当前位置 : 主页 > 编程语言 > 其它开发 >

Unity-Adressable打包热更

来源:互联网 收集:自由互联 发布时间:2022-05-18
Addressable是Unity推出的打ab包方案,自动依赖; 不需要手动写AB打包方案,不需要关心依赖; 提供本地远程服务异步加载; 打包粒度可调节; 1.Group Addressable打包需要先将资源放入Group中,

Addressable是Unity推出的打ab包方案,自动依赖;

不需要手动写AB打包方案,不需要关心依赖;

提供本地远程服务异步加载;

打包粒度可调节;

1.Group

Addressable打包需要先将资源放入Group中,按group来打包,每个group对应一个ScriptableObject配置可调节;

Group可以调节包体是本地加载还是远程服务器加载;

可调节压缩方式,是否缓存,请求超时时间等;

image-20220515195301242

打包粒度:

同一Group可选择一起打包,完全分开打包和按标签打包;

同一标签会打成一个ab包,一个资源可选择多个标签;

这里设置Group中的打包粒度;

image-20220515195444849

2.Build

直接将资源拖进对应的分组;

image-20220515200525999

或在资源Inspector界面勾选addressable,资源会自动根据路径生成一个Name(用于加载);

image-20220515200446115

打包资源点击Build-NewBuild-Default Build;

Update是再打过包的基础上,更新资源,热更新时候用到;

image-20220515200032183

Profiles界面设置本地远程加载资源的路径

image-20220515200637866

Addressable提供了本地服务器hosting界面,设置好端口点enable即可,或者使用其他服务器测试也可;

3.Load 3.1加载方式 根据Name加载

Addressables加载需要上面Group中资源的Name=>参数path;

LoadAssetAsync加载完成后返回handle,可以用于释放资源;

因为异步加载资源无法及时返回加载后的资源,可以使用委托加载完成后,接收或操作资源;

public static AsyncOperationHandle<GameObject> LoadPrefab(string path, Action<GameObject> onComplete, bool isInstantiate = true)
{
    var handle = Addressables.LoadAssetAsync<GameObject>(path);
    handle.Completed += (obj) =>
    {
        GameObject go = obj.Result;

        if (isInstantiate)
        {
            go = GameObject.Instantiate(go);
            go.name = go.name.Substring(0, go.name.Length - 7);
        }
        onComplete(go);
    };
    return handle;
}

//提供直接实例化函数
Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Completed += (obj) =>
{
    // 已实例化的物体
    GameObject cubeObj = obj.Result;
};

可以使用async,await方式加载资源,可以直接接收结果;C#async&await&Task

但是webgl可能无法调用,js不支持多线程;

private async void InstantiateCube()
{
	GameObject prefabObj = await Addressables.LoadAssetAsync<GameObject>("Assets/Prefabs/Cube.prefab").Task;
	GameObject cubeObj = Instantiate(prefabObj);
		
	// InstantiateAsync方法
	// GameObject cubeObj = await Addressables.InstantiateAsync("Assets/Prefabs/Cube.prefab").Task;
}
根据AssetReference加载

在Inspector界面,将需要加载的文件拖动赋值给AssetReference;

public AssetReference spherePrefabRef;
void Start()
{
   	spherePrefabRef.LoadAssetAsync<GameObject>().Completed += (obj) =>
 	{
		GameObject spherePrefab = obj.Result;
		GameObject sphereObj = Instantiate(spherePrefab);
	};
}

//通过标签引用,可以批量加载同标签所有资源
AssetLabelReference label;

Addressables.LoadAssetsAsync<Texture2D>(textureLabel, (t) =>
{	
    //每加载完一次会回调一次
    Logger.Log(t.name);
});
3.2加载类型

上面Prefab加载已经写了;下面来加载图片,音频和场景;

//图片
Addressables.LoadAssetAsync<Texture2D>("Assets/Textures/a.jpg").Completed += (obj) =>
{
    Texture2D tex2D = obj.Result;
    img.texture = tex2D;
    img.GetComponent<RectTransform>().sizeDelta = new Vector2(tex2D.width, tex2D.height);
};

//textrue2D转sprite
Texture2D tex;
Sprite sp = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);

//场景
var handle = Addressables.LoadSceneAsync("Assets/Scenes/GameScene.unity");
if (handle.Status == AsyncOperationStatus.Failed)
{
    Debug.LogError("ERROR: " + handle.OperationException.ToString());
    yield break;
}
//加载百分比
while (!handle.IsDone)
{
	float percentage = handle.PercentComplete;
	yield return null;
}

//音频
Addressables.LoadAssetAsync<AudioClip>("Assets/Scenes/1.ogg");
3.3资源释放

加载的资源销毁组件后并不会销毁资源;(prefab不用如此释放)

直接释放资源,或者释放handle都可;

Addressables.Release(tex2D);
Addressables.Release(handle); 
3.4PlayMode:

第一个不使用AB加载,开发时候用;

第二个模拟ab加载;

第三个会根据LoadPath去加载真实的AB包读取资源,必须先Build;

image-20220515195628905

4.热更新

Addressables更新流程:

CheckForCatalogUpdates ->检测更新;

UpdateCatalogs -> 下载Catalogs文件;

GetDownloadSizeAsync ->获取更新资源大小;

DownloadDependenciesAsync->下载更新资源;

中途断网强退,使用AsyncOperationHandle的Status判断;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;

public class CheckUpdateAndDownload : MonoBehaviour
{
    public Text updateText;

    void Start()
    {
        StartCoroutine(UpdateAddressable());
    }

    private IEnumerator UpdateAddressable()
    {
        AsyncOperationHandle<IResourceLocator> initHandle = Addressables.InitializeAsync();
        yield return initHandle;

        // 检测更新
        var checkHandle = Addressables.CheckForCatalogUpdates(true);
        yield return checkHandle;
        if (checkHandle.Status != AsyncOperationStatus.Succeeded)
        {
            Debug.LogError("CheckForCatalogUpdates Error\n" + checkHandle.OperationException.ToString());
            yield break;
        }

        if (checkHandle.Result.Count > 0)
        {
            var updateHandle = Addressables.UpdateCatalogs(checkHandle.Result, true);
            yield return updateHandle;

            if (updateHandle.Status != AsyncOperationStatus.Succeeded)
            {
                Debug.LogError("UpdateCatalogs Error\n" + updateHandle.OperationException.ToString());
                yield break;
            }

            // 更新列表迭代器
            List<IResourceLocator> locators = updateHandle.Result;
            foreach (var locator in locators)
            {
                List<object> keys = new List<object>();
                keys.AddRange(locator.Keys);
                // 获取待下载的文件总大小
                var sizeHandle = Addressables.GetDownloadSizeAsync(keys.GetEnumerator());
                yield return sizeHandle;
                if (sizeHandle.Status != AsyncOperationStatus.Succeeded)
                {
                    Debug.LogError("GetDownloadSizeAsync Error\n" + sizeHandle.OperationException.ToString());
                    yield break;
                }

                long totalDownloadSize = sizeHandle.Result;
                updateText.text = updateText.text + "\ndownload size : " + totalDownloadSize;
                Debug.Log("download size : " + totalDownloadSize);
                if (totalDownloadSize > 0)
                {
                    // 下载
                    var downloadHandle = Addressables.DownloadDependenciesAsync(keys, true);
                    while (!downloadHandle.IsDone)
                    {
                        if (downloadHandle.Status == AsyncOperationStatus.Failed)
                        {
                            Debug.LogError("DownloadDependenciesAsync Error\n" + downloadHandle.OperationException.ToString());
                            yield break;
                        }
                        // 下载进度
                        float percentage = downloadHandle.PercentComplete;
                        Debug.Log($"已下载: {percentage}");
                        updateText.text = updateText.text + $"\n已下载: {percentage}";
                        yield return null;
                    }
                    if (downloadHandle.Status == AsyncOperationStatus.Succeeded)
                    {
                        Debug.Log("下载完毕!");
                        updateText.text = updateText.text + "\n下载完毕";
                    }
                }
            }
        }
        else
        {
            updateText.text = updateText.text + "\n没有检测到更新";
        }
    }
}
Life is too short for so much sorrow.  
上一篇:vue - Vue路由(扩展)
下一篇:没有了
网友评论