Unity3D LuaBundleLoader(基于cslua)
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说明:异步加载lua的bundle,会优先加载cache目录下bundle(一般更新的资源都在cache下)
using System; using UnityEngine; using System.Collections; using System.Collections.Generic; using System.IO; using LuaInterface; public class LuaBundleLoader : MonoBehaviour { public delegate void DelegateLoading(int idx, int total, string bundleName, string path); public delegate void DelegateLoadOver(); //正在加载中回掉 public DelegateLoading OnLoading; //加载完成回掉 public DelegateLoadOver OnLoadOver; //总共要加载的bundle个数 private int mTotalBundleCount = 0; //当前已加载的bundle个数 private int mBundleCount = 0; #if UNITY_5 public void LoadBundle(string dir, string bundleName) #else public void LoadBundle(string dir, List<string> bundleList) #endif { StartCoroutine(LoadBundles(dir, bundleName)); } IEnumerator CoLoadBundle(string name, string path) { using (WWW www = new WWW(path)) { if (www == null) { Debugger.LogError(name + " bundle not exists"); yield break; } yield return www; if (www.error != null) { Debugger.LogError(string.Format("Read {0} failed: {1}", path, www.error)); yield break; } mBundleCount++; if (null != OnLoading) { try { LuaFileUtils.Instance.AddSearchBundle(name, www.assetBundle); OnLoading(mBundleCount, mTotalBundleCount, name, path); } catch (Exception e) { Debug.LogError(e.Message); } } www.Dispose(); } } #if UNITY_5 private IEnumerator LoadBundles(string dir,string bundleName) #else private IEnumerator LoadBundles(string dir,List<string> bundleList) #endif { var cachePath = Application.temporaryCachePath.Replace(‘\\‘, ‘/‘); var streamingPath = Application.streamingAssetsPath.Replace(‘\\‘, ‘/‘); List<string> list = new List<string>(); #if UNITY_5 var bundlePath = cachePath+"/"+dir+"/"+bundleName; if (!File.Exists(bundlePath)) { bundlePath = streamingPath + "/" + dir + "/" + bundleName; } else { #if UNITY_android && !UNITY_EDITOR bundlePath = "file:///" + bundlePath; #endif } #if UNITY_ANDROID && !UNITY_EDITOR #else bundlePath = "file:///" + bundlePath; #endif using (WWW www = new WWW(bundlePath)) { yield return www; AssetBundleManifest manifest = (AssetBundleManifest)www.assetBundle.LoadAsset("AssetBundleManifest"); list = new List<string>(manifest.GetAllAssetBundles()); //www.assetBundle.Unload(true); www.Dispose(); } #else list = bundleList; #endif mTotalBundleCount = list.Count; for (int i = 0; i < list.Count; i++) { string str = list[i]; string path =cachePath+"/"+dir+"/"+str; if (!File.Exists(path)) { path = streamingPath + "/" + dir + "/" + str; } else { #if UNITY_ANDROID && !UNITY_EDITOR path = "file:///" + path; #endif } #if UNITY_ANDROID && !UNITY_EDITOR #else path = "file:///" + path; #endif string name = Path.GetFileNameWithoutExtension(str); StartCoroutine(CoLoadBundle(name, path)); } yield return StartCoroutine(CheckLoadFinish()); } IEnumerator CheckLoadFinish() { while (mBundleCount < mTotalBundleCount) { yield return null; } if (null != OnLoadOver) { try { OnLoadOver(); } catch (Exception e) { Debug.LogError(e.Message); } } } }
使用代码
var loader = GetComponent<LuaBundleLoader>(); if (null == loader) { loader = gameObject.AddComponent<LuaBundleLoader>(); } loader.OnLoading = (idx, total, bundleName, path) => { Debug.Log(path+" ok"); }; loader.OnLoadOver = OnBundleLoadOver; loader.LoadBundle(LuaConst.osDir, LuaConst.osDir);
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