【Unity】AssetBundle打包策略
在游戏开发过程中,AssetBundle(AB)打包策略的重要性不容忽视。游戏开发者往往手动设置游戏资源包名进行管理,难免会造成资源确实或导致冗余,因此对于AB包的打包流程来说,进行策略管理显得十分重要。
采用打包策略管理整个AssetBundle打包流程,可以一键将你所需要的整个文件夹打成一个包、以及将特定文件夹下的每个资源单独打一个包,还会将这些资源所依赖的资源打进这个包里,不会产生冗余AB包,更容易进行管理。
1. 记录打包文件路径
1.1 创建ScriptObject
m_AllPrefabPath 用于记录该文件夹需要将每个prefab打成单独一个包。
m_AllFileDirAB 用于记录将整个文件夹打成一个ab包。
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ABConfig_SO", menuName = "CreateABConfig", order = 0)]
public class ABConfig_SO : ScriptableObject
{
//单个文件所在文件夹路径,会遍历这个文件夹下面所有Prefab,所有的Prefab的名字不能重复,必须保证名字的唯一性
public List<string> m_AllPrefabPath = new List<string>();
public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>();
[Serializable]
public struct FileDirABName
{
//AB包名
public string ABName;
//文件夹路径
public string Path;
}
}
1.2 创建 SO 文件
2. 记录所有的AB包文件信息及依赖
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
public class BundleEditor
{
//SO文件配置
private static string CONFIGPATH = "Assets/Editor/ABConfig_SO.asset";
//记录文件夹 key文件夹包名 value文件夹路径
private static Dictionary<string, string> m_AllDirDict = new Dictionary<string, string>();
//记录AB文件路径信息(包括文件夹路径、文件路径)
private static List<string> m_AllABFilePath = new List<string>();
[MenuItem("Tool/打包")]
public static void Build()
{
//获取SO文件信息
ABConfig_SO abConfig = AssetDatabase.LoadAssetAtPath<ABConfig_SO>(CONFIGPATH);
//记录文件夹AB包信息
foreach(ABConfig_SO.FileDirABName fdABName in abConfig.m_AllFileDirAB)
{
//避免不同文件夹存在相同包名
if(m_AllDirDict.ContainsKey(fdABName.ABName))
{
Debug.LogError("存在相同包名的 文件夹路径");
}
else
{
m_AllDirDict.Add(fdABName.ABName, fdABName.Path);
//记录AB文件路径
m_AllABFilePath.Add(fdABName.Path);
}
}
//记录文件信息
string[] allPrefabsGUID = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabPath.ToArray());
for(int i = 0; i < allPrefabsGUID.Length; i++)
{
//通过GUID获取文件路径
string path = AssetDatabase.GUIDToAssetPath(allPrefabsGUID[i]);
//启动 Unity 进度条
EditorUtility.DisplayProgressBar("查找Prefab", "Prefab:" + path, (i + 1) * 1.0f / allPrefabsGUID.Length);
//资源不存在记录的文件夹中,同时也是新发现的文件
if(!ContainAllABFile(path))
{
//获得资源的所有依赖(依赖包括自身)
string[] allDepend = AssetDatabase.GetDependencies(path);
for(int j = 0; j < allDepend.Length; j++)
{
//资源不存在记录的文件夹中,同时也是新发现的文件
//并且该依赖资源不是 脚本文件
if (!ContainAllABFile(allDepend[j]) ||
allDepend[j].EndsWith(".cs"))
{
m_AllABFilePath.Add(allDepend[j]);
}
}
}
}
DebugAllABFilePath();
EditorUtility.ClearProgressBar();
}
/// <summary>
/// 是否存在文件是否存在AB文件路径信息(避免资源冗余)
/// </summary>
/// <param name="path">资源路径</param>
/// <returns></returns>
private static bool ContainAllABFile(string path)
{
for(int i = 0; i < m_AllABFilePath.Count; i++)
{
//1.资源已被记录 2.资源存在文件夹中
if (path == m_AllABFilePath[i] ||
(path.Contains(m_AllABFilePath[i])
&& path.Replace(m_AllABFilePath[i], "")[0] == '/'))
{
return true;
}
}
return false;
}
/// <summary>
/// 输出全部AB包文件路径
/// </summary>
private static void DebugAllABFilePath()
{
for(int i = 0; i < m_AllABFilePath.Count; i++)
{
Debug.Log(m_AllABFilePath[i]);
}
}
}
点击菜单 【Tool - 打包】,会输出所有记录的AB包资源的路径
3. 将文件归属到各个包中
3.1 创建字典
//记录单个prefab所需要的所有依赖路径
private static Dictionary<string, List<string>> m_AllPrefabDict = new Dictionary<string, List<string>>();
m_AllPrefabDict.Clear();
3.2 记录Prefab依赖信息
//获得资源的所有依赖(依赖包括自身)
string[] allDepend = AssetDatabase.GetDependencies(path);
//将所有依赖打成一个包 以 prefab 游戏对象名为 AB包名
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
List<string> allDependPath = new List<string>();
for (int j = 0; j < allDepend.Length; j++)
{
//资源不存在记录的文件夹中,同时也是新发现的文件
//并且该依赖资源不是 脚本文件
if (!ContainAllABFile(allDepend[j]) ||
allDepend[j].EndsWith(".cs"))
{
m_AllABFilePath.Add(allDepend[j]);
//记录文件依赖路径,将其设置成同一个AB包中
allDependPath.Add(allDepend[j]);
}
}
if(m_AllPrefabDict.ContainsKey(obj.name))
{
Debug.Log("存在相同名字:[" + obj.name + "] 的Prefab");
}
else
{
m_AllPrefabDict.Add(obj.name, allDependPath);
}
3.3 为资源添加包名
//添加AB包名
foreach(string name in m_AllDirDict.Keys)
{
SetABName(m_AllDirDict[name], name);
Debug.Log("[" + name + "]" + m_AllDirDict[name]);
}
foreach(string name in m_AllPrefabDict.Keys)
{
SetABName(m_AllPrefabDict[name], name);
Debug.Log("[" + name + "]" + m_AllPrefabDict[name]);
}
//TODO:打AB包
//清除所有AB包名字,防止重复设置包名
string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
for(int i = 0; i < oldABNames.Length; i++)
{
//移除AB包名
AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
EditorUtility.DisplayProgressBar("清除AB包名", "名字:" + oldABNames[i], (i + 1) * 1.0f / oldABNames.Length);
}
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
/// <summary>
/// 设置文件的AB包名
/// </summary>
/// <param name="path">文件路径</param>
/// <param name="name">AB包名</param>
private static void SetABName(string path, string name)
{
AssetImporter ai = AssetImporter.GetAtPath(path);
if(ai == null)
{
Debug.LogError("不存在文件路径:" + path);
}
else
{
//设置AB包名
ai.assetBundleName = name;
}
}
/// <summary>
/// 设置文件的AB包名
/// </summary>
/// <param name="dependPath">文件的所有依赖的路径</param>
/// <param name="name">AB包名</param>
private static void SetABName(List<string> dependPath, string name)
{
for(int i = 0; i < dependPath.Count; i++)
{
SetABName(dependPath[i], name);
}
}
最终,资源被分成了3个包
4. 根据包名进行打包
4.1 生成AB包
private static void BuildAssetBundle()
{
//删除的此时不存在的AB包
DeleteInExistenceAB();
//TODO:生成配置表
//打包
BuildPipeline.BuildAssetBundles(AssetBundleBuildPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
/// <summary>
/// 删除的此时不存在的AB包
/// </summary>
private static void DeleteInExistenceAB()
{
//获取所有AB包名
string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo dir = new DirectoryInfo(AssetBundleBuildPath);
//获得文件夹下所有文件
FileInfo[] files = dir.GetFiles("*", SearchOption.AllDirectories);
for (int i = 0; i < files.Length; i++)
{
//不删除同包名的文件,也不删除所有meta文件
if (ContainABName(files[i].Name, allBundles) ||
files[i].Name.EndsWith(".meta"))
{
continue;
}
Debug.Log("此 [ " + files[i].Name + "] AB包已经被删除或被更名");
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
}
}
/// <summary>
/// 判断名字是否在数组中
/// </summary>
/// <param name="name">名字</param>
/// <param name="strs">数组</param>
/// <returns></returns>
private static bool ContainABName(string name, string[] strs)
{
for(int i = 0; i < strs.Length; i++)
{
if(name == strs[i])
{
return true;
}
}
return false;
}
4.2 创建生成路径
//AB包输出路径
private static string AssetBundleBuildPath = Application.streamingAssetsPath;
4.3 调用创建AB包
5. 创建数据格式
using System.Collections.Generic;
using System.Xml.Serialization;
using System;
[Serializable]
public class AssetBundleConfig
{
//资源数据
[XmlElement("ABList")]
public List<ABBase> ABList { get; set; }
}
[Serializable]
public class ABBase
{
//资源路径
[XmlAttribute("Path")]
public string Path { get; set; }
//crc代码
[XmlAttribute("Crc")]
public uint Crc { get; set; }
//AB包名
[XmlAttribute("ABName")]
public string ABName { get; set; }
//资源名称
[XmlAttribute("AssetName")]
public string AssetName { get; set; }
//资源所依赖包名
[XmlElement("ABDependce")]
public List<string> ABDependce { get; set; }
}
6. 插入现成CRC32码
/// <summary>
/// CRC 效验
/// 快速检测算法
/// </summary>
public class Crc32
{
//crc表
static uint[] crcTable =
{
0x0, 0x77073096, 0xee0e612c, 0x990951ba, 0x76dc419, 0x706af48f, 0xe963a535, 0x9e6495a3,
0xedb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x9b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91,
0x1db71064, 0x6ab020f2, 0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7,
0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5,
0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172, 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b,
0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59,
0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, 0xcfba9599, 0xb8bda50f,
0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d,
0x76dc4190, 0x1db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x6b6b51f, 0x9fbfe4a5, 0xe8b8d433,
0x7807c9a2, 0xf00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x86d3d2d, 0x91646c97, 0xe6635c01,
0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457,
0x65b0d9c6, 0x12b7e950, 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65,
0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb,
0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0, 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9,
0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f,
0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81, 0xb7bd5c3b, 0xc0ba6cad,
0xedb88320, 0x9abfb3b6, 0x3b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x4db2615, 0x73dc1683,
0xe3630b12, 0x94643b84, 0xd6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0xa00ae27, 0x7d079eb1,
0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7,
0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5,
0xd6d6a3e8, 0xa1d1937e, 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b,
0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79,
0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236, 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f,
0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d,
0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x26d930a, 0x9c0906a9, 0xeb0e363f, 0x72076785, 0x5005713,
0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0xcb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0xbdbdf21,
0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777,
0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45,
0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db,
0xaed16a4a, 0xd9d65adc, 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9,
0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf,
0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94, 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d,
};
//返回字符串的crc
public static uint GetCRC32(string msg)
{
if (string.IsNullOrEmpty(msg))
return 0;
int iCount = msg.Length;
uint crc = 0xFFFFFFFF;
for (int i = 0; i < iCount; i++)
{
crc = ((crc >> 8) & 0x00FFFFFF) ^ crcTable[(crc ^ (byte)msg[i]) & 0xFF];
}
return crc ^ 0xFFFFFFFF;
}
}
7. 生成配置数据
7.1 根据资源路径 及 包名 写入数据
/// <summary>
/// 写入数据
/// </summary>
/// <param name="resPathDict">资源路径字典</param>
private static void WriteData(Dictionary<string, string> resPathDict)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABList = new List<ABBase>();
foreach(string path in resPathDict.Keys)
{
//创建数据
ABBase abBase = new ABBase();
abBase.Path = path;
abBase.ABName = resPathDict[path];
abBase.Crc = Crc32.GetCRC32(path);
abBase.AssetName = path.Remove(0, path.LastIndexOf('/') + 1);
//记录其依赖的AB包名
abBase.ABDependce = new List<string>();
//获取每个文件依赖
string[] resDependce = AssetDatabase.GetDependencies(path);
for(int i = 0; i < resDependce.Length; i++)
{
//不包括本身资源 也不包括脚本文件
if (resDependce[i] == path ||
resDependce[i].EndsWith(".cs"))
{
continue;
}
string abName = "";
if(resPathDict.TryGetValue(resDependce[i], out abName))
{
//资源在当前包内
if(abName == abBase.ABName)
{
continue;
}
//新的依赖包才添加到依赖中
if(!abBase.ABDependce.Contains(abName))
{
abBase.ABDependce.Add(abName);
}
}
}
config.ABList.Add(abBase);
}
//TODO:制作成 Xml 文件 和 二进制文件
}
7.2 整理资源的有效数据
7.2.1 创建字典
//记录有效的AB包文件(文件夹)路径
private static List<string> m_ValidConfigPath = new List<string>();
7.2.2 记录SO数据的文件夹及Prefab
//记录有效文件夹路径
m_ValidConfigPath.Add(fdABName.Path);
//记录有效文件
m_ValidConfigPath.Add(path);
7.2.3 修改配置表记录的数据
//只记录有效资源的数据,不记录所依赖的资源情况
if(ValidPath(allAssetPath[j]))
{
resPathDict.Add(allAssetPath[j], allBundles[i]);
}
/// <summary>
/// 是否是有效的AB包路径
/// </summary>
/// <param name="path">该资源路径</param>
/// <returns></returns>
private static bool ValidPath(string path)
{
for(int i = 0; i < m_ValidConfigPath.Count; i++)
{
if (path.Contains(m_ValidConfigPath[i]))
{
return true;
}
}
return false;
}
8. 生成配置表文件
//写入Xml
string xmlPath = Application.dataPath + "/AssetbundleConfig.xml";
if (File.Exists(xmlPath)) File.Delete(xmlPath);
FileStream fileStream = new FileStream(xmlPath, FileMode.Create);
StreamWriter sw = new StreamWriter(fileStream, Encoding.UTF8);
XmlSerializer xs = new XmlSerializer(config.GetType());
xs.Serialize(sw, config);
sw.Close();
fileStream.Close();
//写入二进制
//取消文件路径名
foreach (ABBase abBase in config.ABList)
{
abBase.Path = "";
}
string bytePath = AssetBundleBuildPath + "/AssetBundleConfig.bytes";
if (File.Exists(bytePath)) File.Delete(bytePath);
fileStream = new FileStream(bytePath, FileMode.Create);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fileStream, config);
fileStream.Close();
打包出来的Xml
因为作者精力有限,文章中难免出现一些错漏,敬请广大专家和网友批评、指正。