Unity——AssetBundle打包工具

小紫蘇xw 發表於 2021-10-14
Unity

Unity批量打AB包

為了資源熱更新,Unity支援將所有資源打包成AssetBundle資源,存放在SteamingAssets資料夾中;

在專案釋出之前,需要將所有資源打包成.ab檔案,動態載入;

在專案更新時,替換.ab資原始檔,即可完成熱更新;

ab檔案在載入時,會多一步解壓縮的過程,會增加效能消耗;

打包操作屬於編輯器擴充,所有指令碼放在Eidtor資料夾下;

1.PathTool

根據不同平臺,獲取ab輸出和輸入路徑;

不同平臺的輸入輸出路徑不相同,ios,android,windows;《Unity資原始檔夾介紹》

public class PathTools
{
    // 打包AB包根路徑
    public const string AB_RESOURCES = "StreamingAssets"; 
    
    // 得到 AB 資源的輸入目錄
    public static string GetABResourcesPath()
    {
        return Application.dataPath + "/" + AB_RESOURCES;
    }

    // 獲得 AB 包輸出路徑
    public static string GetABOutPath()
    {
        return GetPlatformPath() + "/" + GetPlatformName();
    }
    
    //獲得平臺路徑
    private static string GetPlatformPath()
    {
        string strReturenPlatformPath = string.Empty;

#if UNITY_STANDALONE_WIN
        strReturenPlatformPath = Application.streamingAssetsPath;
#elif UNITY_IPHONE
            strReturenPlatformPath = Application.persistentDataPath;
#elif UNITY_ANDROID
            strReturenPlatformPath = Application.persistentDataPath;
#endif
        
        return strReturenPlatformPath;
    }
    
    // 獲得平臺名稱
    public static string GetPlatformName()
    {
        string strReturenPlatformName = string.Empty;

#if UNITY_STANDALONE_WIN
        strReturenPlatformName = "Windows";
#elif UNITY_IPHONE
            strReturenPlatformName = "IPhone";
#elif UNITY_ANDROID
            strReturenPlatformName = "Android";
#endif

        return strReturenPlatformName;
    }
    
    // 返回 WWW 下載 AB 包載入路徑
    public static string GetWWWAssetBundlePath()
    {
        string strReturnWWWPath = string.Empty;

#if UNITY_STANDALONE_WIN
        strReturnWWWPath = "file://" + GetABOutPath();
#elif UNITY_IPHONE
            strReturnWWWPath = GetABOutPath() + "/Raw/";
#elif UNITY_ANDROID
            strReturnWWWPath = "jar:file://" + GetABOutPath();
#endif

        return strReturnWWWPath;
    }
}

2.CreateAB

功能:選中一個資料夾,將該資料夾中所有資原始檔打包成AB檔案;

主要邏輯:遍歷資料夾中所有檔案,是檔案的生成AssetBundleBuild存在連結串列中統一打包,是資料夾的遞迴上一步操作,將所有資原始檔都放在listassets連結串列中;

官方Api:BuildPipeline.BuildAssetBundles統一打包所有資源;

public class CreateAB : MonoBehaviour
{
    private static string abOutPath;
    private static List<AssetBundleBuild> listassets = new List<AssetBundleBuild>();
    private static List<DirectoryInfo> listfileinfo = new List<DirectoryInfo>();
    private static bool isover = false; //是否檢查完成,可以打包
    static private string selectPath;

    public static bool GetState()
    {
        return isover;
    }

    public static AssetBundleBuild[] GetAssetBundleBuilds()
    {
        return listassets.ToArray();
    }

    [MenuItem("ABTools/CreatAB &_Q", false)]
    public static void CreateModelAB()
    {
        abOutPath = Application.streamingAssetsPath;

        if (!Directory.Exists(abOutPath))
            Directory.CreateDirectory(abOutPath);

        UnityEngine.Object obj = Selection.activeObject;
        selectPath = AssetDatabase.GetAssetPath(obj);
        SearchFileAssetBundleBuild(selectPath);
        
        BuildPipeline.BuildAssetBundles(abOutPath,
            CreateAB.GetAssetBundleBuilds(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
        Debug.Log("AssetBundle打包完畢");
    }

    [MenuItem("ABTools/CreatAB &_Q", true)]
    public static bool CanCreatAB()
    {
        if (Selection.objects.Length > 0)
        {
            return true;
        }
        else
            return false;
    }

這裡為什麼會紅我也不知道...

    //是檔案,繼續向下
    public static void SearchFileAssetBundleBuild(string path) 
    {
        DirectoryInfo directory = new DirectoryInfo(@path);
        FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();
        listfileinfo.Clear();
        //遍歷所有資料夾中所有檔案
        foreach (var item in fileSystemInfos)
        {
            int idx = item.ToString().LastIndexOf(@"\");
            string name = item.ToString().Substring(idx + 1);
            //item為資料夾,新增進listfileinfo,遞迴呼叫
            if ((item as DirectoryInfo) != null)
                listfileinfo.Add(item as DirectoryInfo);
            
            //剔除meta檔案,其他檔案都建立AssetBundleBuild,新增進listassets;
            if (!name.Contains(".meta"))
            {
                CheckFileOrDirectoryReturnBundleName(item, path + "/" + name);
            }
        }

        if (listfileinfo.Count == 0)
            isover = true;
        else
        {
            Debug.LogError(listfileinfo.Count);
        }
    }

    //判斷是檔案還是資料夾
    public static string CheckFileOrDirectoryReturnBundleName(FileSystemInfo fileSystemInfo, string path) 
    {
        FileInfo fileInfo = fileSystemInfo as FileInfo;
        if (fileInfo != null)
        {
            string[] strs = path.Split('.');
            string[] dictors = strs[0].Split('/');
            string name = "";
            for (int i = 1; i < dictors.Length; i++)
            {
                if (i < dictors.Length - 1)
                {
                    name += dictors[i] + "/";
                }
                else
                {
                    name += dictors[i];
                }
            }

            string[] strName = selectPath.Split('/');
            AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
            assetBundleBuild.assetBundleName = strName[strName.Length - 1];
            assetBundleBuild.assetBundleVariant = "ab";
            assetBundleBuild.assetNames = new string[] {path};
            listassets.Add(assetBundleBuild);
            return name;
        }
        else
        {
            //遞迴呼叫
            SearchFileAssetBundleBuild(path);
            return null;
        }
    }
}

3.ClearABLable

打包時每個資源會新增一個標籤,如果重複打包,需要清空才可再次打包,否則會失敗;

使用官方API:AssetDatabase.RemoveUnusedAssetBundleNames();

因為註釋寫的很詳細,就不贅述了;

public class ClearABLable
{
    [MenuItem("ABTools/Remove AB Label")]
    public static void RemoveABLabel()
    {
        // 需要移除標記的根目錄
        string strNeedRemoveLabelRoot = string.Empty;
        // 目錄資訊(場景目錄資訊陣列,表示所有根目錄下場景目錄)
        DirectoryInfo[] directoryDIRArray = null;
        
        // 定義需要移除AB標籤的資源的資料夾根目錄
        strNeedRemoveLabelRoot = PathTools.GetABResourcesPath();   

        DirectoryInfo dirTempInfo = new DirectoryInfo(strNeedRemoveLabelRoot);
        directoryDIRArray = dirTempInfo.GetDirectories();

        // 遍歷本場景目錄下所有的目錄或者檔案
        foreach (DirectoryInfo currentDir in directoryDIRArray)
        {
            // 遞迴呼叫方法,找到檔案,則使用 AssetImporter 類,標記“包名”與 “字尾名”
            JudgeDirOrFileByRecursive(currentDir);
        }

        // 清空無用的 AB 標記
        AssetDatabase.RemoveUnusedAssetBundleNames();
        // 重新整理
        AssetDatabase.Refresh();

        // 提示資訊,標記包名完成
        Debug.Log("AssetBundle 本次操作移除標記完成");
    }

    /// <summary>
    /// 遞迴判斷判斷是否是目錄或檔案
    /// 是檔案,修改 Asset Bundle 標記
    /// 是目錄,則繼續遞迴
    /// </summary>
    /// <param name="fileSystemInfo">當前檔案資訊(檔案資訊與目錄資訊可以相互轉換)</param>
    private static void JudgeDirOrFileByRecursive(FileSystemInfo fileSystemInfo)
    {
        // 引數檢查
        if (fileSystemInfo.Exists == false)
        {
            Debug.LogError("檔案或者目錄名稱:" + fileSystemInfo + " 不存在,請檢查");
            return;
        }

        // 得到當前目錄下一級的檔案資訊集合
        DirectoryInfo directoryInfoObj = fileSystemInfo as DirectoryInfo; 
        // 檔案資訊轉為目錄資訊
        FileSystemInfo[] fileSystemInfoArray = directoryInfoObj.GetFileSystemInfos();

        foreach (FileSystemInfo fileInfo in fileSystemInfoArray)
        {
            FileInfo fileInfoObj = fileInfo as FileInfo;

            // 檔案型別
            if (fileInfoObj != null)
            {
                // 修改此檔案的 AssetBundle 標籤
                RemoveFileABLabel(fileInfoObj);
            }
            // 目錄型別
            else
            {
                // 如果是目錄,則遞迴呼叫
                JudgeDirOrFileByRecursive(fileInfo);
            }
        }
    }

    /// <summary>
    /// 給檔案移除 Asset Bundle 標記
    /// </summary>
    /// <param name="fileInfoObj">檔案(檔案資訊)</param>
    static void RemoveFileABLabel(FileInfo fileInfoObj)
    {
        // AssetBundle 包名稱
        string strABName = string.Empty;
        // 檔案路徑(相對路徑)
        string strAssetFilePath = string.Empty;

        // 引數檢查(*.meta 檔案不做處理)
        if (fileInfoObj.Extension == ".meta")
        {
            return;
        }

        // 得到 AB 包名稱
        strABName = string.Empty;
        // 獲取資原始檔的相對路徑
        int tmpIndex = fileInfoObj.FullName.IndexOf("Assets");
        // 得到檔案相對路徑
        strAssetFilePath = fileInfoObj.FullName.Substring(tmpIndex); 
        
        // 給資原始檔移除 AB 名稱
        AssetImporter tmpImportObj = AssetImporter.GetAtPath(strAssetFilePath);
        tmpImportObj.assetBundleName = strABName;
    }
}

4.擴充

更多的時候,我們打包需要一鍵打包,也可能需要多個檔案打成一個ab包,只需要修改一下檔案邏輯即可;

打ab包本身並不複雜,對檔案路徑字串的處理比較多,多Debug除錯;