB包
//檔案的唯一標識
public string Path{ get; set; }
[XmlAttribute("Crc")]
public uint Crc { get; set; }
[XmlAttribute("ABName")]
public string ABName { get; set; }
//資源名
[XmlAttribute("AssetName")]
public string AssetName { get; set; }
//載入所依賴其他的AB包
[XmlElement("ABDependce")]
public List<string> ABDependce { get; set; }
}
測試 :
完成後(這裡多了很多包,僅供提示) :
這裡面二進位制檔案儲存的路徑是框架後續會配置載入的路徑,更新後會放入連結