unity3d开发2d游戏中Assetbundle有啥作用

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在unity3d开发2d游戏中,Assetbundle 是Unity Pro提供提供的功能,它可以把多个游戏对象或者资源二进制文件封装到Assetbundle中,提供了封装与解包的方法使用起来很便利。在如下几个方面的作用明显:
  1.预设
  Assetbundle可以将Prefab封装起来,这是多么方便啊! 而且我也强烈建议大家将Prefab封装成Assetbundle,因为Prefab可以将游戏对象身上带的游戏游戏组件、游戏脚本、材质都封装在一起。当从服务器上将Assetbundle下载以后直接Instantiate就可以放入游戏中。
  试想一下,如果只能将原始的二进制资源文件放在服务器上下载,当资源文件下载完毕后,需要动态的创建游戏对象、然后动态的将脚本绑定在游戏对象、动态的将贴图赋予游戏对象等等各种动态的操作。。所以强烈建议使用Prefa,不解释!!!!!
  另外,我在举个例子,因为模型有可能会带很多动画文件,那么这样一组模型资源就可能是多个FBX 文件 和 若干png贴图文件 材质文件。这时我只需要把原始模型放入Prefab中,它就会包含这个模型的所有组件、甚至包括它的动画资源、贴图。那么如下图所示,Mode就是模型的Prefab文件,那么我仅仅只需要把Mode这个预设打包成Assetbundle即可。 当我在服务器上下载这个Assetbundle并且载入游戏中就可以直接使用了,切换动画、换贴图都可以。。
  2.二进制文件
  也并不是Assetbundle中全都要用预设,Assetbundle它也可以将二进制文件直接封装在里面,比如图片、声音、文本信息等等。
  3.场景文件
  在Unity中可以将一个场景保存在Scene中,Scene就会包含这个场景中的所有,那能不能把Scene也封装成Assetbundle中?答案是能,但是它不能在移动平台上用,因为移动平台上是不能更新脚本的,换句话来说就是即使将脚本绑定在Prefab中,然后下载Assetbundle后,所有脚本是不会执行的,后面说另外一种巧妙用法。
  4.移动平台
  上面MOMO已经将Assetbundle 的使用原理大致介绍了一下 ,我们在谈谈移动平台。脚本不能更新是移动平台下最大的伤,这就意味着开发者无法绕过App store和 google Play这种在线商店升级应用程序。唯一能做到的就是更新资源、举个例子,游戏中在处理版本升级时,一般会有个大版本号和一个小版本号,大版本号就是 2.0、3.0这种 版本需要在AppStore中更新,大版本主要是升级游戏脚本,然后当小版本号,比如2.0.1 或2.0.2这种只是更新游戏中的资源,通过自己游戏的服务器就可以完成,通过Assetbundle在自己服务器上下载,然后适应在游戏中。如果非要更新脚本,或不得不更新脚本那么只能在Appstore或者google Play去更新大版本。
  移动平台上不能更新脚本,那么Prefab上绑定的脚本怎么办?在任何平台上都可以把脚本添加到Prefab上,然后打包成Assetbundle,只有移动平台上有点特殊,比如将Test.cs这条脚本绑定在Prefab中,最后程序通过服务器下载这个Assetbundle ,当载入工程中这条脚本是不会被执行的。
  但是如果本地工程有Test.cs这条脚本,那么Unity会自动将这条脚本绑定在下载的Prefab中,并且他们执行的非常好。如果本地工程中没有Test.cs这条脚本,那么Prefab上的脚本是永远都不会执行的。有时我们会在脚本中写一些Public的变量,有可能不同的Prefab上绑定的是相同的脚本,只是Inspector 脚本中的public参数不同。别担心这一点Assetbundle 中的Prefab也是没问题,所以说只要大版本中的脚本没问题,在小版本中只更新游戏资源是一点问题都么有的。
  5.移动优化
  之前我们说过可以将游戏中的某个游戏对象封装成Assetbundle,也可以将游戏中的整个场景也封装成Assetbundle。但是我认为需要巧妙的使用封装场景,因为场景中肯定有很多公用的模型,如果打包场景的话那么内存与size就是 公用模型的size * N个场景,想想其实挺恐怖的。其实我们可以巧妙的使用,首先把场景中公用的部分和私有的部分统统放入Unity, 然后烘培整个场景。 当场景烘培完毕后把公用的模型部分在拿出去,场景只只保留私有的模型。还可以做一个工具将公用模型在场景中的坐标保存在XML中(每个场景文件会对应一个公用模型的XML信息),最后在将公用的模型分别封装在别的Assetbundle中。
  服务器上提供每个场景的Assetbundle ,和公用模型的Assetbundle,一般公用模型的Assetbundle可以放在常驻内存中(可能使用频繁、根据项目的不同而定)场景Assetbundle下载完毕后,现载入场景然后在根据场景对应的XML信息将公用模型部分动态的在添加到场景中,这样就完成了一个场景的构建。
参考技术A 打包成Assetbundle的资源,可以输出windows,iphone,Androd等模式。

unity系统模块开发Unity5.5.2UI打包AssetBundle

之前已经有几篇文章写打包AssetBundle,但毕竟没有实际在项目中写过都写的比较浅。

刚好最近项目更新Unity5.5.2就顺便由我来更新ui打包流程

这里就把这次的经验写一下

这里还是稍微解释一下打包的基本目的:

打包ui就是把你做的界面打包出来成assetbundle包,讲道理你就把每个界面打成bundle包在游戏中你就可以直接加载来用,但是这样子的话你的每个bundle包就会非常的大,为什么呢,是因为这样子每个界面的bundle包里都包含这个界面用到的字体,贴图atlas,texture,shader还可以有你自己使用的动态组件。

这样子你的同一份资源都复制了很多份出来。

当然不能这样子做

所以我们就需要把这些atlas,font给剥离开来独立打包

不过新的打包方式让我们不用再手动剥离开来这些东西,也就是没有了剥离之后要重新引用的烦恼。

所要做的事就是把需要打包的东西改一改它的AssetBudnle名再一起build就好了

总的来说,就是把一个ui界面的下的atlas,font,texture,component记录下来,

通过修改这个ui.prefab,atlas,font,texture,compoent的预制件的bundle名,最后调一下打包函数就可以了

(有的项目texutre和shader是有自己写的管理类来加载,需要把引用置空的,这时候就需要实例ui.prefab,并把引用赋空,拷贝一份到另外一个文件夹中)

上一篇ui打包文章

http://blog.csdn.net/chrisfxs/article/details/55046339

而这次的流程是

1.清理数据,建立文件夹

2.遍历所有文件夹下的ui界面prefab

3.遍历所有prefab下的compoent(动态组件)

4.找出所有的资源(如atlas,font)用个list记录下来

5.修改这些资源和这个ui.prefab的assetbundle名

6.build

补充一点!

游戏加载assetbundle的时候要先加载atlas,font这些资源,最后加载ui资源

这样才能保证引用没有丢失

下面是代码

//#if UNITY_5_MODE
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using System.IO;

public class BuildAssetbundle
{
    public static string m_destFileName = "Assetbundle";

#if UNITY_ANDROID
    public static string PlatformExtension = ".android";
    public static string Extension = ".x.android";
    public static BuildTarget Target = BuildTarget.Android;
    public static string ASSETBUNDLE_PATH = Application.dataPath + "/../AndroidResources/StreamingAssets";
    public static string FULL_ASSETBUNDLE_PATH = ASSETBUNDLE_PATH + "/" + m_destFileName;
#elif UNITY_IOS
    public static string PlatformExtension = ".ios";
    public static string Extension  = ".x.ios";
    public static BuildTarget Target = BuildTarget.iOS;
    public static string ASSETBUNDLE_PATH = Application.dataPath + "/../IosResources/StreamingAssets";
#endif

#if BUILD_UI
    //需要打包的资源
    public static List<UIFont> fontList = new List<UIFont>();
    public static List<UIAtlas> atlasList = new List<UIAtlas>();
    public static List<GameObject> componentList = new List<GameObject>();
    public static List<GameObject> panelList = new List<GameObject>();

    public static void BuildOnePanel()
    {
        ClearAllBundleName();
        CleanTempData();

        GameObject[] selectGameObjects = Selection.gameObjects;
        UnityEngine.Object selectFloder = Selection.activeObject;
        if (selectGameObjects != null && selectGameObjects.Length != 0)
        {
            foreach (GameObject selGb in selectGameObjects)
            {
                string selGbPath = AssetDatabase.GetAssetPath(selGb);
                if (selGbPath.StartsWith(BuildUtils.PANEL_ASSET_PATH))
                {
                    if (selGbPath.EndsWith(BuildUtils.PREFAB_SUFFIX))
                    {
                        GameObject uiInstance = PrefabUtility.InstantiatePrefab(selGb) as GameObject;
                        CheckComponent(uiInstance);
                        FindRefrence(uiInstance.transform);

                        string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;
                        PrefabUtility.CreatePrefab(prefabPath, uiInstance);
                        GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                        panelList.Add(prefabAsset);

                        UnityEngine.Object.DestroyImmediate(uiInstance);
                    }
                    else
                    {
                        Debug.LogWarning("选择的资源 " + selGb.name + " 不是界面Prefab!");
                    }
                }
                else
                {
                    Debug.LogWarning("只能打包放在 " + BuildUtils.PANEL_ASSET_PATH + " 下面的界面Prefab");
                }
            }
            StartBuildGameObjects();

            BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);
            ShowBundleFolder();
            EditorUtility.DisplayDialog("提示", "打包完成!", "确定");
        }
        else
        {
            Debug.LogWarning("只能对 " + BuildUtils.PANEL_ASSET_PATH + " 下面的UI使用!");
        }
    }

    public static void BuildAllPanel(bool hint)
    {
        ClearAllBundleName();

        if (!hint || EditorUtility.DisplayDialog("提示", "确定打包 " + BuildUtils.PANEL_ASSET_PATH + " 下所有界面?", "确定", "取消"))
        {
            CleanTempData();

            string[] files = Directory.GetFiles(BuildUtils.PANEL_ASSET_PATH);
            if (files.Length != 0)
            {
                foreach (string file in files)
                {
                    if (file.EndsWith(BuildUtils.PREFAB_SUFFIX))
                    {
                        GameObject uiInstance = PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(file)) as GameObject;
                        string ui_panel_prefab_name = Path.GetFileNameWithoutExtension(file);
                        CheckComponent(uiInstance);
                        FindRefrence(uiInstance.transform);

                        string prefabPath = BuildUtils.TEMP_PANEL_PREFAB_PATH + "/" + uiInstance.name + BuildUtils.PREFAB_SUFFIX;
                        PrefabUtility.CreatePrefab(prefabPath, uiInstance);
                        GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                        panelList.Add(prefabAsset);

                        UnityEngine.Object.DestroyImmediate(uiInstance);
                    }
                }

                StartBuildGameObjects();
                BuildUtils.DeleteFileWithSuffixs(ASSETBUNDLE_PATH, new string[]{".manifest",""}, true, false);
            }
            if (hint)
            {
                ShowBundleFolder();
                EditorUtility.DisplayDialog("提示", BuildUtils.PANEL_ASSET_PATH + " 下的界面界面全部打包完成!", "确定");
            }
        }
    }

    /// <summary>
    /// 对每一个要打包的Prefab保存组件信息,找出Atlas、Font等//
    /// </summary>
    /// <param name="com">COM.</param>
    static void FindRefrence(Transform com)
    {
        PrefabHierarchyInfo info = com.gameObject.AddComponent<PrefabHierarchyInfo>();
        info.transforms = com.gameObject.GetComponentsInChildren<Transform>(true);
        info.myuianchors = com.gameObject.GetComponentsInChildren<MyUIAnchor>(true);
        UILabel[] uilabels = com.gameObject.GetComponentsInChildren<UILabel>(true);
        UISprite[] uisprites = com.gameObject.GetComponentsInChildren<UISprite>(true);
        UITexture[] uitextures = com.gameObject.GetComponentsInChildren<UITexture>(true);

        foreach (UILabel lab in uilabels)
        {
            UIFont font = lab.bitmapFont;
            if (font == null)
            {
                Debug.LogWarning(com.gameObject.name + " 下出现未使用UIFont或者没有知道字体的UIlabel, " + lab.gameObject.name);
                continue;
            }

            string uifontPath = AssetDatabase.GetAssetPath(font);
            if (!uifontPath.StartsWith(BuildUtils.UIFONT_PREFAB_PATH))
                Debug.LogWarning("使用了没有放在" + BuildUtils.UIFONT_PREFAB_PATH + " 目录下的UIFont:" + uifontPath);

            if (!fontList.Contains(font))
            {
                fontList.Add(font);
            }

            lab.text = "";
        }
        foreach (UISprite sp in uisprites)
        {
            UIAtlas atlas = sp.atlas;

            if (atlas == null)
                continue;

            string atlasPath = AssetDatabase.GetAssetPath(atlas);
            if (!atlasPath.StartsWith(BuildUtils.ATLAS_PREFAB_PATH))
                Debug.LogWarning("使用了未放在" + BuildUtils.ATLAS_PREFAB_PATH + "目录下的Atlas:" + atlasPath);

            sp.RecordAtlasName = atlas.name;

            if (!atlasList.Contains(atlas))
                atlasList.Add(atlas);
        }

        foreach (UITexture t in uitextures)
        {
            t.mainTexture = null;
            t.shader = null;
        }

        com.parent = null;
    }

    /// <summary>
    /// 对找出的需要打包资源打包//
    /// </summary>
    private static void StartBuildGameObjects()
    {
        EditorUtility.UnloadUnusedAssetsImmediate();

        AssetbundleCommonFun.SetAssetBundlesName<UIFont>(fontList, Extension, false);
        AssetbundleCommonFun.SetAssetBundlesName<UIAtlas>(atlasList, Extension, false);
        AssetbundleCommonFun.SetAssetBundlesName<GameObject>(componentList, Extension, false);
        AssetbundleCommonFun.SetAssetBundlesName<GameObject>(panelList, Extension, false);

        AssetDatabase.Refresh();
        BuildAll();

        CleanTempData();
        ClearAllBundleName();

    }

    //在一次打包过程中,出现过的Component,检测多个Panel里面的(DynamicComponent)重名//
    static List<string> componentNames = new List<string>();
    //支持无限深度的Component嵌套
    static void CheckComponent(GameObject go)
    {
        string prefabPath = "";
        Dictionary<uint, List<Transform>> allComponent = new Dictionary<uint, List<Transform>>();
        FindComponents(go.transform, 0, ref allComponent);
        uint[] indexs = new uint[allComponent.Keys.Count];
        allComponent.Keys.CopyTo(indexs, 0);
        System.Array.Sort(indexs);
        for (int i = indexs.Length - 1; i >= 0; i--)
        {
            foreach (Transform com in allComponent[indexs[i]])
            {
                FindRefrence(com);

                prefabPath = BuildUtils.TEMP_COMPONENT_PREFAB_PATH + "/" + com.name + BuildUtils.PREFAB_SUFFIX;
                PrefabUtility.CreatePrefab(prefabPath, com.gameObject);
                GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                componentList.Add(prefabAsset);
            }
        }

        for (int i = indexs.Length - 1; i >= 0; i--)
        {
            foreach (Transform com in allComponent[indexs[i]])
            {
                UnityEngine.Object.DestroyImmediate(com.gameObject);

            }
        }
    }

    /// <summary>
    /// 递归寻找动态组件//
    /// </summary>
    /// <param name="tf">Tf.</param>
    /// <param name="index">Index.</param>
    /// <param name="dict">Dict.</param>
    static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)
    {
        if (tf.name.Contains("(DynamicComponent)"))
        {
            foreach (Transform sonTf in tf)
            {
                if (componentNames.Contains(sonTf.name))
                {
                    UnityEngine.Debug.LogError(tf.name + " 子物体中出现同名的动态组件 " + sonTf.name);
                    UnityEngine.Object.DestroyImmediate(sonTf);
                    continue;
                }
                if (!sonTf.name.Contains("(DynamicComponent)"))
                {
                    componentNames.Add(sonTf.name);
                    if (!dict.ContainsKey(index))
                        dict.Add(index, new List<Transform>());
                    dict[index].Add(sonTf);
                    if (sonTf.childCount > 0)
                        FindComponents(sonTf, index + 1, ref dict);
                }
                else
                {
                    if (sonTf.childCount > 0)
                        FindComponents(sonTf, index + 1, ref dict);
                }
            }
        }
        else {
            foreach (Transform sonTf in tf)
            {
                if (sonTf.childCount > 0)
                    FindComponents(sonTf, index + 1, ref dict);
            }
        }
    }

    static void CleanTempData()
    {
        fontList.Clear();
        atlasList.Clear();
        componentList.Clear();
        componentNames.Clear();
    }
#endif

    #region tools
    static void BuildAll()
    {
        EditorUtility.ClearProgressBar();

        AssetbundleCommonFun.CreatePath(ASSETBUNDLE_PATH + "/Assetbundle");
        BuildPipeline.BuildAssetBundles(ASSETBUNDLE_PATH + "/Assetbundle", BuildAssetBundleOptions.ChunkBasedCompression, Target);

    }

    //[MenuItem("[AssetBundles]/Build Bundles Independent")]
    static void BuildBundlesIndependent()
    {
        List<Object> list = new List<Object>();
        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));

        int count = list.Count;
        string temp_path;
        List<string> pathList = new List<string>();

        foreach (Object o in list)
        {
            if (o == null)
            {
                continue;
            }

            AssetbundleCommonFun.ChangeTextureFormat(o);
            temp_path = AssetDatabase.GetAssetPath(o);
            if (!pathList.Contains(temp_path))
            {
                pathList.Add(temp_path);
            }
        }

        BuildIndependent(pathList);
    }

    static void BuildIndependent(List<string> pathList)
    {
        string OutPutFolder = ASSETBUNDLE_PATH + "/Assetbundle";
        AssetbundleCommonFun.CreatePath(OutPutFolder);
        AssetBundleBuild temp_build;
        List<AssetBundleBuild> abbs = new List<AssetBundleBuild>();

        int count = pathList.Count;
        int index = 0;

        foreach (string item in pathList)
        {
            if (item == null)
            {
                index++;
                continue;
            }

            EditorUtility.DisplayProgressBar("Build Bundles Independent", item, (float)index / (float)count);

            if (!string.IsNullOrEmpty(item))
            {
                temp_build = new AssetBundleBuild();
                temp_build.assetBundleName = AssetbundleCommonFun.GetBundleName(item, Extension);
                temp_build.assetNames = new string[] { item };
                abbs.Add(temp_build);
            }

            index++;
        }

        BuildPipeline.BuildAssetBundles(OutPutFolder, abbs.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, Target);

        string mainConfigPath = OutPutFolder + "/" + Path.GetFileName(OutPutFolder);
        if (File.Exists(mainConfigPath))
        {
            File.Delete(mainConfigPath);
        }

        AssetbundleCommonFun.ExportModifyFilesInfo(ASSETBUNDLE_PATH + "/Assetbundle");

        EditorUtility.ClearProgressBar();
        EditorUtility.DisplayDialog("提示", "操作结束", "OK");
    }

    //[@MenuItem("[AssetBundles]/Set Name for self")]     此功能不开放
    static void SetNameForSelf()
    {
        List<Object> list = new List<Object>();
        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
        int count = list.Count;
        int index = 0;
        foreach (Object o in list)
        {
            if (o == null)
            {
                index++;
                continue;
            }

            string path = AssetDatabase.GetAssetPath(o);

            AssetbundleCommonFun.SetBundleName(path, Extension);

            index++;
            EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);
        }

        EditorUtility.ClearProgressBar();
        EditorUtility.DisplayDialog("提示", "操作结束", "OK");
    }

    //[@MenuItem("[AssetBundles]/Set Assetbundle Name")]     此功能不开放
    static void SetName()
    {
        List<Object> list = new List<Object>();
        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
        int count = list.Count;
        int index = 0;
        foreach (Object o in list)
        {
            if (o == null)
            {
                index++;
                continue;
            }

            string path = AssetDatabase.GetAssetPath(o);

            AssetbundleCommonFun.SetBundleName(path, Extension);

            index++;
            EditorUtility.DisplayProgressBar("Set Assetbundle Name", path, (float)index / (float)count);
        }

        EditorUtility.ClearProgressBar();
        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");
    }

    //[@MenuItem("[AssetBundles]/Clear Selected AssetbundleName")]
    static void ClearName()
    {
        List<Object> list = new List<Object>();
        list.AddRange(Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets));
        int count = list.Count;
        int index = 0;
        foreach (Object o in list)
        {
            if (o == null)
            {
                index++;
                continue;
            }

            string path = AssetDatabase.GetAssetPath(o);

            AssetbundleCommonFun.SetBundleName(path, "", true);

            //AssetbundleCommonFun.SetDependenciesName(path, "", false, true);

            index++;
            EditorUtility.DisplayProgressBar("Clear Assetbundle Name", path, (float)index / (float)count);
        }

        EditorUtility.ClearProgressBar();
        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");
    }

    //[@MenuItem("[AssetBundles]/Clear All AssetbundleNames")]
    static void ClearAllBundleName()
    {
        string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();
        List<string> hasBundleNameAssets = new List<string>();
        foreach (string n in allBundleNames)
        {
            foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))
            {
                hasBundleNameAssets.Add(p);
            }
        }
        float idx = 0f;
        foreach (string asset in hasBundleNameAssets)
        {
            AssetbundleCommonFun.SetBundleName(asset, "", true);
            EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);
        }
        EditorUtility.ClearProgressBar();
        AssetDatabase.RemoveUnusedAssetBundleNames();
        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
        //EditorUtility.DisplayDialog("提示", "操作结束", "OK");
    }

    /// <summary>
    /// 显示Bundle文件夹//
    /// </summary>
    static void ShowBundleFolder()
    {
        string path = FULL_ASSETBUNDLE_PATH +"/assets";
        path = path.Replace("/", "\\");
        Debug.Log(path);
        System.Diagnostics.Process.Start("explorer.exe", "/select," + path);
    }
    #endregion
}
//#endif
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Text;

public class AssetbundleCommonFun
{
#if UNITY_ANDROID
    private static string strLocalFileName = "Android_LocalFilesInfo.asset";
#elif UNITY_IOS
    private static string strLocalFileName = "Ios_LocalFilesInfo.asset";
#endif

    private static List<string> componentList = new List<string>();
    static AssetImporter m_importer = null;

    public static void ClearAllBundleName()
    {
        string[] allBundleNames = AssetDatabase.GetAllAssetBundleNames();
        List<string> hasBundleNameAssets = new List<string>();
        foreach (string n in allBundleNames)
        {
            foreach (string p in AssetDatabase.GetAssetPathsFromAssetBundle(n))
            {
                hasBundleNameAssets.Add(p);
            }
        }
        float idx = 0f;
        foreach (string asset in hasBundleNameAssets)
        {
            SetBundleName(asset, "", false);
            EditorUtility.DisplayProgressBar("清除所有Bundle名称", "当前处理文件:" + Path.GetFileName(asset), idx++ / hasBundleNameAssets.Count);
        }
        EditorUtility.ClearProgressBar();
        AssetDatabase.RemoveUnusedAssetBundleNames();
        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
    }

    public static void CreatePath(string path)
    {
        string NewPath = path.Replace("\\", "/");

        string[] strs = NewPath.Split(‘/‘);
        string p = "";

        for (int i = 0; i < strs.Length; ++i)
        {
            p += strs[i];

            if (i != strs.Length - 1)
            {
                p += "/";
            }

            if (!Path.HasExtension(p))
            {
                if (!Directory.Exists(p))
                    Directory.CreateDirectory(p);
            }

        }
    }

    public static string SetBundleName(string path, string name, bool isForce = false)
    {
        if (!isForce)
        {
            if (Directory.Exists(path))
            {
                return null;
            }
        }

        string dictName = Path.GetDirectoryName(path);
        string fileName = Path.GetFileNameWithoutExtension(path);
        string extension = Path.GetExtension(path);

        dictName = dictName.Replace("UIResources_temp", "UIResources");

        if (!isForce)
        {
            if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))
            {
                return null;
            }
        }

        m_importer = AssetImporter.GetAtPath(path);

        if (name != "")
        {
            m_importer.assetBundleName = dictName + "/" + fileName + name;
        }
        else
        {
            m_importer.assetBundleName = "";
        }
        AssetDatabase.Refresh();

        return m_importer.assetBundleName;
    }

    public static string GetBundleName(string path, string name, bool isForce = false)
    {
        string retBundleName = null;

        if (!isForce)
        {
            if (Directory.Exists(path))
            {
                return retBundleName;
            }
        }

        string dictName = Path.GetDirectoryName(path);
        string fileName = Path.GetFileNameWithoutExtension(path);
        string extension = Path.GetExtension(path);

        if (!isForce)
        {
            if (extension.Equals(".dll") || extension.Equals(".cs") || extension.Equals(".js") || (name != "" && fileName.Contains("atlas") && !extension.Equals(".prefab")))
            {
                return null;
            }
        }

        if (name != "")
        {
            retBundleName = dictName + "/" + fileName + name;

            //Object tex = AssetDatabase.LoadAssetAtPath(path, typeof(Object));

            //if (tex is Texture2D)
            //{
            //    SetTexture(tex as Texture2D);
            //}
        }

        Debug.Log("Asset name: " + fileName);

        AssetDatabase.Refresh();

        return retBundleName;
    }

    static void FindComponents(Transform tf, uint index, ref Dictionary<uint, List<Transform>> dict)
    {
        if (tf.name.Contains("(DynamicComponent)"))
        {
            foreach (Transform sonTf in tf)
            {
                if (componentList.Contains(sonTf.name))
                {
                    Debug.LogWarning("same name component...");
                    UnityEngine.Object.DestroyImmediate(sonTf);
                    continue;
                }
                if (!sonTf.name.Contains("(DynamicComponent)"))
                {
                    Debug.Log("找到组件" + sonTf.name + "深度" + index);
                    componentList.Add(sonTf.name);
                    if (!dict.ContainsKey(index))
                        dict.Add(index, new List<Transform>());
                    dict[index].Add(sonTf);
                    if (sonTf.childCount > 0)
                        FindComponents(sonTf, index + 1, ref dict);
                }
                else
                {
                    if (sonTf.childCount > 0)
                        FindComponents(sonTf, index + 1, ref dict);
                }
            }
        }
        else
        {
            foreach (Transform sonTf in tf)
            {
                if (sonTf.childCount > 0)
                    FindComponents(sonTf, index + 1, ref dict);
            }
        }
    }

    public static void SetTexture(Texture2D tex)
    {
        string path = AssetDatabase.GetAssetPath(tex);
        TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;

        if (importer != null)
        {
            if (!(importer.textureType == TextureImporterType.NormalMap || importer.normalmap))
                importer.mipmapEnabled = false;
            importer.npotScale = TextureImporterNPOTScale.ToNearest;
            importer.textureType = TextureImporterType.Default;
            importer.spriteImportMode = SpriteImportMode.None;
            importer.isReadable = false;

            if (path.Contains("_alpha8"))
            {
                importer.textureFormat = TextureImporterFormat.Alpha8;
            }
            else
            {
                importer.textureFormat = SetTextureFormat(tex, importer);
            }
            importer.maxTextureSize = 8192;

            AssetDatabase.ImportAsset(path);
        }
    }

    static TextureImporterFormat SetTextureFormat(Texture t, TextureImporter importer)
    {
        TextureImporterFormat TextureFormat;
#if UNITY_IPHONE
        if (fun(t.width) && fun(t.height))
        {
            if (importer.DoesSourceTextureHaveAlpha())
            {
                TextureFormat = TextureImporterFormat.PVRTC_RGBA4;
            }
            else
            {
                TextureFormat = TextureImporterFormat.PVRTC_RGB4;
            }
        }
        else
        {
            TextureFormat = TextureImporterFormat.ETC2_RGBA8;

        }

#elif UNITY_ANDROID
        if (fun(t.width) && fun(t.height))
        {
            if (importer.DoesSourceTextureHaveAlpha())
            {
                //importer.alphaIsTransparency = true;
                TextureFormat = TextureImporterFormat.ETC2_RGBA8;
            }
            else
                TextureFormat = TextureImporterFormat.ETC_RGB4;
        }
        else {
            if (importer.DoesSourceTextureHaveAlpha())
            {
                //importer.alphaIsTransparency = true;
                TextureFormat = TextureImporterFormat.RGBA16;
            }
            else
                TextureFormat = TextureImporterFormat.RGB16;
            Debug.LogWarning("Texture " + t.name + " 尺寸不为2的幂次方,无法使用ETC压缩,当前使用 " + TextureFormat.ToString());
        }
#else
        TextureFormat = TextureImporterFormat.RGBA32;
#endif
        return TextureFormat;
    }

    static bool fun(int v)
    {
        bool flag = false;
        if ((v > 0) && (v & (v - 1)) == 0)
            flag = true;
        return flag;
    }

    public static void ExportModifyFilesInfo(string path)
    {
        string extension = "";
        string[] retFils = Directory.GetFiles(path, "*.manifest", SearchOption.AllDirectories);
        //LocalFilesInfo filesInfo = ScriptableObject.CreateInstance<LocalFilesInfo>();

        foreach (var item in retFils)
        {
            File.Delete(item);
        }
    }

    private static void FileCopy(string sourceFileName, string destFileName)
    {
        string dictName = Path.GetDirectoryName(destFileName);

        CreatePath(dictName);

        File.Copy(sourceFileName, destFileName);
    }

    private static string GetMD5HashFromFile(string fileName)
    {
        try
        {
            FileStream file = new FileStream(fileName, FileMode.Open);
            System.Security.Cryptography.MD5 md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
            byte[] retVal = md5.ComputeHash(file);
            file.Close();

            StringBuilder sb = new StringBuilder();
            for (int i = 0; i < retVal.Length; i++)
            {
                sb.Append(retVal[i].ToString("x2"));
            }
            return sb.ToString();
        }
        catch (System.Exception ex)
        {
            throw new System.Exception("GetMD5HashFromFile() fail, error:" + ex.Message);
        }
    }

    public static void ChangeTextureFormat(Object obj)
    {
        Object[] dependObjects;
        dependObjects = EditorUtility.CollectDependencies(new Object[] { obj });

        foreach (Object val in dependObjects)
        {
            if (val is Texture2D)
            {
                SetTexture(val as Texture2D);
            }
        }

        AssetDatabase.Refresh();
    }

    public static void SetAssetBundlesName<T>(List<T> list, string Extension, bool needRefresh) where T : Object
    {
        for (int i = 0; i < list.Count; i++)
        {
            SetAssetBundleName(list[i], Extension, needRefresh);
        }
    }

    public static void SetAssetBundleName<T>(T asset, string Extension, bool needRefresh) where T : Object
    {
        string path = AssetDatabase.GetAssetPath(asset);
        SetBundleName(path, Extension, needRefresh);
    }
}

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