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xasset's Introduction

xasset

xasset 提供了一种使用资源路径的简单的方式来加载资源,简化了Unity项目资源打包,更新,加载,和回收的作业流程

主要特点

  • 集成了官方的 AssetBundleBrowser,支持可视化的资源冗余预警,以及拖拽式的批量打包粒度调整
  • 提供了场景以及常规资源的加载(同步/异步)和卸载的统一接口,并自动处理相关依赖的操作
  • 基于引用计数管理资源对象生命周期,避免重复加载和轻易卸载
  • 提供了带断点续传的资源版本更新demo
  • 支持编辑器模式,开发效率高

使用范例

  1. 资源初始化

    以下代码,可以在工程的 Assets/Demo/Scripts/AssetsInit.cs 中找到

    void Start()
    {
          /// 初始化
        Assets.Initialize(OnInitialized, (error) => { Debug.Log(error); }); 
    }
    
    private void OnInitialized()
    {
       var asset = Assets.Load(assetPath, typeof(UnityEngine.Object));
       asset.completed += delegate(Asset a) 
       {
          if (a.name.EndsWith(".prefab", StringComparison.CurrentCulture))
          {
             var go = Instantiate(a.asset);
             go.name = a.asset.name;
             /// 设置关注对象,当关注对象销毁时,回收资源
             a.Require(go); 
             Destroy(go, 3);
             /// 设置关注对象后,只需要释放一次,可以按自己的喜好调整,
             /// 例如 ABSystem 中,不需要 调用这个 Release,
             /// 这里如果之前没有调用 Require,下一帧这个资源就会被回收
             a.Release();   
          }
       };
    } 
  2. 资源版本更新

    这里主要说明如何基于 Demo 场景进行测试资源版本更新

    首先,资源打包后,把 AssetsMenuItem 的 OnInitialize 替换为下面的样子:

    [InitializeOnLoadMethod]
    private static void OnInitialize()
    {
        var settings = BuildScript.GetSettings();
        if (settings.localServer)
        {
            bool isRunning = LaunchLocalServer.IsRunning();
            if (!isRunning)
            {
                LaunchLocalServer.Run();
            } 
        }
        else
        {
            bool isRunning = LaunchLocalServer.IsRunning();
            if (isRunning)
            {
                LaunchLocalServer.KillRunningAssetBundleServer();
            }
        }
        //Utility.dataPath = System.Environment.CurrentDirectory;
        Utility.downloadURL = BuildScript.GetManifest().downloadURL;
        Utility.assetBundleMode = settings.runtimeMode;
        Utility.getPlatformDelegate = BuildScript.GetPlatformName;
        Utility.loadDelegate = AssetDatabase.LoadAssetAtPath;
        assetRootPath = settings.assetRootPath;
    }

    其次,上面的改动主要是注释了 Utility.dataPath = System.Environment.CurrentDirectory;这行代码,这样在编辑器下,xasset 会从 StreamingAssets 目录下读取资源,所以,对于构建后的资源包,我们需要执行 Assets/AssetBundles/拷贝到StreamingAssets复制到这个目录下

    复制后,在编辑器下启动 Demo 场景,点击 Check 后,应该不会触发资源版本更新,停止播放后,可以修改已有的资源,例如在现有的 prefab 中添加新的内容,或者直接添加一些新的资源(这里是添加了一个新的 prefab),执行标记打包后,再次启动 Demo 场景,点击 Check 后,单步调试可以看到以下画面: update1

    更新完成后,Demo 中会提示更新了几个文件,如下图所示: update2

    最后,以上就是基于 Demo 场景进行资源版本更新的主要流程,更多演示请参考: xasset 框架入门指南

特别说明

  1. 对于引用计数:Asset对象的每次Load需要配对的Unload/Release来回收资源,Asset在Requrire之后,不需要主动调用Unload/Release,在Require的对象被销毁时,会自动回收

测试环境

  • 引擎版本:Unity 5.6.7 / Unity2017.4 / Unity 2018.4
  • 语言环境:.net 3.5/.net 4.0 (4.0版本有路径问题,如果发现有报错可以先切回 3.5 环境)
  • 操作系统:macOS 10.14.5

贡献成员

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