在测试过程中,发现:ProjectSettings > Editor > Mode 不等于 AlwaysEnabled 时,从AB中加载的预制的UI显示不出来,不知道原因
打包预制、图集
using System.Collections.Generic;
using UnityEditor;
/// <summary>
/// 用来打包的工具脚本
/// </summary>
public class BuildToolsEditor : Editor
{
/*
打包图集之前,应确保ProjectSettings > Editor > Mode == AlwaysEnabled
AssetBundleBuild.assetNames //这个文件在项目中的路径,加上后缀名
AssetBundleBuild.addressableNames //从这个AB包中LoadAsset时,要用这个名字
AssetBundleBuild.assetBundleName //这个AB包叫啥名字,可以在前边加上路径路径
AssetBundleBuild.assetBundleVariant //扩展名
*/
[MenuItem("Tools/打包UI(图集和预制)")]
static void onBuildAtlas()
{
List<AssetBundleBuild> AssetBundleLists = AssetBundleCollectEditor.GetAssetBundleBuilds_UI();
BuildPipeline.BuildAssetBundles(@"E:\UnityProject\AssetBundles", AssetBundleLists.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows64);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
收集AssetBundleBuild
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
/// <summary>
/// 专用于收集AssetBundleBuild的脚本
/// </summary>
public static class AssetBundleCollectEditor
{
/// <summary>
/// 收集UI类型的AssetBundleBuild
/// </summary>
/// <returns>AssetBundleBuild列表</returns>
public static List<AssetBundleBuild> GetAssetBundleBuilds_UI()
{
List<AssetBundleBuild> AssetBundleLists = new List<AssetBundleBuild>();
string rootPath = Path.Combine(Application.dataPath, "UI/Modules");
//获取文件夹下的一级子文件夹
string[] allModule = Directory.GetDirectories(rootPath);
foreach (string modulePath in allModule)
{
//获取模块名
string moduleName = Path.GetFileName(modulePath);
//模块下是否存在方图片的文件夹
//Images下不允许直接方图片,需要放在Images的子文件夹中,如:Images/Common,Images/bg 等
string imagesDire = Path.Combine(modulePath, "Images");
bool isExists_imagesDire = Directory.Exists(imagesDire);
if (isExists_imagesDire)
{
string[] allImagesDire = Directory.GetDirectories(imagesDire);
foreach (string imageDire in allImagesDire)
{
string direPath = "Assets" + imageDire.Substring(Application.dataPath.Length);
direPath = direPath.Replace("\\", "/");
AddBuildAtlas(moduleName, direPath, AssetBundleLists);
}
}
string prefabsDire = Path.Combine(modulePath, "Prefabs");
bool isExists_prefabsDire = Directory.Exists(prefabsDire);
if (isExists_prefabsDire)
{
string direPath = "Assets" + prefabsDire.Substring(Application.dataPath.Length);
direPath = direPath.Replace("\\", "/");
AddBuildPrefab(moduleName, direPath, AssetBundleLists);
}
}
return AssetBundleLists;
}
/// <summary>
/// 添加图集
/// </summary>
/// <param name="moduleName">模块名</param>
/// <param name="imageDire">文件夹路径</param>
static void AddBuildAtlas(string moduleName, string imageDire, List<AssetBundleBuild> AssetBundleLists)
{
string[] allImagePath = Directory.GetFiles(imageDire, "*.png");
if (allImagePath.Length <= 0)
return;
string direName = Path.GetFileNameWithoutExtension(imageDire);
string currentAtlasName = $"Atlas_{moduleName}_{direName}";
AssetBundleBuild abBuild = new AssetBundleBuild();
List<string> assetNamesArray = new List<string>();
List<string> addressableNamesArray = new List<string>();
foreach (var image in allImagePath)
{
string imageName = Path.GetFileNameWithoutExtension(image);
string imagePath = image.Replace("\\", "/");
assetNamesArray.Add(imagePath);
addressableNamesArray.Add(imageName);
}
////把图集打进AB后,可以在AB中通过图集加载Sprite,不打进去不起没发现啥问题
//assetNamesArray.Add($"{imageDire}/{currentAtlasName}.spriteatlas");
//addressableNamesArray.Add(currentAtlasName);
abBuild.assetNames = assetNamesArray.ToArray();
abBuild.addressableNames = addressableNamesArray.ToArray();
abBuild.assetBundleName = $"Assets/UI/Modules/{moduleName}/{currentAtlasName}";
abBuild.assetBundleVariant = "unity3d";
AssetBundleLists.Add(abBuild);
}
/// <summary>
/// 添加UI预制体
/// </summary>
/// <param name="moduleName">模块名</param>
/// <param name="prefabDire">文件夹路径</param>
static void AddBuildPrefab(string moduleName, string prefabDire, List<AssetBundleBuild> AssetBundleLists)
{
string[] allPrefabPath = Directory.GetFiles(prefabDire, "*.prefab");
if (allPrefabPath.Length <= 0)
return;
foreach (var prefab in allPrefabPath)
{
AssetBundleBuild abBuild = new AssetBundleBuild();
List<string> assetNamesArray = new List<string>();
List<string> addressableNamesArray = new List<string>();
string prefabName = Path.GetFileNameWithoutExtension(prefab);
string prefabPath = prefab.Replace("\\", "/");
assetNamesArray.Add(prefabPath);
addressableNamesArray.Add(prefabName);
string assetBundleName = $"Assets/UI/Modules/{moduleName}/{prefabName}";
abBuild.assetNames = assetNamesArray.ToArray();
abBuild.addressableNames = addressableNamesArray.ToArray();
abBuild.assetBundleName = assetBundleName;
abBuild.assetBundleVariant = "unity3d";
AssetBundleLists.Add(abBuild);
}
}
}
#endif
加载AB中的预制、图集、Sprite
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.U2D;
using UnityEngine.UI;
public class LoadUIScript : MonoBehaviour
{
public Transform Parent;
public Image showImage1;
public Image showImage2;
public Image showImage3;
void Start()
{
string assetPath = @"E:\UnityProject\AssetBundles";
////先加载 Manifest 方便获取依赖关系,一般正式项目会自己保存ab包的依赖关系
AssetBundle manifestAB = AssetBundle.LoadFromFile(Path.Combine(assetPath, "AssetBundles"));
AssetBundleManifest assetBundleManifest = manifestAB.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
//通过打包时的assetBundleName来获取这个ab包的依赖
string[] strs = assetBundleManifest.GetAllDependencies("assets/ui/modules/bag/ui_testpanel1.unity3d");
foreach (string name in strs)
{
//加载依赖,实际需要把这些加载的依赖都保存起来
AssetBundle dep = AssetBundle.LoadFromFile(Path.Combine(assetPath, name));
Debug.Log("依赖加载:" + name);
}
//加载ab包
AssetBundle panelAB = AssetBundle.LoadFromFile(assetPath + "/assets/ui/modules/bag/ui_testpanel1.unity3d");
//加载ab包中的预制体
GameObject wallPrefab = panelAB.LoadAsset<GameObject>("UI_testPanel1");
var obj = Instantiate(wallPrefab);
obj.transform.SetParent(Parent);
obj.transform.localScale = Vector3.one;
obj.transform.localPosition = Vector3.zero;
//加载图集并获取图集中的图片
//一下两种效果一样
//AssetBundle atlas_ab = AssetBundle.LoadFromFile(Path.Combine(assetPath, "assets/ui/modules/bag/atlas_bag_bg.unity3d"));
//Sprite sprite1 = atlas_ab.LoadAsset<Sprite>("bg_blue");
//showImage1.sprite = sprite1;
//Sprite sprite2 = atlas_ab.LoadAsset<Sprite>("bg_white");
//showImage2.sprite = sprite2;
//Sprite sprite3 = atlas_ab.LoadAsset<Sprite>("img_check");
//showImage3.sprite = sprite3;
//如果把图集也打进AB包中,可以这样加载
//SpriteAtlas spriteAtlas = atlas_ab.LoadAsset<SpriteAtlas>("Atlas_Bag_bg");
//Sprite sprite1 = spriteAtlas.GetSprite("bg_blue");
//showImage1.sprite = sprite1;
//Sprite sprite2 = spriteAtlas.GetSprite("bg_white");
//showImage2.sprite = sprite2;
//Sprite sprite3 = spriteAtlas.GetSprite("img_check");
//showImage3.sprite = sprite3;
}
}