AssetBundle加载的四种方式
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using System.Collections;using System.Collections.Generic;using UnityEngine;using System.IO;public class LoadFromFileExample : MonoBehaviour { string path; void Start () { path = "AssetBundle/scene/cubewall.unity3d";//路径 AssetBundle.LoadFromFile("AssetBundle/material/wood.unity3d");//加载依赖贴图,材质 // StartCoroutine(LoadAssetBundleFromMemoryAsync()); // LoadAssetBundleFromMemory(); // LoadFromFile(); StartCoroutine(LoadFromFileAsyn()); } #region 第一种类型 //第一种加载异步 IEnumerator LoadAssetBundleFromMemoryAsync() { AssetBundleCreateRequest createRequest = AssetBundle.LoadFromMemoryAsync(File.ReadAllBytes(path)); yield return createRequest; AssetBundle AB = createRequest.assetBundle; GameObject obj = AB.LoadAsset<GameObject>("cube"); Instantiate(obj); } //第一种同步加载 private void LoadAssetBundleFromMemory() { AssetBundle AB= AssetBundle.LoadFromMemory(File.ReadAllBytes(path)); GameObject obj = AB.LoadAsset<GameObject>("cube"); Instantiate(obj); } #endregion #region 第二种类型 //同步加载 void LoadFromFile() { AssetBundle AB = AssetBundle.LoadFromFile(path); if (AB == null) { Debug.LogWarning("Fail to load AssetBundle"); return; } GameObject obj = AB.LoadAsset<GameObject>("cube"); Instantiate(obj); } //异步加载 IEnumerator LoadFromFileAsyn() { AssetBundleCreateRequest createRequest=AssetBundle.LoadFromFileAsync(path); yield return createRequest; AssetBundle AB = createRequest.assetBundle; if (AB == null) { Debug.LogWarning("Fail to load AssetBundle"); yield break; } AssetBundleRequest Request = AB.LoadAssetAsync<GameObject>("cube"); yield return Request; if (Request == null) { Debug.LogWarning("Fail to load Request"); yield break; } GameObject obj = Request.asset as GameObject; Instantiate(obj); } #endregion}
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