unity商业游戏底层资源加载框架 相关源码
时间: 2023-10-01 14:00:51 浏览: 146
Unity商业游戏底层资源加载框架的相关源码可以通过Unity官方提供的AssetBundle类来实现。AssetBundle类是Unity中用于打包和加载资源的类,它可以将游戏中的各种资源(例如场景、模型、纹理、音频等)打包为一个个独立的AssetBundle文件,然后在运行时动态加载这些文件。
以下是实现资源加载的简单示例代码:
```csharp
using UnityEngine;
public class ResourceManager : MonoBehaviour
{
// 资源加载路径
public string bundleURL;
// 资源名称
public string assetName;
// 加载完成后的资源对象
private GameObject loadedAsset;
void Start()
{
// 启动异步加载资源的协程
StartCoroutine(LoadAssetBundle());
}
// 异步加载资源的协程
IEnumerator LoadAssetBundle()
{
// 使用UnityWebRequest从指定URL加载AssetBundle文件
using (var request = UnityEngine.Networking.UnityWebRequestAssetBundle.GetAssetBundle(bundleURL))
{
yield return request.SendWebRequest();
// 加载AssetBundle文件
var bundle = DownloadHandlerAssetBundle.GetContent(request);
// 从AssetBundle中异步加载资源
var assetRequest = bundle.LoadAssetAsync<GameObject>(assetName);
yield return assetRequest;
// 获取加载完成的资源对象
loadedAsset = assetRequest.asset as GameObject;
}
// 使用加载完成的资源对象进行后续操作
if (loadedAsset != null)
{
Instantiate(loadedAsset, transform.position, Quaternion.identity);
}
}
}
```
以上代码在Start方法中启动了一个协程,通过UnityWebRequest异步地从指定URL加载AssetBundle文件,然后使用AssetBundle.LoadAssetAsync异步地加载指定名称的资源,最后获取加载完成的资源对象进行后续操作。
注意:上述代码仅为示例,具体的资源加载逻辑和流程可能因项目需求而异,需要根据实际情况进行相应的修改和扩展。
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